LAST FULL MEASURE
The Battle of Gettysburg
Scenario 1: July 1-3, The Full Battle of Gettysburg.
Game Time
The game starts on the July 1st, 7 am turn and continues until either one player wins or the end of the 8 pm turn of July 3rd.
Initiative
The Union player has the initiative on the first turn.
Victory Conditions
1. At the end of the 8 pm turn of each day, a victory check is made. Both players check their VP totals.
2. If one player has a 2 to 1 or greater ratio of VPs than his opponent, with a minimum total of 30 VPs, they win immediately. If neither side has won play continues. If by the last daylight turn of July 3rd neither side has a 2 to 1 ratio, the player with the most VPs wins.
3. Each player gains a certain number of Victory Points (VP) for accomplishing the following objectives. Players should keep a running total in the spaces provided on the map.
(a) Each eliminated enemy infantry or artillery strength point - 1 victory point.
(b) Each eliminated enemy cavalry strength point - 2 victory points.
(c) Each eliminated USSS sharpshooter strength point - 2 victory points.
(d) Victory pionts equal to the reorganization value of each eliminated enemy corps or army commander.
(e) Baltimore Pike entrance hex (4346) - 20 points to Confederate only.
(f) Cashtown Pike entrance hex (0300) - 20 points to Union only.
(g) Taneytown Road entrance hex (5122) - 5 points to Confederate only.
(h) Hagerstown Road entrance hex (2300) - 10 points to Union only.
To receive Victory Points for objective hexes, the player must occupy, or have been the last to occupy the objective hex with an infantry regiment. The regiment does not have to be organized to qualify.
Reinforcements
Enter in accordance with the Order of Appearance cards.
Confederate Deployment
No Confederate units start on the map.
Union Deployment
Devin Cav/1 all regiments, within one hex of or on 1222.
Gamble Cav/1 all regiments, artillery 2 US, A (C/Tidball), Buford, within one hex of or on 1316.