One of the original set of Avalon Hill "Adult Games" that includes U-Boat, Tactics II, Verdict, and Dispatcher.
This is one of the earliest "typical" wargames, with movement/strength counters, order of appearance chart, CRT, etc.
Board has square grid with squares 1" = 1/4 mile. One hour turns.
27 Confederate counters
41 Union counters
Units include infantry, artillery, cavalry, HQs (but had no use), and outposts (pickets, not in '64 Ed.).
Roberts redesigned this game in 1961 with hexagons. Although it sold out, Roberts wasn't happy with it. He then re-released it in 1964 with squares again, like the 1958 version. However, the rules were significantly changed.
The 1958 version was basically a miniatures game on a map. You used range cards (shown in the illustration) both to move your units and then to check their firing range. Units could rotate on their centers before checking with a range card, which was placed along the front side of the rectangular pieces. You got better odds hitting from a flank. Artillery had double range the of infantry or cavalry (this was only optional as far as I know). There were at least 3 slightly different rule books for the '58, '59, & '60 Ed., all were basically the '58 one.
The game also had optional rules for hidden movement. You left the room while your opponent put his pieces on the board and moved them, recorded their new positions and removed them again! If they came within sight of a unit (including an outpost unit), he had to tell you where they were seen, or leave them on the board if still in sight. Line of sight rules for all this.
The 1964 version required you to keep your units aligned with the square grid rather than the free form miniatures style movement of the 1958 version. This really didn't work well. Units facing diagonally had to be adjacent to form a solid wall of ZOC sqs. to their front and could not therefore protect their flanks if they spread out any at all. This made doubled and tripled attacks easily possible.
Every version would benefit from a road movement bonus rule, x2 at a minimum (but x4 would be better, units that move this fast should not be able to attack thayturn, though).
For separate descriptions of 1958, 1961 and 1964 versions, see "Versions" tab on this page; for 1977 version see Gettysburg-1977-edition
The "revisions" in this case were actually new games as the components of one edition generally could not be interchanged with the others. The original version used a large square grid; hex grids having not yet been "invented." Subsequent editions would alternate between hex and square grids. The current (1980), edition designed by Mick Uhl, has nothing in common with its predecessors save the title. Pending extensive availability of a revised rulebook, readers are urged to acquire Vol. 15, No. 1 of The General (see The GENERAL Vol.15,No.1) for the extensive errata contained therein.
My long promised and I hope awaited variant of '64 Gettysburg.
Intended to be Vassal friendly so you can play it even if you don't have a copy of the game. See the new CRT here too.
It uses more of the terrain printed on the map, hills/ridges, forests, roads, and the town have effects.
Inf. is 5x faster marching on roads to the site of the fighting. All units are x3 or x2 if they get back onto a road.
I used the HQ as 1 & 2 CF Inf. Brigades to change the OoB to make Lee stronger and give him some small units.
I made the ZOCs narrower so the units want to fight adjacent to each other, not spread out widely.
This CRT is based on the '58 Gettysburg CRT. So, 1-1 odds is 50-50. I added 4 new intermediate odds columns [2-3, 4-3, 5-3, & 5-2] to make it more like a "Diference CRT". I added "No Effect" results to slow combat down. I added "Routed" until Rallied and 'Disrupted" for 1 turn results which are like No Attack Effectivness.