HAMMERIN’ SICKLES: LONGSTREET ATTACKS AT GETTYSBURG Event Chits

Hermann Luttmann May 27, 2014 0
HAMMERIN’ SICKLES: LONGSTREET ATTACKS AT GETTYSBURG Event Chits

By Hermann Luttmann

HAMMERIN’ SICKLES: LONGSTREET ATTACKS AT GETTYSBURG

WILD AND EVENT CHITS

WILD CHITS

Fortunes of War: The next chit drawn from the cup is discarded for the turn and thus has no effect (unless a Division Activation chit). If it is a Division Activation chit, the owning player must choose a Brigade to mark as “Activated” (even though it may not do anything) and he then rolls normally to see if the chit is placed back into the cup or discarded.

Fog of War: The player who is not pulling the chits this turn rolls one die. Apply as follows:
1 = Uncontrolled Union Advance! The Confederate player selects any one Union unit (or any two Union units in the same Woods, Rocky Woods or Wheatfield hex). He moves this unit(s) one hex closer to the nearest Rebel unit. Any eligible Confederate Defensive Fire triggered by this move may be issued immediately.

2 = Uncontrolled Union Withdrawal! The Confederate player selects any one Union unit (or any two Union units in the same Woods, Rocky Woods or Wheatfield hex). He moves this unit(s) one hex away from the nearest Rebel unit.

3 = Uncontrolled Confederate Advance! The Union player selects any one Confederate unit (or any two Confederate units in the same Woods, Rocky Woods or Wheatfield hex). He moves this unit(s) one hex closer to the nearest Union unit. Any eligible Union Defensive Fire triggered by this move may be issued immediately.

4 = Uncontrolled Confederate Withdrawal! The Union player selects any one Confederate unit (or any two Confederate units in the same Woods, Rocky Woods or Wheatfield hex). He moves this unit(s) one hex away from the nearest Union unit.

5 – 6 = A General is hit by enemy fire. Both players select any one enemy Division Action or CIC chit that has been discarded so far this turn (if there is none available, then this event has no effect on that player). After selecting the chit, another die is rolled and applied as follows: 1 = the Union General is Killed / 2 – 3 = the Union General is Wounded / 4 – 5 = the Confederate General is Wounded / 6 = the Confederate General is Killed.

A Lull in the Battle: This chit enters some of the longer scenarios as per their individual instructions. When drawn, all future chit pulls this turn are handled as follows: a) Division Activation Chits – the player may only select one Brigade to activate and conduct only a Maneuver Order or a Fire Combat with its units. The Division Activation Chit is then automatically discarded; b) Event Chit – each player may only perform one more Event chit for the turn. This must be decided when the Event chit is pulled. All other drawn Event chits are discarded; c) Fog of War Chit – enacted normally.

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SHARED EVENT CHITS

Brigade Reserve Movement: This chit must be played immediately upon being drawn (if the owning player wishes to use it). Select any one friendly Brigade currently on the map. The player may move all units of that Brigade, which are adjacent to one another, up to 4 MPs (or one hex). All units selected must be adjacent to another unit of the same Brigade before moving. The units must remain adjacent to each other at the end of their move. This chit may be used to move just one unit.

Confident!: The owning player may hold this chit and play it on any one hex of friendly units that just retreated and/or eliminated all enemy units after a Close Combat (and after it advanced after combat, if applicable). That friendly stack may immediately: a) Remove 1 Morale Hit (if it has any) and issue eligible Fire Combat or; b) Remove 1 Morale Hit and conduct another eligible Close Combat or; c) Recover any one unit in the stack and flip it from its RE side to its FE side.

Momentum: The owning player may hold this chit and play it immediately before making the die roll to determine if a Division Activation chit is placed back in the cup or discarded. First, increase the Command Rating of the Division Activation chit by “+1”. Then make the normal die roll to determine its status. If the Division Activation chit is discarded, then this Event chit is also discarded with no effect. However, if the Division Activation chit passes its die roll, then this Event chit allows the Division Activation chit to remain in play (do not place it back in the cup). Instead, it is treated as if it was just drawn again and can therefore activate another Brigade immediately.

Panic!: The owning player may hold this chit and play it anytime an enemy unit receives a Morale Hit or is Broken. He places the chit on the enemy unit’s initial location (i.e., where it received the MH or Broken result). All enemy units in or adjacent to that location must take an immediate Break Test. This is done by the enemy player rolling one die for all testing units. Apply the normal Break Test result to all of the testing units based on that one die roll.

Quick March!: The owning player may hold this chit and play it immediately before any active Brigade’s Movement Step. The player has two choices: a) Increase the Brigade’s normal Movement Allowance by 50% (rounded up) and then roll one die for “stragglers” or; b) Double the Brigade’s normal Movement Allowance and then roll two dice for “stragglers”. At the conclusion of the Brigade’s Movement Step players roll for “stragglers”, with each die roll of 1 or 2 resulting in the Depletion of any one moving unit in that Brigade (owning player’s choice).

 

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CONFEDERATE EVENT CHITS

Army of Northern Virginia (ANV) Veterans: The Confederate player may hold this chit and play it whenever one of his units is the target of enemy Fire Combat or an enemy Close Combat Counterattack. Playing this chit will convert any Depletion result from the unit’s Cohesion Test to an “NE” result.

Rebel Marksmen: The Confederate player may hold this chit and play it before one of his Infantry units issues any Fire Combat. Increase the firing unit’s SPs by 50% (rounded up) for this fire only

Rebel Yell!: The Confederate player may play this chit upon being drawn or hold it to be played later, immediately before a new chit is drawn from the cup. The player may select any one Confederate-occupied hex and move every Confederate unit there up to one hex so as to be adjacent to a Union-occupied hex (only). The Confederate units are subject to normal Defensive Fire. The selected Confederate units (only), even if they did not actually move, must then conduct an immediate Close Combat against one adjacent enemy hex. This Close Combat attack receives a “2->” shift.

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UNION EVENT CHITS

Heroic Stand: The Union player may hold this chit and play it whenever one of his units is the target of an enemy Close Combat Attack. Playing this chit will convert any Steadfastness result from the unit’s Cohesion Test to an “NE” result.

Rebel Fatigue: The Union player may hold this chit and play it immediately after the Confederate player announces which Brigade is being activated and has been assigned its Order (and has played any “Quick March!” Event chit). Once the total Movement Allowance is determined, he may play this chit to halve the Movement Allowance (rounded up) for that Brigade. In addition, the Confederate player rolls one die for “stragglers”. A die roll of 1 or 2 means the Confederate player must Deplete any one moving unit in that Brigade (his choice). This is in addition to any “stragglers” die rolls required by a “Quick March!” Event chit also played.

Union Logistics: The Union player must play this chit immediately upon it being drawn. He may select any one Union RE unit on the map that is not adjacent to an enemy unit and flip it back to it FE side. If there is no Union RE unit on the map, discard the chit with no effect.

 

 Game Resources:

GMT Page

 

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