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Gettysburg banner

  • Gettysburg Title Info
  • Game Documents
  • 20,000 Scenarios
  • Further Reading
Campaign Gettysburg cover

-"High Tide of the Confederacy"-

After the Battle of Chancellorsville, Robert E. Lee saw that taking the war directly to the Northern States would relieve the stressed countryside of his native Virginia which had been not only sustaining his own Southern Army of Northern Virginia, but also being made to sustain the Northern Army of the Potomac.Lee slipped away from contact with the Army of the Potomac and faded away behind the crests of the Shenandoah Mountains in Virginia's west, and moved north.

Meanwhile, President Lincoln decided to sack General Hooker, as being responsible for the Union debacle at Chancellorsville, and replacing him with George Gordon Meade (the commander of the AoP's V Corps), all at a time when the Army of Northern Virginia had gone missing. It was a hugely courageous decision at the most critical moment in the entire Civil War.

Lee's forces ultimately spread out in southern Pennsylvania, scouring the land for food and supplies, only to be brought to battle by a chance meeting between a Union cavalry screen and advanced elements of Heth's Division who were responding to information about a stock of footwear at the sleepy small town of Gettysburg.

Gettysburg Jump Map

Click to Enlarge


Campaign Gettysburg is a game of the Confederate Summer offensive of 1863. It was consciously designed as such, far more so than an attempt to rehash the battle of Gettysburg itself. Although, the battle itself has not been forgotten - there are many historical scenarios of the battle, and of the other fights in the campaign.

The second concept that is central to the thesis of this game is that the players should be freed from the bounds of the traditional battlefield oriented map. A frustration with the limitations and channeling of play involved with regular battlefield maps of the past led to this game being designed around large maps.

Six large maps are included. Between them they cover almost all the area from the Rappahannock to within a days march of Washington, and east from the gaps (including the Bull Run battlefield) to beyond Centreville; a large area of the Valley centered on Winchester; a big chunk of southern Maryland and northern Virginia, including an area from south of Martinsburg to north of Hagerstown, including the Antietam battlefield; more of Maryland from just east of South Mountain to Manchester, north past the Pennsylvania line, and south for several miles below Westminster; and the Gettysburg area, from south of Emmitsburg and Taneytown, to well north of Gettysburg proper.

The campaign will always start with a battle at Brandy Station. The players are given a chance to explore the effect that attriting their cavalry has on the subsequent actions in the campaign. Cavalry employed in their traditional roles of scouting and screening are a great asset in this game - as they were in real life. The game situation require players to immediately make choices as to how their forces are to be used. This is a campaign - sometimes taking seven engagements to resolve. The need to use cavalry in its normal role flowed from the use of the large maps in the game. Victory points for cavalry were substantially increased in an attempt to further encourage employing cavalry in its traditional role.

The scenarios were constructed in a modular fashion with a base set of on-map units over which were laid variants in release times, arrival times/locations/likelihoods, etc. Almost 20,000 scenarios were constructed, with one sample of each being presented to pick from on the Selection List. In excess of 1500 were provided for the computer to randomly select from during the campaign game. There is, of course, nothing to prevent one from copying all the scenarios from the Campaign folder to the main folder, making all the scenarios available to select from.

All scenarios were constructed 3 times - once for each of the 3 types of orders of battle included in the game: partial breakdown (the one used for the supplied scenarios) which involved artillery broken down by section, and one 100 man detachment for each cavalry regiment; full breakdown in which artillery is represented by section, cavalry by 100 man increments, and infantry by 250 man increments; and, no breakdown in which artillery is represented by battery, and there are no cavalry detachments. This process was used to create nearly 60,000 scenarios. Space limited what was shipped. In addition to the full 20,000 variations, this site will also feature a conversion program that will enable the user to make a full breakdown, or no breakdown scenario from any of the scenarios included in the game or available here.

While the campaign should be capable of nearly infinite replay without playing the same set of scenarios twice, the designer has always enjoyed playing hypothetical scenarios in which both sides are blind. This site will also feature a random scenario generator as an enhancement for the game itself. It is hoped that the combination of the above add-ons with the wealth of scenarios in the game itself will result in a game that is enjoyable to play for a long, long time.


Click to Enlarge


20 Historical and 294 "what if" stand alone Scenarios are included:

  • Brandy Station
  • Winchester
  • Gettysburg
  • Aldie/Middleburg
  • Falling Waters


Campaign Gettysburg allows you to not only play all of the individual scenarios mentioned above, but allows you to play the game as a campaign which pulls from 1596 different scenarios to recreate the resulting situations. Yes, you read that right, one thousand five hundred and ninety six campaign scenarios! The campaign kicks off on June 1st and can be played all the way through July 14th, depending on the results of the various battles that take place.

The Battle of Brandy Station starts each campaign. From that starting point the campaign can take an historical flow up the Shenandoah Valley and into Maryland and Pennsylvania, or it can move overland on Washington. Of course there is even a chance that the North will mount an offensive of its own.

The likelihood of either side being able to vary, and the extent that each side can vary from the historical flow is tied in to the victory level achieved in the scenario played. In other words, the better one does in an engagement, the broader the options that side has after the engagement.

For example, the campaign tree allows the South, if it does well during an earlier engagement, to reverse field from the Valley, and backtrack for an attempt on Washington via a crossing of the Bull Run Mountains. Similarly, a major Confederate win around Gettysburg results in a Union army with higher fatigue values when the next fight occurs along the Pipe Creek line.

The large maps should - they certainly have during play testing - result in fights occurring in areas other than those in the real campaign. Players are presented with a wide range of tactical situations during the course of the campaign, from wide open meeting engagements to assaults on prepared positions. In a game that has more maneuvering in it than most, an attempt has been made to have some action taking place from the beginning of the game on.

Aldie map Falling Waters map The Gaps to Manassas map (Gettysburg version)
Aldie 2d zoom out: 6.24 mb gif / 2d zoom in: 17 mb gif Falling Waters 2d zoom out: 13.2 mb gif / 2d zoom in: 43.1 mb gif Gaps to Manassas (Gettysburg version) 2d zoom out: 13 mb gif

Gettysburg map Pipe Creek map Rappahannock map
Gettysburg 2d zoom out: 13.4 mb gif / 2d zoom in: 29.8 mb gif Pipe Creek 2d zoom out: 12.8 mb gif / 2d zoom in: 32.3 mb gif Rappahannock 2d zoom out: 12.9 mb gif / 2d zoom in: 30.7 mb gif

Winchester map    
Winchester 2d zoom out: 4.87 mb gif / 2d zoom in : 12.6 mb gif    


  • Hundreds of individual scenarios.
  • 4 zoom levels, including 2D overhead.
  • Historically crafted Order of Battles, with hundreds of regimental units.
  • A Scenario Editor that allows the players to build their own scenarios.
  • A Campaign Editor that allows the players to build their own campaigns..
  • Play modes include A/I, Hot Seat, PBEM, LAN & Internet play.
Click to Enlarge


  • Developer: John Tiller
  • Artist: Joeseph Amoral
  • Graphics Coordinator: Mark Adams
  • Background Music: Thomas Hook
  • Vocals: Jennifer Davis
  • Scenario Design: Doug Strickler
  • Getting Started: Adam Parker
  • Campaign Maps: Mike Avanzini
  • Playtesters: Pat Blackman, Jim Dobbins, Lee Quantrell, Brett Schulte, Drew Wagenhoffer, & Rich Walker

System Requirements:

Windows XP, Vista, 7, or 8
Processor: 1 GHz
Disk Space: 1 GB
Memory: 1 GB
Video Memory: 1 GB

Get Campaign Gettysburg at John Tiller Software today.
From the US Army Center of Military History
The Gettysburg Campaign: June - July 1863  
The Gettysburg Campaign: June - July 1863  



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