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Three Days of Gettysburg Deluxe Edition

Three Days of Gettysburg Deluxe Edition
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Price: 95.00 €

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Publisher: GMT Games

Reference: GMT2529

Format: box

Period: American Civil War

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New item
Availability planned on End of May


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Three Days of Gettysburg Deluxe Edition

GMT Games and the GBACW design team are proud to announce Three Days of Gettysburg Deluxe Edition, the ultimate edition of the definitive game of the Battle of Gettysburg. First published in 1995, Three Days of Gettysburg has stood the test of time as one of the most popular games of the Great Battles of the American Civil War series.

 

The Great Battles of the American Civil War Series

This series is one of the hobby’s longest-lived design concepts, springing from the legendary regimental level Gettysburg game – Terrible Swift Sword (SPI) – designed by Richard Berg in 1976. Under GMT, the rules system has remained stable but has shown remarkable flexibility, allowing each game to incorporate additional rules to reflect historical battles smoothly. The series relies on interactive chit-pull mechanics to simulate the often-chaotic nature of the 19th Century battlefield at the regimental level.

Three Days of Gettysburg Deluxe Edition will include ten-plus scenarios. They range from small skirmisher contests on half-sized maps to the ultimate Gettysburg experience on four full full-sized maps depicting the entire battle, including the East Cavalry Battlefield! Other scenarios will depict the first day’s fight for the hills surrounding Gettysburg; the second day’s assault on Sickle’s salient; the third day’s cavalry fight on Cress Ridge; Buford’s defense against Heth as his division approaches Gettysburg using the new skirmisher rules; the July 2nd evening assault on Cemetery Hill; the fight north of town on July 1st, and several others. The game includes smaller scenario maps; experienced players will be able to play many of the scenarios in one sitting. The 3DoG Deluxe edition will include many exclusive rules to represent the special situations at Gettysburg. However, many rules are optional, allowing players to decide what level of complexity they want.

New components include cavalry counters of four strength points or less that allow the player’s tactics to resemble historical cavalry tactics at Gettysburg better. Confederate dismounted cavalry counters allow for the dismounted and mounted fight on the East Cavalry Battlefield. Many artillery units have corrected weapon types, and some batteries can be broken into sections for the smaller scenarios (think of Calef’s battery on the first day!). Additionally, artillery overshoot rules elegantly show the Confederate defective fuse issues.

There are two types of skirmisher units, detachments from infantry and dismounted cavalry and breakdown skirmish units of specialized units. Players will find skirmishers well suited for their historical missions and challenging to move (or remove) unless faced with formed units. The Bliss Farm can be the problem it was in the actual battle.

New rules allow artillery to take losses in lieu of a Disorder result. Now, Alonzo Cushing can make his heroic final stand at the Angle! New rules for when units Collapse allow elite units like the Iron Brigade and the 26th North Carolina to continue to fight as they did historically, even after severe losses. Revised rules better represent how units recover manpower losses; no longer are the better Cohesion units more likely to recover, and players will find it beneficial not to run regiments into the ground. With a new battle-book rule, refused units with plenty of manpower are no longer the weak links in your firing line.

New town rules help show the difficulties formed units faced moving through the streets and limit the firepower of units in town when firing. Shock in town hexes will be less deadly, and Gettysburg will not be the defensive bastion of previous editions. However, skirmishers can duplicate the problems they caused the enemy when sniping from the houses of Gettysburg.

The new maps continue to use Mark Simonitch’s beautiful artwork but include the following:

  • Stonewalls.
  • The house-sized rocks specific to the Devil’s Den.
  • Sloping hexes that better represent the uneven terrain and slopes at Gettysburg.

While woods have no Shock benefit, Rebels facing entrenched Yankees on Culp’s Hill will suffer like their historical counterparts. The many rock formations are presented differently from earlier editions, and artillery moving into a hex that takes more than four movement points will roll for Disorder. Players will find moving cannons up the slopes of Little Round Top as tricky in the game as it was in the battle.

We have added the eastern map that covers the cavalry battle between Hampton and Gregg on July 3rd. However, the addition allows for much more than just that. Both sides will find themselves using infantry to protect or threaten flanks on the new map, and Williams’ division of the Union 12th Corps can be in its historical position near the Daniel Lady farm on the afternoon of the first day.

Three Days of Gettysburg Deluxe Edition promises players many hours of enjoyable play on a familiar subject but with a different and more historical feel.

This will be the ultimate Gettysburg game for years to come.

 

Components:

  • Two single-sided 22"×34" maps representing the northern Gettysburg battlefield
  • One double-sided 22"×34" map for the southern Gettysburg battlefield (back: enlarged Pickett’s Charge map)
  • One double-sided 22"×34" map for the East Cavalry battlefield (back: Combined map for Longstreet’s 2nd day assault)
  • One double-sided 17"×22" small-scenario map
  • One double-sided 11"×17" small-scenario map
  • Eight counter sheets of combat units and counters (including optional Van Dorn army counters for Into the Woods and errata counters for other GBACW games)
  • Two 11"×17" (2-sided) Combat Tables Player Aid Cards
  • Two 11"×17" (2-sided) Terrain Effects Charts + 2nd Disorder Tables & Range Effects Charts w/o Overshoot
  • One 8½"×11" (2-sided) Turn Record Track & VP/BCI Track
  • One 11"×17" (1-sided) Union AM Chart
  • One 8½"×11" (1-sided) Confederate AM Chart
  • One 8½"×11" (2-sided) Confederate Reinforcement Schedule
  • One 8½"×11" (2-sided) Random Events Table + Confederate Release Schedule for Longstreet’s Assault
  • One 8½"×11" (2-sided) Union Reinforcement Schedule, 2-map + Federal Release Schedule for Longstreet’s Assault
  • One 8½"×11" (2-sided) Union Reinforcement Schedule, 3-map
  • One 8½"×11" (2-sided) Union Reinforcement Schedule, 4-map
  • One GBACW Series Rule Book (2026 Edition)
  • One Deluxe Edition Battle Book
  • One Deluxe Edition Scenario Book
  • One Simple Version Rules Manual
  • One Simple Version Battle Book & Scenarios manual
  • Two 8½"×11" Simple Version (2-sided) TEC + Combat Charts
  • Two ten-sided dice

 

  • Time scale: 1 hour per turn
  • Map scale: 125 yards per hex with 40-foot elevations
  • Unit scale: 50 Men or 1 Cannon per Strength Point
  • Players: 2