LEE VS. MEADE published March,1974 A Grand Tactical Civil War Battle Game for two players. COMPONENTS: Mapboard with detachable Order of Appearance Charts, Rules Folder, 72 Unit Counters, Combat Resolution Charts. CAME SYSTEMS: Time/Space Grid, multi-step combat resolution process including battle Tactics, 4 scenarios of play utilizing Victory Points. RULE MODIFICATIONS Mapboard Misspelled - "Emmistburg Road" should be Emmitsburg Road Tactical Analysis Chart Result #1 vs. #1 - change the word "of" to read "or". Result A1 vs. D5 or A6 vs. D5 - the Commander who chose the Art. Tac Card may use the same Artillery in his defense. Combat Rules - Section V In B.1, what is defined as a Flank Attack is actually a Pincers Attack and vice versa. Example 4 is incorrect - the odds should be 10-6 which does reduce to 1-1 The Attacking Commander is not required to use Tac. 5 or 6 if artillery is supporting the attack. The one Combat Point of artillery built into each Conf. Inf. unit may be used in this manner to support an attack using Tac. Card 5 or 6. In F.1 - the die roll adjustments should be reversed - defensive HQ's add one to die roll, attacking unit HQ's add one to die roll. SCENARIOS change Victory Points to those in following charts. Note these changes in Scenarios; A. no change; B. Start Early on 12, Lee on D4; Cav. z/1 should be 2/1; C. Start Union 1/2 on G6, Lee on E4, begin on turn #19 (not #22) D. Start Johnston on F6 (not J6) 1. Scenario #1 - the CC gains two Victory Points for physically occupying Gettysburg (sector H4) at game's end. 2. Scenario #2 Each Commander receives Victory Points for actually occupying, or having been the last to occupy, the following sectors: Sector CC UC Gettysburg 4 5 each sector, Seminary Ridge 2 3 each sector, Cemetary Ridge 3 2 Culp's Hill 4 3 Little Round Top 2 2 Devil's Den 2 2 Benner Hill 1 1 Wolf's Hill 1 1 3. Scenario #3 Each Commander receives Victory Points for actually occupying, or having been the last to occupy, the following sectors: Sector CC UC Gettysburg 10 10 Benner Hill 2 2 Wolf's Hill 2 2 Culp's Hill 4 4 Cemetary Hill 4 4 each sector, Seminary Ridge 2 2 each sector, Cemetary Ridge 2 2 Devil's Den 4 4 Little Round Top 4 4 Round Top 4 4 4. Scenario #4 No special conditions apply - just game victory conditions OPTIONAL RULE - Combat Power Partial Elimination. Mark each unit having a CP greater than one with a partial CP on its rear side equal to 1/2 its CP (round off downwards if CP is odd). Color code these units so that they may be identified if flipped. If EXCHANGE result occurs, flip such units to partial CP side to satisfy CP loss occurring to Exchange Rule, if possible. Thereafter a flipped unit is eliminated in future exchanges or eliminations. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)