IntroductIon contentS 1.0 GaMe turnS

IntroductIon contentS 1.0 GaMe turnS
GETTYSBURG: Badges of Courage
1.0 Game Turns
Badges of Courage is played in Game
Turns that simulate one hour of real time.
Game Turns have two alternate Player
Turns. The player taking a turn is known
as the Friendly Player. The opponent is
the Enemy player.
1.1 Initiative
To start each Game Turn, both
players roll two six-sided dice (2d6). High
total is Player 1 for this Game Turn.
Re-roll ties.
1.2 Player 1 TURN
A Player Turn has five phases which
must be played in the order given.
Badges of Courage is an exciting, fastpaced wargame simulating the Battle of
Gettysburg in 1863. The map covers the
essential area of the historical battlefield.
Military units are represented by blocks
which provide elegant mechanics for
Fog of War and Step Reduction. A selfadhesive label must be attached to each
block, Union (USA) labels on the blue
blocks and Confederate (CSA) on the
gray blocks.
Scenarios & Victory
Gettysburg was fought over three
consecutive days. Players may play the
entire battle or three shorter scenarios,
Day 1, Day 2, or Day 3.
Historical deployments and unit
strengths are given for each scenario. For
variety, historical deployments can be
adjusted with a Free Deployment option.
1.0 Game Turns
2.0 Map
4.0 Leaders
6.0 Movement
7.0 Melee
8.0 Supply
9.0 Scenarios
10.0Cavalry Battle
© 2006 Columbia Games Inc. •Command Phase: Activate (turn faceup) as many HQ units as desired. HQs
may move to an adjacent friendly hex
and then activate. Friendly units within
Command Range of an active leader
are “under command.”
•Fire Phase: Artillery, Infantry, &
Cavalry units under command may fire
at enemy units. Artillery fires one, two,
or three hexes. Infantry and Cavalry
must be adjacent to the enemy units.
•Move Phase: Units that did not
Command or Fire above may now
move. HQ command is not required
for movement. Units can move any
distance up to their movement limit,
but must stop when they enter an
enemy Zone of Control. Frontline units
may move one hex into Melee, which
does require Command.
•Melee Phase: Melees are resolved,
one by one, in any sequence desired
by the Friendly player. Each melee
is resolved over 1–3 Rounds during
which both players have options to fire
or retreat. If the Attacker fails to win,
he must Retreat during Round 3.
•Supply Phase: HQs may now be
activated for Supply to rebuild units.
DHQs supply same division units,
CHQs supply same corps units, and
AHQs supply any units.
1.3 Player 2 Turn
The other player now repeats the five
phases above. When completed, advance
the time one hour and determine Initiative
for the next Game Turn.
Rulebook Organization
This rulebook is formatted so that the sidebar
(right column) contains definitions, examples,
design notes, and suggestions to help you
understand and enjoy the game.
Game Scale
All units represent brigades, although the CSA
called their Artillery units battalions. Each step
is roughly 600 men, or 8 guns. Map scale is
400 meters (one quarter mile) per hex.
Fog of War
Fog of War is a great feature of all block
games. Except in combat, the blocks stand
upright, their label facing the owner. This
promotes bluff and innovative strategies
because players are never absolutely certain
of the strength or identity of an enemy unit.
Like all successful generals, you must be bold
and decisive in an atmosphere of doubt and
Random Initiative
Random initiative simulates the uncertainty of
battle. The player moving second in a Game
Turn may move first in the next Game Turn.
Getting two turns in a row can upset the best
of enemy plans.
Some players may prefer play with a fixed
sequence of play, that is a CSA Turn followed
by a USA Turn each hour.
Turn Marker
Use a spare block with a blank blue and
butternut label on opposite sides. After
determing initiative, place the block face-up
with the correct color on the time track.
Turn Sequence
Unlike other block games, in Gettysburg fire
combat preceeds movement.
Grant Dalgliesh
Tom Dalgliesh
Bill Alderman
Kevin Duke
Lance Gutteridge
Mark Kwasny
Bruce McFarlane
Gary Selkirk
Cal Stengel
Justin Thompson
Contributors: Charles F. Bryant, II
Jamie Roberts
Jim Stevens
Don Troiani (cover)
Tom Dalgliesh
GETTYSBURG: Badges of Courage
2.0 Map
The map is divided into hexes which
govern the location and movement of
blocks. Hexes are divided by hexsides
which restrict movement and combat fire.
Half hexes are fully playable.
2.2 Terrain
Movement, Combat, and Stacking
can be affected by terrain. Some terrain,
like Woods, can be both hex and hexside
terrain; some, like Rivers or Slopes, are
only hexside terrain.
In the terrain effects below, reference
to Move means the number of Movement
Points (mp) expended to cross a hexside
(hex terrain is irrelevant). Stacking is the
maximum number of units (per side) that
may be located in a hex (hex terrain is
Terrain effects are summarized in
the Terrain Data table (back cover). For
examples of movement, see 6.0.
CLEAR represents fields of barley, corn,
rye, wheat, and pasture. Move 2mp,
Stacking 4.
WOODS are mostly light and relatively
brush free. Move +1mp and Stacking
3. Defending units have double defense,
meaning they lose one step for each
two hits (5.24).
ORCHARDS are treated as woods except
they do NOT provide double defense.
TOWN hexes (I6, I7, H6, H7, G5, & G6)
are Move +1 and Stacking 3.
Map Note: hexsides J7/I7 and H7/G7
are not town hexsides.
FARMS are included only for historical
interest. They have no game effect.
MARSH is Move +3, Stacking 2.
Devil’s Den (S9) Stacking 2. Defending
units have double defense (5.24). Move
depends on hexside terrain.
Little Round Top (R7) although clear
(recently logged) has Stacking 2. Move
depends on hexside terrain.
ROADS negate all other terrain for
Movement, but not for Combat. Move is
1mp (major) or 2mp (minor) per hexside.
The following terrain types apply
only to hexsides.
SLOPES are noted with brown irregular
lines. A single line indicates “Ridge”
(Move +1mp) and a double line
indicates “Hill” (Move +3mp). Slope
movement and combat penalties apply
uphill only.
Note: some named hills such as
Powers Hill and Bushman Hill are not
hills in game terms.
Rivers & Streams are crossable.
Move is +2mp (rivers) and +1mp
(stream). Both are easier to cross at
Bridges and Fords.
Bridges & Fords are treated the
same. They change River and Stream
terrain into Major or Minor Road,
depending on the connecting road.
Move is therefore 1 or 2. For example,
moving over a river Bridge along a
major road expends just 1mp.
2.3 Elevation
Elevation is mainly used for artillery
Line of Sight (5.3). There are four
elevations depicted on the mapboard:
[ø] Base
[1] Ridge: one slope
[2] Hill: two slopes
[3] Wooded Hill
Trees (woods and orchard) and
town buildings count as a +1 Level. This
means Gettysburg town hexsides are
Level 1. Similarly, Culps Hill is Level 3.
If a unit retreats or moves offboard,
it is disrupted for the remainder of that
day. It returns to the field overnight as
a Night Reinforcement on the nearest
friendly or neutral road entry hex to the
hex it exited.
Such units do not count against a
player for Victory Points.
Note: after Day 3 there is no night
turn - units that leave the map during
Day 3 are gone from the battle. Similarly,
if playing a one day scenario, units that
move or retreat offboard do not return.
Note: You may enter the Cemetery Hill
hex on the Taneytown Road and leave by
Baltimore Pike or vice-versa at a cost of +1
The town of Gettysburg emerged relatively
unscathed from the battle. House to house
fighting was not something either side
practiced. The retreating 1st and 11th Corps
suffered high losses on Day 1 mainly because
of congestion and panic.
Benner Hill
Benner Hill was occupied by Johnson’s division
towards the end of Day 1. Fields of ripe wheat
and knee-high corn covered the bare crest.
Culps Hill
A wooded hill, rising 180 feet above Rock
Creek, broken here and there by boulders as
much as twenty feet high. The hill anchored
the right flank of the Union line. Defending
troops improved with breastworks an already
daunting defensive position. Johnson’s division
almost seized the hill late in Day 2 after Union
troops were withdrawn to deal with the crisis
on the Union left. They failed due to darkness,
then failed again on Day 3 after both sides
were reinforced overnight.
Cemetery Hill
A graveyard located south of Gettysburg, The
hill was not particularly steep, but was covered
with stone walls that gave good cover.
Little Round Top
The lower of two hills at the south of the USA
battleline. The hill rises about 150 feet above
the surrounding area, except in the saddle to
the south. Sickles was supposed to occupy
this end of the USA line, but he advanced
forward to the position held in the Sickle’s
Folly scenario. When Sickles was overrun by
Longstreet’s attack, the USA left faced disaster,
saved only be the last-minute arrival of Sykes
5th Corps, and great defense of Little Round
Top by Vincent’s brigade.
Rock Creek and Willoughby Run were more of
a military obstacle than is often supposed. Just
upstream of the McAllister Dam, Rock Creek
was six feet deep. A small group of men could
wade most streams easily, but getting an entire
brigade across in good order was another
matter. Embankments could be steep and lined
with bushes, which gave excellent cover to
enemy skirmishers.
Hex vs Hexside Terrain
There are many hexes on the map where
hex and hexside terrain differ. For example, the
Peach Orchard and Pennsylvania College have
clear hexsides around the terrain. This means
to enter those hexes costs only 2mp (1 on a
major road) and 2 more to exit.
But hex terrain does impact combat,
stacking, and line of sight. The woods in the
Pennsylvania College Hex provide Double
Defense (5.24), while the Peach Orchard does
not. Both hexes block line of sight (5.33).
Railways are treated as Minor Roads
whether built or unfinished.
© 2006 Columbia Games Inc. 2
GETTYSBURG: Badges of Courage
3.0 Units
The blocks represent USA (blue) and
CSA (gray) forces. Two sheets of die-cut
labels are included. One label must be
attached to each block. Lightly position
each label, ensure it is straight, then press
3.1 UNIT Data
3.11 Unit Strength
The current strength of a block is the
number on the top edge when the block is
standing upright. Strength determines how
many six-sided dice (d6) are thrown for a
block in combat. For a block at strength 4,
roll 4d6 (four six-sided dice).
Blocks can have a maximum strength
of 4, 3, 2, or 1. For each hit taken in
combat, the block’s current strength is
reduced by rotating the block 90 degrees
3.12 Combat Ratings
Combat Rating is a letter (morale)
and number (firepower) such as A1 or B2.
Morale codes are Good (A), Average (B),
and Poor (C) or (D). These have no effect
on fire combat, but are important for
Melee combat. Firepower is the maximum
roll that scores a hit in both Fire and
Example: a block rated B1 scores a hit
for each “1” rolled, and one rated B3
scores a hit for each 1, 2, or 3 rolled.
3.13 Movement Rating
Movement ratings are not shown on
the block. They are given in the Unit
Data table (sidebar).
3.21 Headquarters
HQs represent a
commanding general,
headquarters staff, and an
escort guard of 50-100 men.
They have Move 8, and
cannot fire, except in Melee.
3.23 Cavalry
Blocks with a crossed saber
symbol. They represent a
mounted brigade of 12002400. Cavalry have Move
3.24 Artillery
Blocks with a crossed
gun barrel symbol. They
represent a brigade (USA)
or batallion (CSA) of 12-24
guns. Artillery have Move
8, but off-road moves cost double. The
firepowers given are for Short range
(large number) and Long range (small
number). Artillery in Melee are subject to
special penalties, see 7.4.
3.25 Horse Artillery
Artillery attached to
Cavalry units. They function
like artillery, except they
have Move 10 and may
(unlike other Artillery)
attack into Melee.
Horse Artillery 3
Unit Data
Melee Only
Fire & Melee
Fire & Melee
Fire & Melee
Horse Artillery10
Fire & Melee
3.3 Special Units
3.31 Berdan’s Sharpshooters
Elite marksmen who wore dark green
uniforms. Although nominally attached
to Ward’s brigade in Birney’s Division (III
Corps) the sharpshooters operated as an
independent demi-brigade. This A3 unit
can Fire or Melee without command,
but they Melee at A1.
3.32 Lockwood’s Brigade
A green brigade newly attached to
the 12th Corps. Lockwood outranked
other brigade commanders in the corps.
Slocum did not want the inexperienced
Lockwood to become a division
commander, so the brigade was treated
as a Corps Asset. Most Gettysburg games
treat the brigade as “poor”, but it actually
fought well on Day 2. We rate it as B2.
Step Reduction
For each hit taken in combat, strength is
reduced by rotating the block 90 degrees
counter-clockwise. The diagram below shows the
same unit at 3s, 2s, and 1s.
Exception: Cavalry HQs have Move 10.
3.22 Infantry
Blocks with a crossed
rifle-musket symbol that
represent a brigade of 6002400 men. Infantry have
Move 6.
© 2006 Columbia Games Inc. 3
GETTYSBURG: Badges of Courage
HQ Name
activate, but they cannot overstack.
Units of the corresponding division
within Command Range of an activated
DHQ are “under command.”
After the Melee Phase ends, each
active HQ is reduced one (1) step. HQs
may now be activated for Supply at the
cost of one step. See 8.0.
An HQ at strength zero (ø) cannot be
activated, but can be increased by Supply.
Command Range
& Supply (2)
4.0 Command
4.1 Command Phase
The first phase in a Game Turn is the
Command Phase. Command is required for
Combat, but not for Movement.
4.2 HQ Types
4.21 Divison HQ (DHQ)
DHQs have a Union or Confederate
battle flag. The CSA player has nine
DHQs and the USA has nineteen. DHQs
command Combat and Supply for units of
the same division.
4.22 Corps HQ (CHQ)
The CSA player has three CHQs and
the USA has seven. CHQs Supply (not
Fire) any units in their Corps, usually by
adding steps to DHQs in range.
4.23 Army HQ (AHQ)
Both sides have one AHQ. They can
Supply (not Fire) any unit, most efficiently
by adding steps to CHQs. AHQs require
Night Supply to be rebuilt.
4.24 Artillery HQs
Each side has one Artillery CHQ that
can Fire or Supply any artillery within
command range, except Horse Artillery.
Artillery HQs are supplied by the AHQ.
4.25 Cavalry HQs
Each side has one Cavalry CHQ to
command cavalry and horse artillery. The
USA Player also has three cavalry DHQs
which function normally within their own
divisions. Cavalry CHQs are supplied by
the AHQ.
4.4 Corps Assets
Both sides have “corps assets”,
mostly artillery, which are attached at a
corps level. These units have the same
corps symbol as the CHQ. Corps Assets
are fired by any active DHQ of the same
corps in Command Range. They can only
be built by CHQs or AHQs directly.
4.5 Command Range
All HQs have a fixed Command
Range shown on their bottom right
corner. Command Range can be traced
through Friendly or Neutral hexes, but
not through Enemy hexes. (See: 6.6).
4.6 Command Seniority
Early in the game, before Lee or
Meade enter play, the senior CHQ on
the field functions as temporary AHQ,
perhaps only until a more senior officer
appears. Temporary AHQs have the same
powers as the AHQ, except they use their
own Command and Supply ratings.
Command seniority is noted in the
sidebar. Also see Hancock option.
4.61 HQ Elimination
HQs are eliminated in combat like
any other unit. The next senior officer (on
the field) assumes command.
A fallen DHQ is rebuilt (no cost) at
zero strength at the location of its CHQ
(or current AHQ if CHQ is not on the
field) in the next friendly Supply Phase.
The enemy player receives a “Fallen”
leader block to record the Victory Point.
4.3 HQ Activation
A fallen CHQ is not replaced. The
senior DHQ functions as CHQ (see
sidebar). Such "promoted" DHQs can
command troops of their own division
(only) to Fire/Melee and Supply any
units in the Corps. They can only be
resupplied themselves by the AHQ.
In the Command Phase, the active
player may activate (turn face-up) as many
DHQ units as desired. DHQs can deploy
to an adjacent Friendly hex before they
A fallen AHQ is not replaced.
Instead, the senior CHQ (on the field)
now functions as AHQ, and the senior
DHQ becomes CHQ.
© 2006 Columbia Games Inc. 4
Command Seniority
AHQ MeadeAHQ Lee
1. Slocum (XII) 1. Longstreet (I)
Williams McLaws
2. Sedgewick (VI) 2. Ewell (II)
Newton Early
3. Reynolds (I) 3. Hill (III)
Doubleday Anderson
4. Howard (XI) 4. Stuart (cavalry)
Schurz Hampton
5. Hancock (II)
6. Sickles (III)
7. Sykes (V)
8. Pleasanton (cavalry)
CHQs are listed by seniority. A fallen
CHQ is replaced by the senior DHQ
(italics) of that corps. That is, DHQ
Williams succeeds CHQ Slocum.
The Hancock Option
Reynolds commanded all USA forces
at Gettysburg until he was killed by a
sharpshooter around 10:30am on Day 1.
Howard became “army commander” until
Hancock, sent by Meade on learning of
Reynold’s death, arrived on the field around
4pm. Hancock was junior to Howard, but had
the confidence of Meade. General Slocum
appeared around 6pm with his 12th Corps and
Hancock departed soon after leaving Slocum
in command. Army commander Meade did not
appear on the field until 3am next day. Hence,
on Day 1, the Union army was commanded
by Reynolds, Howard, Hancock, and finally
The USA player has the option to send
Hancock to replace any fallen CHQ. Hancock
arrives (Taneytown Road) four (4) hours later
and functions as replacement CHQ (perhaps
AHQ) until Meade arrives.
USA Reserve Artillery
USA Reserve (R) artillery are commanded
by Hunt, who can Fire and Supply any USA
artillery, except Horse Artillery. Reserve
Artillery can also be fired by any Union DHQ.
CSA Artillery HQ
The official commander of the CSA artillery
was Pendleton. He was a good administrator
but poor “war chief ”. With everyone’s
agreement, the fighting role devolved to
Alexander, the senior artillery commander of
Longstreet’s I Corps. The Alexander HQ may
Fire and Supply all CSA artillery, except Horse
Artillery. Alexander is supplied by Lee, not
GETTYSBURG: Badges of Courage
5.0 FIRE Combat
5.1 FIRE Phase
The Fire Phase follows the Command
Phase. Only blocks within Command Range
of an active DHQ are eligible to fire. All
Combat HQs must be activated before any
firing begins. HQs themselves cannot fire
(but see 7.5).
Cavalry and Infantry units can Fire
only when they are adjacent to target units.
Artillery have ranged fire up to three (3)
hexes. See 5.3.
5.2 Firing Units
To fire, reveal your unit and roll as many
dice as a block’s current Strength. A hit is
scored for each roll equal to or lower
than the block’s Firepower Rating.
Example: To fire an Infantry 3, roll 3 dice.
If firepower is B2, score hits on rolls of “1” or
“2”. Other numbers are misses.
5.21 Fire Limit
Infantry, Cavalry & Artillery fire (short
and long range) is limited to one unit per turn
across each hexside (of the firing unit's hex)
regardless of terrain.
5.22 Terrain Effects
Some terrain types have a Fire penalty
that reduces firepower. Hence firing through
a Woods hexside is –1 (B2=B1). Terrain
penalties are cumulative and can result in
firepower 0 (no roll). Hence, Woods+River is
–2 (A3=A1). See the Terrain Effects chart on
the back page for penalties.
5.23 Hit Allocation
Enemy blocks cannot be targeted
individually. Each hit is applied to the
strongest enemy block in the targeted hex.
When two or more blocks share the highest
Strength, the owner chooses which to
reduce. Units taking hits from Fire Combat
do not have to be revealed.
Note: combat is not simultaneous. All hits
are applied immediately.
5.24 Double Defense (D2)
Some hexes (not hexsides) give D2 to
defending units. This means that two hits
are required to lose one step. Each hit is
treated as a half-hit and the next hit must be
taken on the same unit.
Half-hits do not carry forward from Fire
combat to Melee (7.0) combat. Units recover
from a half-hit at the end of the Fire Phase.
Double Defense is ignored in Melee
combat. Both sides have D1 (normal).
© 2006 Columbia Games Inc. 5.3 ARTILLERY FIRE
5.31 Artillery Range
Artillery may fire up to three (3)
hexes, subject to command, one unit per
hexside, and a clear Line of Sight (5.33).
A Cone of Fire (see diagram 1)
defines the only seven possible target
hexes when firing through a particular
Short Range is one hex; Long Range
is two or three hexes. Two firepowers
are given, the larger for Short Range, the
smaller (superscript) for Long Range.
That is, an artillery rated A31 has A3 at
Short Range and A1 at Long Range.
Fire penalties for terrain hexsides do
apply for Short Range artillery fire.
Fire penalties for terrain hexsides are
ignored for Long Range artillery fire.
Important: Artillery units must be
revealed when they enter an enemy
ZOC or frontline hex, and remain faceup until they leave all frontline hexes
or ZOCs. This applies to both sides,
but units are revealed only after all
movement is complete for that turn. A
revealed Artillery unit may be targeted
by any units that can fire (not melee) at
it during their turn. All hits are applied
to the targeted Artillery unit only
(excess hits are wasted).
5.32 Repulse Hits
Long Range fire cannot directly
eliminate enemy units. Instead, when a
unit would normally take its last hit, it
is repulsed, meaning it must retreat into
an adjacent Friendly hex. If no such hex
exists, or the only available Friendly hex
is fully stacked, then a repulsed unit is
5.33 Line of Sight (LOS)
With Long Range fire (only), blocking
terrain must be taken into consideration.
Blocking terrain is defined as higher land,
or Woods and Town hexsides. Farms,
Streams, Rivers, Marshes, and Roads
are NOT Blocking terrain. Friendly and
enemy units are not Blocking terrain.
Double Defense
The effect of D2 is more substantial than
merely “double”. If a defending unit receives
just a half-hit, it is recovered after the Fire
Phase ends.
D2 does not apply in Melee because woods
and rocks are a mixed blessing for the
Defender. They offer protection, but they also
allow the Attacker to approach with cover. The
epic struggle between the 15th Alabama and
20th Maine for Little Round Top illustrates the
point. The CSA regiment, under cover of the
trees, suddenly appeared and charged from
just 100 yards from the USA Line.
Elevation & LOS
When determining elevation, use only the
terrain applicable to the LOS. For example,
Blocher Knoll (D5) is not +1 elevation for fire
through its two non-Ridge hexsides. In general,
a LOS exists when:
• Target is adjacent.
• Target is same elevation and all Blocking
terrain is lower.
• Target is higher & closer (or equidistant) to
Blocking terrain.
• Target is lower & further (or equidistant) from
Blocking terrain.
Line of Sight (Diagram 1)
The seven possible targets for an artillery
unit firing though the Q10/S10 hexside are
shown below. White arrows indicate no LOS.
R11 is close range fire. LOS does not apply.
R12 is same level with no blocking terrain.
S12 and T12 are same level, but have
Double Defense for Woods.
S11 is lower with no blocking terrain.
S13 and T13 are lower with blocking terrain.
These hexes cannot be targeted from Q10.
Path of Fire
To help determine blocking terrain, first trace
into the adjacent front hex, and then choose
a pathway as shown below to the target. A
LOS exists if a path can be traced through
non-blocking terrain. This method clarifies, for
example, that S11 is not hidden by the orchard
to its northeast.
When the firing and target units are
at the same level, a LOS exists unless
higher Blocking terrain intervenes.
When the firing and target units are
at different elevations, a higher target must
be closer (or equidistant) to the Blocking
terrain to have LOS, but a lower target
must be further (or equidistant) from the
Blocking terrain to have LOS.
GETTYSBURG: Badges of Courage
6.0 Movement
6.1 Move Phase
The Move Phase follows the Fire
Phase. During each Move Phase, the
active player may move as many or as
few of his units as desired, except units
that participated in the Command or Fire
Phase cannot move. The enemy player
cannot move during your Move Phase.
6.2 Stacking
Stacking is the maximum number of
blocks that can occupy a hex. It varies by
terrain. Stacking Limits are noted on the
Terrain Data Table (back page).
Stacking Limits apply to all units,
including HQs. Stacking Limits apply at
the end of each phase. Overstacked units
are eliminated.
During a Melee, the Attacker has the
same Stacking Limit as the Defender.
That is, three (3) units can attack into a
Woods hex for Melee.
6.3 Movement POINTS (MP)
All units have a Movement Allowance
as noted on the Unit Data Table (back
cover). This allowance is the maximum
number of MPs available in one Move
Phase. Units expend MPs according
to the hexside crossed (hex terrain
is irrelevant) and cannot exceed their
allowance. Units may move less, but
cannot save MPs.
6.4 Terrain & Movement
Move points are expended depending
on the hexside crossed. A unit expends
2mp to cross a Clear hexside. Hence, a
unit with 6mp can move through three (3)
Clear hexsides.
Except as noted under Road
Movement, every hexside crossed
expends at least 2mp. Crossing a hexside
that contains other terrain expends the
sum of their respective MPs. Examples
are given in sidebar. A unit can always
move one hex regardless of terrain.
6.5 Road Movement
There are two classes of road, Major
(thick line) and Minor (thin line). Major
roads cost 1mp per hexside and minor
roads cost 2mp. Road movement negates
all terrain penalties for movement. For
example, an infantry unit can move up to
six hexes along a Major road regardless
of terrain.
© 2006 Columbia Games Inc. 6.6 Hex Control
Hex control is determined by the
position of units at the start of a Player
Turn. Hex control is important for HQ
Deployment, Command Range, Melee
Retreats, Repulse Hits, and control of
Victory hexes.
6.61 Zones of Control (ZOCs)
Units exert a Zone of Control (ZOC)
into all adjacent hexes that are vacant.
All hexes are either Friendly, Enemy, or
Friendly: hexes occupied by friendly
unit(s) or vacant hexes that are
adjacent and uncontested.
Neutral: vacant hexes, except those
which are Friendly or Enemy. A vacant
hex into which both sides exert a ZOC
is also Neutral.
Enemy: hexes friendly to the Enemy.
ZOCs do not extend into enemy
occupied hexes.
Units must stop when they ENTER
an enemy ZOC, or when they move from
one enemy ZOC to another.
Hex control changes only at the end
of the current Player Turn. A hex that
seems Neutral or Friendly, may in fact
still be an Enemy hex until the turn ends.
6.62 Frontline Hexes
All hexes adjacent to Enemy units
are Frontline hexes. Every hexside of a
Frontline hex has a Move Limit of two
units. This can be two units in, or two
units out, or one unit in and one out. All
units that move into or within Frontline
hexes must stop.
Movement Examples
Clear: 2mp (base move)
Woods: +1 = 3mp
Stream: +1 = 3mp
River: +2 = 4mp
Marsh +3 =5mp
Ridge: +1 = 3mp
Hill: +3 = 5mp
Woods+Stream: = 4mp
Woods+River: = 5mp
Woods+Ridge: = 4mp
Woods+Hill: = 6mp
Woods+River+Hill = 8mp
Regardless of terrain, Major roads have a base
movement of 1mp; Minor roads have a base
movement of 2mp. Fords and Bridges are a
continuation of their connecting roads. They
do not cost extra for Movement.
Hill and Ridge movement penalties apply to
uphill movement only.
Frontline Hexes
Frontline Hexes are similar to ZOCs except
they also include Friendly occupied hexes.
Move Limits apply to movement into,
within, or out of any Frontline hex. The
limits simulate the difficulty of engaging and
disengaging large bodies of men when close to
the enemy.
Entry Roads
This is the symbol for entry roads.
Other roads entering the map are
not valid entry roads.
Column & LINE (Optional)
Civil War tactics required infantry to fight in
line and march in column. Players can assume
that units are always in Line unless they are
marked (turn face-down) to identify them in
Column. The effects are:
•Units change from one formation to the
other during the Move Phase at a cost of
50% of their Move. Units require 100%
of their Move to change Formation in a
Frontline hex.
Timed reinforcements enter play
during the Move Phase. Units enter on
their named road and/or on adjacent
entry roads. Reinforcements may be
divided between possible entry roads, but
division integrity must be kept. The map
edge hex is counted as the first hex for
movement. If the entry road is minor 2mp
are consumed upon entry.
•Only units in Column can use Road
Movement; units in Line cannot.
The moving player may deploy in
adjacent hexes, and may also deploy one
or two units per occupied mapedge hex
and conduct a normal Melee Attack. This
special case does not require Command.
The Attacker can retreat off-board (2.4).
•Units enter the map in Column or Line at
owner choice.
•Units in Column have a Stacking Limit of
1 regardless of terrain. Units in Column
cannot enter any hex containing other
friendly units, nor can units in Line enter a
hex containing units in Column.
•Units in Column cannot Fire. In Melee, they
can retreat normally, or change to Line in
the first Melee Round.
Frontline hexside limits (6.62) do not
apply to mapedge hexes, but units must
still stop entering an enemy ZOC.
GETTYSBURG: Badges of Courage
7.0 MELEE Combat
7.1 Melee Phase
Frontline units can, instead of firing,
attack into an adjacent enemy-occupied
hex during the Move Phase. Command
is required to make this attack, except as
noted in 7.8.
A Melee is limited to one unit per
hexside, but a hexside already used for
Fire Combat can be used again for Melee.
A Melee cannot exceed the stacking limit
of the enemy hex, but this limit applies to
both players. See: 6.2.
Melees are resolved, hex by hex, in
any sequence desired by the Friendly
player, but only after all Movement is
completed. All units are revealed in Melee.
7.2 Melee Rounds
Melees are resolved over one (1)
to three (3) Rounds. Each unit has one
Combat Turn per Melee Round. In its
Combat Turn, a unit may either Melee or
Retreat. The sequence of Combat Turns
depends on combat ratings. All “A” blocks
go before all “B” blocks, which go before
all “C” blocks, which go before “D” blocks.
Defending “A” blocks go before Attacking
“A” blocks, and so on.
To Melee, roll as many dice as a
block’s current Strength. A hit is scored
for each roll equal to or lower than the
block’s Firepower Rating.
Example: To Melee an Infantry 3, roll 3
dice. If firepower is B2, score hits on rolls
of “1” or “2”. Other numbers are misses.
After Melee Round 1 has been
completed repeat the sequence for Melee
Round 2 as necessary. Unless the Attacker
wins the hex, his units must retreat (7.7)
during Round 3. That is, Attacking units
cannot Melee in Round 3; they must
Retreat, but defending units can Melee as
long as there is an enemy unit in the hex.
7.3 Melee Terrain
Roads can never be used to enter a
Melee. Use non-road terrain to determine
terrain effects.
Melee penalties (see Terrain Effects
chart) are determined by the hexside
crossed into combat. The penalties only
affect the attacker during the first round of
the melee. Hence, crossing Woods+Ridge
is –2 (A3=A1). These penalties are
cumulative and may result in firepower 0.
Double Defense (D2) does not apply in
© 2006 Columbia Games Inc. 7.4 Artillery in Melee
Artillery cannot attack into a Melee.
They defend normally at A3 or B3
firepower in Round 1, but are reduced to
A1 or B1 for later rounds.
Horse Artillery are permitted to attack
into Melee, but they too have reduced
firepower after Round 1.
7.5 HQs in Melee
HQs cannot attack into Melee. HQs
may defend in Melee Combat like any
other unit according to their current
strength and firepower. Because they have
a zero (ø) step, HQs always take the last
For Round 1 only, Cavalry firepower is
-1 (A2=A1) if they ATTACK into a melee,
and +1 (A2=A3) DEFENDING in a melee.
7.7 Melee Retreats
Attacking units must always retreat to
the adjacent hex(es) they attacked from.
Defending units must retreat to an adjacent
Friendly hex, if available, or to a Neutral
hex otherwise. Units can never retreat to
an Enemy hex, or to another unresolved
Melee hex. A maximum of one (1) unit can
retreat per hexside each melee round.
Retreating off-board is permitted (see
7.8 Unsupported MELEE
Players have the option during the
Move Phase to start an Unsupported Melee.
This does not require HQ Command, but
is restricted to one (1) unit per melee hex,
for two rounds, in which the Attacker must
retreat in Round 2.
Unsupported Combat may not be
used to support normal Melee combat.
Like other melees, the results are not
determined until all movement is complete.
Units that win a melee can regroup,
meaning they may immediately retreat to
adjacent friendly hexes, and/or the victory
hex can be reinforced by friendly units
from adjacent hexes. Units cannot regroup
into enemy or neutral hexes.
Melee Combat Example
The USA defends a Clear hex with three units:
B3 Infantry, C2 Infantry, and A3 Artillery. The
CSA melee with two units: A3 Infantry (via
Woods hexside) and B2 Infantry (via Clear
hexside). The sequence of Combat Turns in
the three Melee Rounds would be:
Round 1Round 2Round 3
USA A3 Arty
1CSA A3 Inf USA B3 Inf CSA B2 Inf USA C2 Inf 2USA
A1 Arty 2USA A1 Arty
3CSA A3 Inf
CSA A3 Inf USA B3 Inf USA B3 Inf
3CSA B2 Inf
CSA B2 Inf USA C2 Inf USA C2 Inf
1 Fights
as A2 in Round 1 because the
hexside crossed was wooded.
2 Fights
as A1 in Rounds 2 and 3.
3 Must
Retreat instead of firing during
Round 3.
Melee Retreats
Hex control does not change until the end of
the current Player Turn. A hex that is now
occupied by a Friendly unit may still be under
enemy control at the instant of retreat.
Supply Phase
This phase simulates a complex variety of
battle effects, such as restocks of ammo, the
benefits of resting troops, rallying disorganized
troops, and gathering stragglers.
Supply Example
Meade activates for Supply at Strength 1. He
has a Command Range and Supply Value of
3. Two SPs are expended to raise Hancock
(CHQ) and Slocum (CHQ) by one step each.
The third SP is used to raise Gibbon (DHQ)
directly since that division is under severe
pressure and time is the enemy. Meade is now
reduced by one step to Strength ø ending the
Supply Phase. He cannot be activated again
this day, but can be resupplied with Night
Melee Round 3
If a CSA B unit initiates a melee with a
USA A unit, but fails to eliminate the USA unit
in rounds 1 or 2, the CSA unit must retreat
in round 3 but not until after the USA unit
If, however, it was a CSA A unit that initiated
the melee with a USA B unit, the CSA unit
retreats in round 3 before the USA unit can
The melee hexside limit of 1 unit per
hexside applies to both directions. That is,
if a unit reinforces into the hex, another
unit that was already in the hex cannot
retreat via that same hexside.
GETTYSBURG: Badges of Courage
8.0 Supply
8.1 Supply Phase
First turn all units upright (except
Artillery in frontline hexes), and then
activate HQs for Supply as desired. HQs
may deploy to an adjacent friendly hex
and then activate for Supply. Activation
costs 1 step on that HQ. The same HQ
may be activated in both the Command
and Supply Phases of the same turn; each
activation costs 1 step.
8.2 Supply Points (SP)
Every HQ has a Supply value noted
in its lower right corner. This is the same
number as Command Range. These
points are available to supply units of the
same military group as follows.
DHQs may supply any units of the same
CHQs may supply any units of the same
Corps. Only a CHQ (or AHQ) can add
steps to a DHQ.
AHQs may supply any units. Only an
AHQ can add steps to a CHQ. Only
Night Supply (9.73) can rebuild AHQs.
8.3 Build-up
Supply Points (SP) build-up weakened
units. HQs may expend supply in the Fire
Phase and receive supply in the Supply
Phase of the same turn. Units may never
receive multiple steps of supply in the
same Supply Phase.
Each SP can increase one (1) unit
(regardless of type) by one (1) step,
subject to the following:
Command Range: the unit must be
within Command Range of the HQ.
Command Range cannot be traced
through Enemy hexes.
Frontline Hexes: units located in
Frontline hexes cost 2sp per step to
supply. Units located elsewhere cost
1sp per step.
Ineligible HQs: All HQs currently
active for Supply cannot receive
Supply in the same Supply Phase. That
is, a CHQ activated for Supply cannot
be built-up by an activated AHQ in the
same Supply Phase.
8.4 Night Supply
During the Supply Phase of a Night
Turn, each player receives supply points:
CSA 12sp
USA 16sp
© 2006 Columbia Games Inc. Unlike normal supply, multiple steps
may be added to units for Night Supply.
Each step costs 2sp in Frontline hexes, and
1sp elsewhere.
Command Range is not a factor in
Night Supply. However, to receive Supply,
USA units must trace a Supply Line to
the Baltimore Pike entry hex (L10), and
CSA units must trace a Supply Line to the
Cashtown Pike entry hex (H14). A Supply
Line is any path of hexes which does not
pass through an Enemy hex(es).
9.0 Scenarios
9.1 Victory Points (VPs)
Victory Points are scored for holding
certain hexes on the mapboard, and for
destroying enemy units. When the final
hour of each day is played, the CSA player
totals his VP.
Night Supply
Providing supply in the rear is much easier
than in the front. If possible, it is generally
wise to disengage at night.
Remember that a supply line cannot be traced
through enemy hexes. This is really the same
as day supply, which requires Command
Range, which cannot be traced through enemy
Victory Hexes
Terrain victory points are awarded for certain
locations. The CSA player must occupy or
control (friendly ZOC) these hexes to score
the VPs. The points are more a reflection of
the road they dominate than the terrain object
1vp Seminary Ridge
2vp Gettysburg
1vp Benner Hill
2vp Culps Hill
10+ CSA Victory
2vp Cemetery Hill
0-9 Draw
3vp Powers Hill
2vp Little Round Top
USA Victory
9.11 Victory Hexes
Victory locations have a large Orange
number and are listed in the sidebar. Only
the CSA player counts terrain points; the
USA gains no points for holding terrain.
Only Victory hexes Friendly to the CSA
are counted. Neutral and USA controlled
hexes are ignored.
9.12 Shattered Units
1vp is also scored per shattered
(eliminated) enemy unit. Both players
count the number of eliminated enemy
units. The USA total is subtracted from the
CSA total (result may be negative). Add this
number to the CSA terrain score.
Example: CSA holds Seminary Ridge
(1vp), Gettysburg (2vp), and Benner Hill
(1vp) for a total of 4vp. The CSA has lost
three (3) units and the USA has lost eight
(8) units, a difference of +5 for the CSA.
Final CSA score is thus 4+5 = 9vp. This
is a Draw.
1vp Big Round Top
1vp Peach Orchard
Shattered Brigades
No brigades were actually eliminated at
Gettysburg. Some like the Iron Brigade took
60% casualties, and others had 50% losses,
which effectively removed them from the
battle. Units eliminated in game play are
“shattered brigades”.
Day 1 Victory
The most likely result of playing Day 1 is a
draw. This is intended to encourage games to
be continued into Day 2. However, when using
Day 1 as a stand alone scenario, modify VPs
as follows:
CSA VPs 4 or less USA Victory
CSA VPs 5-9 Draw
CSA VPs 10+ CSA Victory
9.2 THE First Day
Cover Art
Set up units on Day 1 OB. Deploy 8am
units in the locations and strengths given.
You must deploy in the stated hex up to
maximum stacking, then deploy additional
units in adjacent hexes.
The cover art for Gettysburg: Badges of
Courage was painted by noted Civil War artist
Don Troiani. “Give them Cold Steel, Boys”
depicts Brigadier General Armistead leading
his brigade on Pickett’s Charge.
USA Player deploys first, then the CSA
player deploys. CSA has initiative for first
turn. The scenario ends after the 8pm turn.
GETTYSBURG: Badges of Courage
9.3 THE Second Day
Set up units for Sickles Folly. Start
at 4pm, and end after Night Turn. CSA
have initiative in first turn.
9.4 THE Third Day
Set up units for pickett’s Charge.
Start at 1pm, and end after Night Turn.
CSA have initiative in first turn.
9.5 Badges of Courage
The entire three day battle. Use Day
1 and Day 2 OB cards. Play Day 1 as
normal. Conduct a Night Turn, and then
continue with Day 2 starting at 8am with
an initiative die-roll. If necessary, conduct
a second Night Turn and play Day 3.
After each day, determine VPs
normally. If the result is a draw, the fight
continues into the next day. If neither
side wins by the end of Day 3, the game
ends as a draw.
Clarification: The Longstreet Day 2
option on the Order of Battle Card does not
include Pickett's Division.
9.6 Free Deployment
Players may vary historical
deployments. The best method is to
allow deployed units to be exchanged,
always keeping the same number of units
in each location. This avoids problems
relating to ZOCs.
9.7 Night Turns
This special turn separates two days
of battle. Determine Initiative normally.
9.71 Night Combat
Combat is prohibited.
9.72 Night Movement
Units are permitted one normal
Move, except they cannot enter any hex
adjacent to an enemy unit.
Units can move out of frontline
hexes but movement into/between
frontline hexes is prohibited at night.
9.73 Night Supply
Both players now receive Night
Supply. See 8.4.
9.74 Night Reinforcements
Night reinforcements (Union II
Corps) start in the entry hexes of the
Taneytown, Emmitsburg, or Littletown
roads and can move as far as desired
along those roads up to hex I6. All rules
of night movement must be obeyed.
© 2006 Columbia Games Inc. 10.0 CAVALRY BATTLE
These optional rules simulate the
(offboard) Gettysburg cavalry battle.
•Keep all cavalry units offboard, except
for Jenkins (CSA). Merritt of Buford's
division (USA) is temporarily attached to
Kilpatrick's division.
•On Day 3, Gregg’s division enters the
map along the Hanover Road at 3pm.
Kilpatrick’s division enters the map along
the Emmitsburg Road at 3pm.
•Several cavalry brigades included in the
game were not at the historical battle.
Players roll a die for each absent brigade
to determine if it becomes available. That
is, a roll of 5 or 6 adds Huey’s brigade to
Gregg’s division, otherwise it does not
USA: 5+ Huey
CSA: 6+ Imboden
5+ Robertson
5+ Jones
Note: if Huey fails to arrive, the USA
may transfer Custer from Kilpatrick's to
Gregg's division.
•Stuart opposes the Gregg and Kilpatrick
divisions by allocating brigades to one or
both potential battles. Each cavalry battle
is then fought as a special three (3) round
Melee (3pm Melee Phase) with the USA
on defense. Artillery fire in the melee
normally. HQ Command is NOT required,
but HQs fire in the melee normally. A
battle is won if the enemy is eliminated
or retreats. There is no mandatory retreat
after three rounds of melee. If neither side
wins, that battle is stalemated. Eliminated
units count for VPs as normal.
•A CSA victory against Gregg allows
surviving CSA cavalry to appear on the
Baltimore Pike at 4pm. A USA victory
allows surviving Gregg cavalry units to
appear on the Hanover Road at 4pm.
•A CSA victory against Kilpatrick allows
surviving CSA units to appear on the
Emmitsburg Road at 4pm. A USA victory
allows surviving Kilpatrick cavalry units
to appear on the Emmittsburg Road at
The role of cavalry in the Civil War was
primarily that of scouts and flank guards, a
crucial role in the days before air and radio
Buford provided excellent left flank protection
for the Army of the Potomac, a role he
could never have performed so well if JEB
Stuart had been leading and screening the
Confederate advance. Instead, Stuart was
riding around the Union army to the east,
absent until the end of Day 2. Lee stumbled
into Gettysburg, largely unaware of the
nearness and looming concentration of
Meade’s army.1
The smaller Army of Northern Virginia
won battle after battle either by holding a
strong defensive position or by brilliant flank
maneuvers based on superior intelligence of
enemy location. Neither condition applied at
JEB Stuart’s Day 3 orders were to ride east
and south to attack the Union rear. This was
intended to cause panic and rout after a
breakthrough by Lee’s infantry on Cemetery
Ridge. Stuart’s ride was opposed by Gregg’s
division, causing a cavalry battle three miles
offboard to the east which ended with a
stalemate. At the same time, Kilpatrick’s
division, unopposed, attacked the Confederate
right. They were repulsed after a hasty charge
by Farnsworth against Robertson’s Texas
1 Criticism of Stuart for depriving Lee of
his “eyes and ears” is a bit overwrought.
Lee did have three other cavalry
brigades nearby (Jones, Robertson,
and Imboden) which he failed to
employ in Stuart’s absence. Jones and
Robertson were at Fairfield, just nine
miles southwest of Gettysburg. Imboden
guarded the Army train, which was
stretched out for ten miles northwest
along the Cashtown Pike. Ewell’s II
Corps had its own attached brigade of
cavalry (Jenkins). Jones or Robertson
could easily have been attached to Hill’s
Corps to scout ahead of Heth’s division.
Stuart was an easy scapegoat for Lee's
failure to screen his own advancing
•If a battle stalemates neither side can enter
the map with those units.
Note: Players can use the optional
adjacent roads for entry as normal. Units
winning a cavalry battle are not obliged
to enter the map if the winner feels these
forces are too beat-up to risk it.
USA: Day 2
L4: Meade 2, Hunt 2, Pleasanton 1.
M4: Ransom 3, Taft 2, Huntington 3, Fitzhugh 3.
K4: Robinson 1, Paul 2, Baxter 2.
L5: Doubleday 1 (CHQ)*, Stannard 4, Rowley 2, Stone 2.
J5: Wadsworth 1, Wainwright 2, Cutler 2.
M5: Hancock 3, Hazard 3, Zook 2.
L6: Hays 2, Carroll 2, Smyth 3, Willard 3.
M6: Gibbon 2, Harrow 3, Webb 3, Hall 2.
N6: Caldwell 2, Cross 2, Kelly 1, Brooke 2.
P9: Sickles 2, Humphreys 2, Brewster 4.
O9: Carr 4.
P10: Burling 3.
Q9: Birney 2, De Trobriand 3, McGilvery 3.
Q10: Graham 3, Randolph 3.
R9: Ward 3.
T9: Berdan 2.
L3: Sykes 2, Martin 3.
M3: Ayres 2, Burbank 2, Day 3, Weed 3.
M2: Crawford 2, Fisher 3, McCandless 3.
L2: Barnes 1, Tilton 2, Sweitzer 3, Vincent 3.
L1: Baltimore Pike arrival beginning at 5pm.
K6: Howard 1, Schurz 1, Schimmelfennig 1,
Krzyzanowski 1.
K5: Steinwehr 1, Smith 2.
J6: Barlow 1, Osborn 2, von Gilsa 1, Ames 1.
L3: Slocum 2.
K3: Muhlenburg 2, Lockwood 4.
J4: Williams 2, McDougall 3, Kane 2.
J3: Ruger 3.
I4: Geary 2, Candy 3, Greene 3.
L5: Meade 1, Pleasanton 0.
N5: Ransom 3, Taft 2, Huntington 3, Fitzhugh 3.
M4: Hunt 2, McGilvrey 1.
L4: Robinson 1, Paul 2, Baxter 2.
M6: Doubleday 1 (CHQ)**, Stannard 4, Rowley 2, Stone 2.
J5: Wadsworth 1, Wainwright 2, Cutler 2.
Day 2, 4pm, CSA is Player 1
Day 3, 1pm, CSA is Player 1
M5: Hancock 3, Hazard 3, Kelly 1.
K6: Hays 2, Carroll 2, Smyth 3, Willard 3.
L6: Gibbon 2, Harrow 3, Webb 3, Hall 1.
N6: Caldwell 1, Cross 1, Brooke 1, Zook 2.
O6: Brewster 2, Carr 2, Burling 2.
P6: De Trobriand 1, Graham 1, Randolph 2.
O5: Birney 1 (CHQ)**, Humphreys 1, Ward 2, Berdan 1.
R7: Sykes 1, Martin 2.
Q7: Crawford 1, Fisher 2, McCandless 2.
S8: Ayres 1, Burbank 1, Day 2.
T8: Weed 2.
P7: Barnes 1, Tilton 2, Sweitzer 2, Vincent 2.
Q5: Sedgewick 2, Tomkins-1 3, Tomkins-2 3.
P5: Wright 2, Torbert 2, Bartlett 3, Russell 3.
Q6: Newton 2, Shaler 4, Eustis 3, Wheaton 3.
S6: Howe 1, Grant 4, Neill 4.
K5: Howard 1, Steinwehr 1, Smith 2.
K4: Schurz 1, Krzyzanowski 1.
J6: Barlow 1, Osborn 2, von Gilsa 1, Ames 1.
L3: Slocum 1, Lockwood 2.
K3: Williams 1, Muhlenburg 2, McDougall 2, Ruger 2.
J4: Geary 1, Candy 2.
I4: Kane 2, Greene 2.
Shattered Units (CSA VPs)
Reynolds, Meredith, Coster.
Buford and the three blocks in his division are not part of the
Day 2 or Day 3 scenarios. They spent the night of July 1 near the
Peach Orchard and were then sent south off-map to recover. In the
campaign game players choose whether to keep them on the field
or not (see 2.4).
Cavalry Corps
2pm: Deploy for Cavalry Battles (10.0).
Reynolds, Sickles, Meredith, Coster, Schimmelfennig.
*DHQ Doubleday is also the CHQ of I Corps. He can
command units in his own division (only) to fire and can Supply
any units in I Corps. The limited supply capacity of a DHQ in this
role is crippling to the Corps.
© 2006 Columbia Games Inc. ** DHQ Doubleday is also I Corps CHQ.
DHQ Birney is also III Corps CHQ.
CSA: Day 2
Sickles’ FOLLY
Pickett’s CHarge
M11: Lee 3.
M11: Lee 2.
I Corps
Q10: Longstreet 2, Alexander 2.
P10: Alexander 3, Eshleman 2. Q9: McLaws 2, Cabell 2.
O9: Barksdale 2, Wofford 2. R9: Semmes 2, Kershaw 3.
N9: Pickett 2, Dearing 2.
*N10: Kemper 3, Armistead 4, Garnett 3.
T10: Hood 2.
T9: Law 3.
S9: Benning 2.
U10: Robertson 2.
U12: Anderson 3, Henry 2.
Day 2, 4pm, CSA is Player 1
Day 3, 1pm, CSA is Player 1
I Corps
R12: Longstreet 2, McLaws 2, Alexander 2,
Alexander 3.
Q12: Barksdale 3, Wofford 3, Eshleman 2.
S12: Semmes 3, Kershaw 4, Cabell 2.
U12: Hood 3, Law 4, Benning 3.
T12: Henry 2, Anderson 4, Robertson 3.
H14: Pickett division arrives at 5pm.
G6: Ewell 2, Nelson 2.
G4: Jenkins 2.
E2: Johnson 2, Nicholls 2.
F2: Walker 3, Steuart 4.
G2: Jones 3, Latimer 2.
G5: Early 3, Hoke 3, Jones 2.
G4: Smith 2.
H6: Hays 3, Gordon 3, Dance 3.
G7: Rodes 1, Carter 2.
H7: Doles 3.
I8: O’Neal 2, Ramseur 2.
H8: Daniel 3.
G6: Ewell 2, Jones 2, Hays 2.
G4: Jenkins 2.
H3: Jones 2, Latimer 1.
H2: Johnson 1.
I3: O’Neal 2, Nicholls 1, Walker 2.
J3: Steuart 2, Daniel 2, Smith 1.
G5: Early 2, Hoke 2.
H6: Gordon 3, Dance 3, Nelson 2.
I8: Rodes 1, Carter 2.
I7: Doles 2.
J8: Ramseur 1.
III Corps
L11: Hill 2, Pegram 2.
K10: Pender 2, Garnett 2.
J9: Perrin 3, Lane 2, Poague 2.
K9: Thomas 3, McIntosh 2.
L10: Scales 1.
N11: Anderson 2.
M10: Posey 3, Mahone 3, Lane 2.
N10: Perry 1, Wright 3.
O11: Wilcox 3.
J12: Heth 1.
I12: Davis 2, Brockenbrough 1.
K12: Archer 2, Pettigrew 3.
Note: Daniel, O’Neal, and Smith transferred to Johnson’s
command from other II Corps divisions. The strengths for
Johnson’s brigades assume his early morning attack on Culp’s
Hill has occurred.
III Corps
L11: Hill 2,
M9: Garnett 2, Poague 2. J9: Perrin 3, Thomas 3, McIntosh 2.
*K9: Scales 2, Lane 3, Pegram 3.
K10: Trimble 1.
N11: Anderson 1.
M10: Wright 1, Lane 2, Posey 3, Mahone 3.
*O10: Wilcox 2, Perry 1.
L10: Heth 1.
*L9: Archer 2, Pettigrew 3, Davis 3, Brockenbrough 2.
Shattered Units (USA VPs)
* Units assigned to “Pickett’s Charge”.
Cavalry Corps
2pm: Deploy for Cavalry Battles (10.0).
Shattered Units (USA VPs)
Iverson, Pender.
© 2006 Columbia Games Inc. 11
GETTYSBURG: Badges of Courage
[1] Initiative
Army HQ
[2] Player 1 Turn
• Command
• Fire
• Move
• Melee
• Supply
Corps HQ
Divison HQ
[3] Player 2 Turn
(As Player 1)
Horse Arty
Firepowers for Short/Long Range.
Some units are B3/B1.
Road (major)
Road (minor)
Basic Basic
Basic Basic
Basic Basic
Reduction in Firepower (B2=B1) applies only to the Attacker in
Round 1 of the Melee. Defender has Basic firepower. Penalties
are cumulative for units crossing two or more terrain types. For
example units crossing Woods+Hill, are –3 Melee in Round 1.
This can result in firepower 0 (no roll).
Roads negate terrain for movement. Fords & Bridges are treated
as Road. Stacking applies only to units in Column if that rule is in
play. Stacking for units in Line depends on the hex terrain.
D2 = Double Defense. A unit with a half-hit must take the next
half-hit. D2 does not apply in Melee combat.
Gettysburg hexes and hexsides only.
Devil’s Den (S9) only.
Use applicable Road for movement and Stream/River for Combat.
Uphill only.
© 2006 Columbia Games Inc. 12
Artillery, 5.3
Range, 5.31
Repulse Hits, 5.32
Line of Sight, 5.33
Column & Line, 6.0 (sidebar)
Combat Ratings, 3.12
Command, 4.0
Command Phase, 4.1
Command Range, 4.5
Corps Assets, 4.3
Fire Combat, 5.0
Fire Phase, 5.1
Firing Units, 5.2
Fire Limit, 5.21
Hit Allocation, 5.23
Double Defense (D2), 5.24
Headquarters, 4.2
Activation, 4.3
AHQ, 4.23
CHQ, 4.22
DHQ, 4.21
Artillery HQ, 4.24
Cavalry HQ, 4.25
Hex Control, 6.6
Zones of Control (ZOCs), 6.61
Frontline Hexes, 6.62
Initiative, 1.1
Melee Combat, 7.0
Melee Phase, 7.1
Melee Rounds, 7.2
Artillery in Melee 7.4
Melee Retreats, 7.7
Unsupported Combat, 7.8
Movement, 6.0
Move Phase, 6.1
Movement Points (MPs), 6.3
Movement Rating, 3.13
Off-board Movement, 2.4
Road Movement, 6.5
Stacking, 6.2
Night Turns, 9.7
Night Supply, 9.73
Night Reinforcements, 9.74
Road Movement, 6.5
Entry Roads, 6.7
Scenarios, 9.0
First Day, 9.2
Second Day, 9.3
Third Day, 9.4
Badges of Courage, 9.5
Free Deployment, 9.6.
Seniority, 4.5
Supply, 8.0
Supply Phase. 8.1
Supply Points, 8.2
Supply Build-up, 8.3
Night Supply, 8.4
Terrain, 2.2
Elevation, 2.3
Fire Combat Effects, 5.22
Melee Combat Effects, 7.3
Unit Data, 3.1
Unit Strength, 3.11
Victory Points (VPs), 9.1
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