MEADE MOVES NORTH
Here is the full scenario, published in the same format that appears in all of the Great Campaigns rule booklets. Be sure and pull up the separate pages with the setups (one page per side).
A few recent changes and clarifications have been added in red.
12.3 Scenario 3: Meade Moves North
NOTES: As late as June 28, 1863, both the Union and the Confederate armies had little idea of their enemy's whereabouts. This scenario portrays the five most critical days in the campaign, when the armies probed blindly for each other and then clashed-accidentally-at Gettysburg.
MAP: Use both maps
GAME LENGTH: 4 turns; June 30 to July 3, 1863
SETUPS: Click on the following text to go to the appropriate setup: Union, Confederate
SPECIAL RULES
1. The Union player is subject to the following movement restriction:
2. The Confederate player is subject to the following movement restrictions:
3. Union militia can retreat or rout offboard, scoring no additional VP's for the Confederates. Union militia that retreat or rout off board are out of play for the rest game.
4. Neither player may use either Extended or Force march on Turn 1 (June 30).
VICTORY CONDITIONS
The Confederate player gains and loses Victory Points (VP) for the following occurrences:
| VP | Reason |
| +15 | If at the end of the game a Confederate infantry unit occupies Gettysburg (S3201) or any hex adjacent to Gettysburg, and no Union infantry units occupy Gettysburg or any hex adjacent to Gettysburg |
| +8 | If at the end of the game a Confederate infantry unit occupies Gettysburg (S3201) and at least one Union infantry unit occupies any hex adjacent to Gettysburg |
| +4 | If a Confederate infantry unit occupies Harrisburg (N4909) at the end of the game |
| +3 | For each of the following towns occupied by Confederate infantry units at the end of the game: |
| Littlestown (S4006) | |
| Taneytown (S3611) | |
| Westminster (S4516) | |
| +1 | For each of the following RR stations with Damage or Destroy markers at the end of the game: |
| Ellicott Mills (S5734) | |
| Sykesville (S4828) | |
| Mt. Airy (S3828) | |
| +1 | For each point of Union Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| -1 | For each point of Confederate Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| -2 | If at the end of the game a Union infantry unit occupies Gettysburg and at least one Confederate infantry unit occupies any hex adjacent to Gettysburg |
| -3 | If a Union infantry unit occupies Chambersburg (NO929) at the end of the game |
| -4 | If at the end of the game a Union infantry unit occupies Gettysburg, or any hex adjacent to Gettysburg, and no Confederate infantry units occupy Gettysburg or any hex adjacent to Gettysburg |
At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.
| Winner | Confederate VP |
| Confederate Decisive Victory | 28 or more |
| Confederate Substantive Victory | 21 to 27 |
| Confederate Marginal Victory | 14 to 20 |
| Union Marginal Victory | 6 to 13 |
| Union Substantive Victory | -2 to 5 |
| Union Decisive Victory | -3 or less |
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