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Gettysburg» Forums » Variants

Subject: variant on that variant rss

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Steve Post
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Kent
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Mods to Gettysburg 1961
I read the first variant entry and liked most of it. But I thought I would write my own variant on the variant. (my own comments).

---Movement: Roads are 2x speed. (I fully agree this has to be done. I don't really care about historical accuracy. I care that the game ENDS before anybody fought because it took too frickin long to move across the board.)

---Artillery can't fire if they move. You need to put a special marker on the units to show they can or cannot attack. They can defend, but the attackers can't get damaged. Now if artillery did NOT move, they can damage attackers like normal. (I remember hearing somewhere that it takes time to setup big guns. This also gives the troops a better chance to take out guns before they are brought to bear).

---Artillery is 5 hex range
Hills/Woods block line of sight.
Woods still give 2x defense against artillery.
Hills no longer give 2x defense against artillery.

---Combat: No Damage to Attacker (I find it very annoying that the best way to win, is to do nothing, to force the other guy to attack. He will lose more guys this way. So you have two players just sitting there taunting each other?)
Troops have attack range of 1, artillery range is 5. So if artillery is out of the defender's range, it should not be able to take any defensive damage.

Per the new rule, Artillery can't fire if they moved, so troops can attack and should not be able to take any defensive damage from defending artillery.

In both cases, the defense odds are still used. It just means the attacker can't get damaged.

---No night fighting. Night movement is fine. (I agree this makes a lot of sense. You can't see what yer shootin' at).

---Different Victory Condition:
The Confederates have to take and hold the main road to Washington. This is probably Baltimore Pike. To make it easier, perhaps they have 5VPs per road to hold ANY road leading South or East, and 10VP's for Baltimore Pike. (This allows the Rebels to try a semi-surprise move instead of always going for just Baltimore Pike).
The Union just has to keep the rebels below 5VP's.

(I threw out the take half damage rule because I didn't want to increase the number or units. It's a bit ironic that I add a new marker for if the artillery moved. But that could be a button or coin. )
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Kim Meints
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Waterloo
Iowa
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Steve

I had the same idea's you did when I got my 61 editions. I put in many of the same variants.Double on roads and extended artillery range,Blocked Line of Site.

Avalon Hill admitted they screwed up by not doubling the movement factor on the roads when they changed the scale and went to hexes for G-Burg 61.

I have to admit I do still play the 61 edition at least once a year.

The only variant rule I don't agree on of yours is no Artillery fire if moved. These are 1 hour turns we're talking about here and the artillery back then could certainly make rapid movements and un-limber and fire .Restricting them to no fire if moved makes them seem like the heavy guns(not the regimental pieces) from the 30 Years War that were ponderous.

But still a great variant! Very nicely done
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  • Last edited Sun Jun 5, 2011 10:55 pm (Total Number of Edits: 2)
  • Posted Sun Jun 5, 2011 5:27 pm
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