GETTYSBURG ‘88 RULES CLARIFICATIONS
Updated 041020 by Vince
Meconi (2004 Boardgame Players Association PBEM GM)
New clarifications since the 2004 WBC are in italics.
A: Movement/Stacking
- 1Road movement may not be used in enemy zones of control (ZOC). Enemy ZOC
also negate bridges at streams.
- It costs one extra movement point to enter a rough hill hex (E6, F5, and
F6).
- Units are not required to stop upon entering enemy zones of control. (“ZOC
don’t lock.â€) They may not, however,
move directly from one enemy ZOC to another.
- If a general unit is on an entry hex when a unit or units under his command
appear, the general unit may add one extra movement factor to those units
if it follows them to the end of their movement
- Two or more generals from the same side may occupy the same hex, whether
or not combat units are present.
- When an entering unit’s entry hex is blocked by enemy
units or enemy ZOC, the entering unit comes on board at the nearest board
edge hex not occupied by enemy units or enemy ZOC. If 2 such hexes are equally
near, the entering unit may choose either.
- When an entering unit’s entry hex is blocked by friendly
units who are unable to move, the entering unit comes on board at the nearest
board edge hex not occupied by enemy units or enemy ZOC. If the entering unit
is blocked by friendly units who are able to move, the friendly units can
move to allow the entering units on board, or the entering units can cross
over the friendly units.
- The Battle Manual, page 20, Rule 8b2, COMBAT EXAMPLE 2, Movement, Paragraph
2 is incorrect. Pegram’s movement costs it 3 1/2 movement
factors, not 4 1/2 as printed.
B: Regular Combat
- No unit in combat may have its die roll modified by more than 10.
- The retreat sequence is as follows.
a. If possible, retreat to an adjacent hex which is not in enemy ZOC and not
occupied by friendly units. The retreat is now complete.
b. If no such hex available, retreat to an adjacent hex which is not in enemy
ZOC but is occupied by friendly units. From that hex, go back to step “aâ€.
c. If all retreat hexes are in enemy ZOC, if possible, retreat to one that
does not contain any friendly units. The retreat is now complete.
d. Retreat to a a hex that is in enemy ZOC and contains friendly units. From
that hex, go back to step “aâ€.
- A retreating unit cannot reenter the hex from which it began its retreat.
If step “c†calls for that to happen,
go to step “dâ€.
- Notwithstanding Rule 4a5, which states that “An individual
combat can never consist of attacking units from 2 or more hexes against defending
units in 2 or more hexes,†such an attack is possible if
both attacking hexes are adjacent to both defending hexes. For example, units
in E8 and G8 could attack units in F7 and F8 in one battle.
C: Double Range Artillery
- A single attacking double range artillery unit may attack more than one
enemy artillery unit as long as all defending units are within double range.
- Artillery adjacent to and therefore engaged in regular combat with other
units may not engage in double range artillery combat.
- Defending double range artillery gain terrain modifiers, but attacking double
range artillery units do not.
- Double range artillery combat may not cause more than a one step loss, and
there is no advance or retreat after combat.
- If either the attacking double range artillery unit or the defending double
range artillery unit is on a hill hex, intervening terrain (including intervening
hill hexes) does not block such combat.
- Defending double range artillery may not add its combat factor to another
defending double range artillery unit. It may only add its combat factor to
a unit defending in normal combat.
D: Miscellaneous
- The initiative marker may be used only once in each battle.
- Units voluntarily moved off the board are not considered eliminated. They
may not reenter the game, however. The opposing player scores one Victory
Point for any such unit which has sustained a step loss prior to its move
off the board.