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BATTLE CRY SCENARIO: CULP'S HILL AND CEMETERY HILL, LATE IN THE DAY, 2 JULY 1863

Sources: Gettysburg: Culp's Hill and Cemetery Hill by Pfanz; Rick Barber's maps for Summer Storm by Clash of Arms Games; the McIlfresh Gettysburg map; Bachelder's second-day map.

Notes: The support of the assault of Longstreet's Corps on the Union left, Ewell's corps was to make a strong demonstration against the Union right flank posted on the wooded height of Culp's Hill and the open, but fortified, Cemetery Hill. Johnson's, Early's and Rodes' Divisions were to attack in succession when they heard Longstreet's guns.

For a variety of reasons, Ewell's units got a late start. Johnson had to guard against a flank probe by Federal cavalry; Early only got two brigades on line; and Rodes' division, slated to attack the western slope of Cemetery Hill, had barely begun its movement to contact when darkness fell and the firing from their corps' attack died down. Their absence would prove costly.

Johnson's attack fell upon a weakened Federal defense. Part of the Culp's Hill lines had beet vacated when elements of the XII Corps were ordered to the Union center to bolster the defense against Longstreet. Tile difficult terrain and Union fortifications made a coordinated advance difficult, and Johnson's only success was a foothold gained upon the lower east end of Culp's Hill, not far from Spangler's Spring.

Early's assault pierced a section of the extended XI Corps line at the base of Cemetery Hill, but many of the oft-maligned XI Corps regiments stood firm. Union gun crews on the crest, some defending their guns in hand-to-hand combat, held until darkness and reinforcements brought an end to the action.

As night fell, Kane's and Candy's XIT Corps brigades arrived to bolster the Federal hold 011 Culp's Hill. The barb of the fishhook remained in Union hands-barely.

SPECIAL RULES:

Deployment: The XI Corps had suffered Significant losses on 1 July. Remove one Stand each from two of the three infantry units initially deployed in Brickyard Lane and/or Cemetery Hill.

Terrain:

1. Entrenched line: The "backwards" entrenchment marker on Culp's Hill is considered to face in the same direction as the others. Only units on the Union side of this marker receive the -2 benefit.

2. Victory objectives: Each of the two entrenched hexes of upper Culp's Hill and each of the two rear most hexes of Cemetery Hill count as one flag if a Confederate unit occupies, or was the last to pass through, such a hex. This bonus is lost hex-by-hex if a Union unit occupies or passes through the hex.

If the Union still holds all four objective hexes when the Confederate loses his fifth flag, they count as one additional flag (not four) in the Union player's favor. This condition is only evaluated at the instant of the 5th Confederate flag loss, and only if Darkness has fallen (see Visibility below).

Visibility: The attack began at evening, and before long, dusk reduced visibility and effective ranges. Eventually, smoky darkness rendered the engagement close and confused.

1. Twilight: Before the game begins, stack ten of the Union/Confederate flag markers beside the board. At the end of each of the first ten complete game turns, remove a marker and stack off-map beside Kane's brigade (See "Reinforcements" below).

Once the new stack holds all ten markers, Twilight conditions are in effect. Beginning with the next (Confederate) turn, all firing ranges are reduced to two AND all units roll one less die at ALL ranges. Infantry fires 3/2/0/0. artillery fires 4/3/0/0/0 UNLESS the firing artillery unit is on a hill, in which case its fire is 4/3/2/0/0 against targets not on a hill. Generals still add +1; terrain fire modifiers still apply.

2. Darkness: After the tenth Union turn, repeat the marker-stacking procedure, locating the new stack back in its original position.

Once all ten markers are in one stack, Darkness has fallen. Beginning with the next (Confederate) turn, only adjacent units may battle AND all units roll one less die (hills still add +1 hex to the range of artillery on the hill, firing at a target not on a hill). All other rules apply as in Twilight, and the game continues until victory conditions are achieved.

Reinforcements

1. Kane's Brigade (initially deployed on the rear hex of the Union right) may not be moved until Twilight conditions are in effect. It may then be activated on any appropriate card as a right-flank unit.

On any turn after Kane's Brigade has vacated its initial hex, Candy's Brigade may be brought on in that same space using any appropriate right-flank card for this purpose only (i.e., a right flank "probe" or "attack card, for instance, cannot both bring on Candy and activate Kane that turn). The reinforcement card is not needed to bring on Candy's Brigade (it is considered to be part of initial Union forces but posted off-map).

If any Confederate unit at any range attacks Kane’s Brigade, it is activated immediately and Candy may be brought on as above.

2. On any turn after Darkness conditions are in effect, one three-stand Union infantry brigade may be brought on in the hex initially occupied by Howard, if that hex is currently Union-controlled, using any appropriate left-flank card for this purpose (as with Candy's appearance above). This unit represents composite reinforcements from XI Corps.

3. If the Confederate player plays the "Reinforcement" card, and has lost an entire infantry unit, he may (with a successful die-roll) bring on one infantry unit at full strength from the dead pile. This unit, representing Gordon's Brigade, must be brought on anywhere along the Confederate base line. The flag of the former Confederate loss still counts for the Union (use a spare marker).

4. No Union infantry reinforcements may be brought on by the Reinforcement card. No cavalry reinforcements may be brought on by either side. If the card is played, treat all such results as "no reinforcement."