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The Devil's To Pay! The First Day at Gettysburg by Tiny Battle Publishing  The first day of Gettysburg was a...

The Devil's To Pay! The First Day at Gettysburg by Tiny Battle Publishing The Devil's To Pay! The First Day at Gettysburg by Tiny Battle Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Hermann Luttmann

The Devil's To Pay!

The First Day at Gettysburg


Tiny Battle Publishing

 The first day of Gettysburg was a great Confederate victory, but also a great failure. Lee had wanted to attack the Army of the Potomac as it was strung out on the roads trying to catch the Army of Northern Virginia. Unfortunately for Lee, he had the Army of the Potomac right where and how he wanted it, but he didn't know it. Both A.P. Hill's and Ewell's Corps converged on the town of Gettysburg almost by design. The Federal Army was straggling bit by bit into the Confederate forces. While it is true that Hill's Corps was roughly handled in the morning, in the afternoon the remnants of several Federal Corps were streaming toward the heights to the east of Gettysburg. Once the Confederates were poised beneath the heights, where the Federal troops were expecting the next attack, nothing happened. To history's amazement, the blow never fell. This is the story of the 1st day of the Battle of Gettysburg. So, let us look at Tiny Battle's take on it using the 'Blind Swords' system to game it.

  This is another game designed by Hermann Luttmann. I have seen some strange postings about this game. So, let us try to straighten this out right now. The company is called 'Tiny Battle' for a reason. The games they sell are 'Tiny Battles'. You see, there seems to be a theme here. This is the third game I have reviewed for them. It is by far the largest or theirs that I have reviewed. However, the game is 'tiny' compared to other games I own. It is also good to remember that good things come in small packages.

 This is what you get with the game:

1 - 17” x 22” map 
176 – Counters
3 – Player Aid Cards (1 Union and 1 Confederate) 
Multiple six-sided dice (Black, white and red)
1 – Full-color rulebook
1 -box

 This is the sequence of play:

1. Advance the Game Turn Marker
2. Command Decision Phase (Pick 2 Events + Randomize 2 events)
3. Special Artillery Phase (Fire Combat/Move 8MPs/Rally)
4. Chit Draw Phase
5. Activation Phase (Order/Fire/Movement/Assault/Rally)
6. End Phase

 The map was designed and drawn by Rick Barber, and if you are familiar with the game 'Longstreet Attacks', it looks very much like it. The hexes are 250 yards wide. The map is very colorful and makes it easy to see each hex's terrain, while still keeping its unique charm. The counters are strange and are a mix of high grade and low grade material. They are a bit 'busy' and the color choices make it a bit hard to read some of them. They do seem to be coated unlike any other counters I have seen. They feel almost like a thin coat of clear plastic is on them. However, in more than a few of them the top layer of the front of the counter is pulling up away from the rest of the counter. Strangely, the backs of the counters do not seem to have this problem. The Player Aids are well done, but again a bit small and busy, in keeping with the Tiny Battle theme. While reading this, keep in mind the words 'Tiny battle'. You could easily scan and redo the Player Aids to a larger size if necessary.

 I will use this snippet from Tiny Battle to describe the system:

 "Units are multi-counter brigades, with each strength point representing about 100 men, and these brigades are organized in
groups of regiments as they were deployed at the battle. The system is a new version of the Blind Swords system, with this implementation emphasizing ease-of-play and accessibility while maintaining the popular spirit of "historical chaos" represented by the other games in the Blind Swords family. This system utilizes a unique chit-pull mechanic that will keep players on their toes and engaged throughout the entire game."

 There are two scenarios that come with the game. The first is the 'Tutorial Scenario' that is named 'Ewell be Coming 'Round the Mountain (But not Early Enough), I love their quips. This scenario is only four turns long from 3:00-5:00PM. The "Main Scenario' called 'An Unexpected Encounter' is the full first day of fighting.

 I am a big fan of the Blind Sword system. So, in that regard there is not much else to say. I feel that it gives you, to quote Tiny Battle, the right amount of "historical chaos" for a nineteenth century battle. You and your opponent's plans will be in shambles at times, and just when you are ready to strike at his jugular, the moment slips away. 

 The rules are well done, and if you are used to the system you can start playing immediately. The only real problem I see with the game is the counters if they get too much playing time racked up. Other than that, it is a good representation of the first day of Gettysburg. Thank you Tiny Battle for allowing me to review another of your games.

Game Link:


Longstreet Attacks A Game of the Second day at Gettysburg by Revolution Games   It's July 2nd 1863 in a t...

Longstreet Attacks by Revolution Games Longstreet Attacks by Revolution Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Hermann Luttmann

A Game of the Second day at Gettysburg


  It's July 2nd 1863 in a town in Pennsylvania; its only claim to fame is that it is a crossroad for several of the major roads in the area. The early concentrated attack that General Lee was hoping for this day was not going to happen. The afternoon hours were ticking by. Longstreet does not seem to have ever wanted to attack at Gettysburg. Was he suffering the 'slows', or did he actually believe that the best course for the Army of Northern Virginia was to fight on the defensive? No one knows for sure. There have been millions of pages written about this battle and about this particular day of the larger battle. This was probably the closest Lee ever came to inflicting a large defeat on the Army of the Potomac on Union soil. Would it have crushed the Union? Highly doubtful, the defenses around Washington were very impressive. Even a half routed Army of the Potomac could have held off the ANV until the Union could  call in reserves from everywhere. Would Lincoln have been reelected after a defeat like that? 

 So enough of the history. Let's look at the game and see what you get with it:
One Union Aid Sheet
One Confederate Aid Sheet
Two CRT, Cohesion Test Tables, and Terrain Key Sheet
One Turn Record Track, and Victory Point Sheet
One 22" x 34" Map
Two Counter Sheets, Counters are 5/8" in size

 This is the sequence of play:
1) Command Decision Phase
2) Both players choose event chits and setup draw cup 
3) Artillery Phase
  a. Union Artillery Step
  b. Confederate Artillery Step
  c. Both sides alternate steps 'a' and 'b' until both sides have       
     activated all units or passed
  d. Artillery Rally/Rebuild Phase
4) Chit Draw Phase
  a. Held Event Chit Step
  b. Draw Chit Step
5) Brigade Activation Phase
  a. Orders Step
  b. Fire Combat Step
  c. Movement Step
  d. Close Combat Step
  e. Rally Step
  f. If any chits remain in the Draw Cup, return to Phase 3. 
     Otherwise, go to Phase 5.
6) End Turn Phase
  a. Held Chit Play Step
  b. Victory Point Awards Step
  c. Broken Track Adjustment Step
  d. Brigade Activation Markers Reset Step
  e. CSA Attack Coordination, USA AOP Reinforcements

It's the Map, it's the Map, it's the map

The rulebook is plain black and white. It is thirty-two pages long. The rules themselves are twenty-one pages long; the rest is the different scenario setups. It is well set out and easy to read. The counters artwork is very well done. However to me, the map makes them pale in comparison. The map is one of the best looking ones I have seen, and I have seen a lot. The map is very different from most. For one, it is very busy. Most maps look pretty spartan for the player to be able to differentiate from different heights and terrain. This one is very colorful, almost like a painting done of a map. The height differences on the map and hex-side slopes are also very easy to distinguish. Each hex is approximately 140 yards across. One strength point equals about fifty men or a single gun. Each game turn represents twenty minutes. Two of the Players' Aids are in black and white. The other three are in color. For roughly five hours of fighting on one part of a large battlefield, this game comes with a bunch of scenarios to choose from. These are:

The Round Tops - Six Turns
The Whirlpool - Ten turns
Assault on Emmitsburg Road - Nine Turns
Hammerin' Sickles - Fourteen Turns
Sickles Follows Orders - What If Scenario  - Fourteen Turns

No introduction needed

 This is the second Hermann Luttmann design I have played, and I have been impressed by both of them. This game is part of the Blind Swords System that is also used in these other two games by Revolution Games:

Stonewalls's Sword: The Battle of Cedar Mountain
Thunder in the Ozarks: The Battle of Pea Ridge 

 Here is a link to the rulebook:

 This game has been rated very highly by many of its players. The depth and amount of rules do not make it a good game for a tyro, or to try and get someone interested in wargaming. On the other hand, the grognard will find it to be an excellent game on a subject that usually is just a scenario in larger games about the Battle of Gettysburg. The relatively small map and space needed means a wargamer can easily find a place to play it. The rules are very clear and walk the reader through the rulebook. The counter density is not too bad. You will have some congestion because of the very nature of the terrain. There has been talk of one of the follow up games to be on the Battle of the Wilderness. If it happens, it will be one of the few games I buy into before release. Great effort, wonderful artwork, and it is based on a tried and true formula. What more could you ask for in a game?