ASL Comp: Gettysburg – The Battle of Culp's Hill

2016
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Players
2-2
Weight
N/A
Age
12+

⚙️ Game Mechanics

How this game works - core systems and player actions

📖 About This Game

Gettysburg – The Battle of Culp's Hill continues the series and also equips the player with a second edition presentation with all known errata input, plus the bonus counters needed to add more units for playing the scenarios enclosed. Ownership of ASL Comp: Gettysburg – Turning Point 1863 is required to play. During the Battle of Gettysburg, July 1–3, 1863, Culp's Hill was a critical part of the Union Army defensive line, the principal feature of the right flank, or "barbed" portion of what is described as the "fish-hook" line. Holding the hill was by itself unimportant because its heavily wooded sides made it unsuitable for artillery placement, but its loss would have been catastrophic to the Union army. It dominated Cemetery Hill and the Baltimore Pike, the latter being critical for keeping the Union army supplied and for blocking any Confederate advance on Baltimore or Washington, D.C. Scenarios: Johnson’s Hesitation – Culp’s Hill, Gettysburg, July 1st 1863 Artillery Duel - Culp’s Hill, Gettysburg, July 2nd 1863 Meade’s Blunder - Culp’s Hill, Gettysburg, July 2nd 1863 Before Nightfall - Culp’s Hill, Gettysburg, July 2nd 1863 Pardee’s Field - Culp’s Hill, Gettysburg, July 3rd 1863 Blood “Red Hill” - Culp’s Hill, Gettysburg, July 3rd 1863