Designer's Notes for
The 2nd Day: Culp's Hill
by Steve Barba

The 2nd Day: Culp's Hill

Firaxis didn't include scenarios for the fighting of July 2nd on Culp's Hill and Cemetery Hill.  I suspect it would have been difficult to fit into their scenario tree.  Instead, they concentrated on the more widely known struggles on the left flank.

I wanted to make this scenario as historically accurate as possible.  That meant finding out which units participated, their placement and their condition.  Most of my information came from Harry Pfanz's book, Gettysburg - Culp's Hill and Cemetery Hill.

Modeling History with SMG

Beginning and ending times for the scenario were a little tough.  Pfanz writes that the attack began at 7pm when the skirmishing at the bottom of the hill heated up.  However, his book and others imply that things didn't really get rolling until about 8.  I decided to start the scenario at 8 and chose 9:30 as an ending time.  Large numbers of Federal reinforcements began to arrive at 10, but the attack had subsided before then.

The darkness, the unfamiliar wooded ground and the lack of knowledge about who they were facing had ended the Rebel attack before Federal reinforcements arrived.  The situation had become too confused to continue.  There's no way to directly model this confusion so instead I gave the Confederates an ending time right on the brink.  During playtesting I found that I could consistently take Spangler's Knob around 9 and begin to contest Culp's Hill by 9:30.  Essentially, I've modeled the confusion by forcing them to approach the hill by 9:30.  Historically, they had a little more time than that.

You'll notice I used AM instead of PM in the scenario.  With the 3rd patch you can't play beyond 9pm so you'll have to mentally replace the A with a P.

Confederate Deployment

Confederate deployment was easy.  Johnson's division of Ewell's corps conducted the attack minus Walker's Stonewall brigade.  They were left behind to guard against Federal cavalry which had been harassing the Rebel left during the day.   That left the brigades of Jones, Williams and Steuart.  Pfanz clearly gives their positioning, formation and strength (full) in words and on a map.

Union Deployment

Greene

Union deployment was much harder.  Through errors in command (no surprise), Greene's brigade was left alone to guard against an attack from the east.

According to Pfanz, Greene's line was stretched from Culp's Hill to Lower Culp's Hill (Spangler's Knob in SMG).  In addition, 177 skirmishers were placed at the bottom of the hill.  I've imitated Greene's skirmishers with the 191 man 111th PA of Kane's brigade set to 90% strength and renamed "Skirmishers".

The skirmishers had support from the 28th PA of Candy's brigade.  However, just before Johnson's attack, the 28th PA was pulled out along with the rest of Candy's brigade to support the defense of the left flank.  To compensate, Greene sent the 78th NY down to the bottom of the hill.  You'll notice that they start out in skirmish formation alongside the Skirmishers.  Greene had just begun to shift his men to fill in the gap left by the 78th NY when Steuart's brigade fell on him.  Therefore, I left a hole where the 78th had been.

A significant factor in this battle is that Greene's men occupied strong breastworks.   The best way to model this in SMG would be to have them begin the scenario entrenched.  However, there's no way to do that if regiments are placed individually as here.  To compensate I did two things:

  1. At first I had set Greene's regiments to 90% to compensate for the removal of the 177 skirmishers at the bottom of the hill.  However, I decided to reset them to 100% to atone for what I consider the underrating of Greene's regiments.  Each is rated veteran.  Considering their performance on July 2nd, I believe crack would be more accurate.  In any case, this change resulted in better play-balance and somewhat compensates for the lack of initial entrenchment.
  2. I give the Union player full access to units from Wadsworth's division.  In reality, Wadsworth only sent two (or perhaps three) regiments to help Greene.

Wadsworth

Wadsworth's division (Cutler's and Meredith's brigades) was deployed from Culp's Hill westward.  With the exception of the 7th IN which had missed the first day's fighting, they were at about 40% strength.  It's implied that the two or three regiments who weren't sent to Greene remained to fend off the right end of Jones' attack.  However, you may send as many units to Greene as you wish.

Howard

Although he was under attack by Early, Howard sent four of Schimmelfennig's five regiments from Cemetery Hill.  Two were led by colonel Otto of Schurz's staff.  The other two came under a 1st corps staff officer whose name isn't known.  I renamed Schimmelfennig to Otto and put all four under him.  The 11th corps lost heavily on the first day so I set them all to 40% strength.  They begin the scenario in the cemetery on their way to Greene.

Kinzie

Kinzie's battery was on Culp's Hill until dusk when it withdrew down the hill.  I placed it on the Baltimore Pike where it shows up on one map.  Given the wooded nature of Culp's Hill, it's unlikely you'll find a use for it.   That's why it withdrew in the real battle.  However, it may be useful as a way to discourage Rebels from attacking through Pardee Field south of Spangler's Knob or through the open ground north of Culp's Hill.

The Non-Existent Smith

Over on Cemetery Ridge Hancock heard the firing on the right and sent two regiments to help.  The 106th PA went to Cemetery Hill and the 71st PA went to Culp's Hill.  The 71st took a position on Greene's right flank.  However, its commander, Colonel Smith, pulled his men out almost immediately afterward.  He claimed he had orders to get back to the 2nd corps.  In reality, he had no such orders.

At first I had included the 71st in the scenario, but after some playtesting, I found I needed to strengthen Confederate chances.  One of the steps I took toward this end was the removal of the 71st.  Considering history, this seemed justifiable.

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