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HPS SIMULATION Campaign Gettysburg: Civil War Battles ( Windows )

Platform : No Operating System
4.3 out of 5 stars 14 customer reviews

Price: $39.99 + $3.99 shipping
Only 3 left in stock.
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  • Nonlinear campaigns chosen by players based on initial operational decisions
  • Contains an amazing 314 scenarios -- the historic battle of Gettysburg and the relevant batle that came before and after it
  • Each scenario can be played as a stand-alone, though they are all part of larger operational/tactical campaigns
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Product Description

Campaign Gettysburg: Civil War Battles brings a bloody piece of American history to life. July 1, 1863 was a crossroad in the War between the States. The leader of the Confederate Army, General Robert E. Lee, has slipped behind the Union troops and moved north, into southeastern Pennsylvania. When Union troops finally meet him on the fields of Gettysburg, the turning point of the American Civil War is reached. That climcatic battle is now in your hands.

Product Details

  • Shipping Weight: 4 ounces
  • Domestic Shipping: Currently, item can be shipped only within the U.S. and to APO/FPO addresses. For APO/FPO shipments, please check with the manufacturer regarding warranty and support issues.
  • International Shipping: This item is not eligible for international shipping. Learn More
  • ASIN: B0002VRPA0
  • Date first available at Amazon.com: October 2, 2001
  • Average Customer Review: 4.3 out of 5 stars 14 customer reviews
  • Product Warranty: For warranty information about this product, please click here

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Customer Questions & Answers

Customer Reviews

Top Customer Reviews

By Stephan Bullard on December 18, 2006
Verified Purchase
This is a great game like all HPS games. In terms of detailed, historically accurate wargames, HPS stands at the head of the class. I have been a long time fan of the Civil War Battles series. The Order of Battles are always precise and accurate. The maps are wonderful. The scenarios plentiful. I unhesitatingly recommend any HPS Civil War Battle game. That said, these games are designed for hard core grognards (dedicated wargamers). People who are interested in the topic but have little wargaming experience should probably look elsewhere before attempting an HPS game.

In terms of Campaign Gettysburg: This is as good as it gets! Campaign Gettysburg is the masterpiece of HPS games. Not because it is about the most famous Civil War battle, but because of the games incredible depth and craftsmanship. The game traces the entire Gettysburg Campaign from Brandy Station to the retreat back to Virginia. There are numerous historical scenarios, including lots of variations and sub-sets of the Gettysburg battle. In addition, there are tons of hypothetical scenarios. It was the designers intention to simulate all possible actions that could have occurred during this campaign. He more than accomplishes his mission. I have been playing Gettysburg more or less non-stop for 2 years and have barely put a dent into the scenarios I would like to play. All HPS Civil War Battles are excellent, but Gettysburg tops the charts. Campaign Shiloh comes close in terms of depth, but Gettysburg is by far the best game available to date.
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The HPS Civil War Campaign series offers a whole lot of interest for just about any seriously-minded wargaming afficionado for the American Civil War period. Gettysburg is perhaps John Tiller's best offering of the series! "Campaign" is the key word here. HPS Gettysburg carries the gamer far beyond the classical battle of Gettysburg (an entire experience in and of itself) and presents the player with the strategic situation facing Lee and Hooker in early June, 1863. Depending upon the particular strategic choices made, the players may find themselves sparring in major and minor actions over ground that never historically witnessed an action. For each succeeding result and new choice the armies will accurately reflect the losses and fatigue incurred in the former actions. Those familar with the old Talonsoft Battleground series will recognize the close similarity of play and game interface. Probably most important, the HPS Gettysburg game does not demand a high-end processeor and graphics card! Don't look for eye-popping, 3D graphics, or a sophisticated AI engine to while away the solitaire hours: this game is meant for human opponents in either "hot seat" or PBEM internet play. In that sense the game is an excellent and pleasant throw-back to the old tabletop gaming era, but with all of the tedious paper work and cardboard counter physical movements nicely taken care of by the computer. While it can be played on most "older" computers with a minimum of fuss, the prospective buyer should check out the minimum specifications for use posted at the HPS Simulations internet site. I am more than pleased with my purchase! I am gratified that someone has taken the time to improve on an old standard wargame and finally brought it to the market in a no-nonesense computerized format.Read more ›
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The HPS Civil War Campaign Windows games are the best games available for both the gamer and historian. Each game covers one campaign or area, providing a series of historical and hypothetical battles. The battles are played as single games or linked into a campaign with losses and advantages carried forward. In campaign mode, players have to consider "tomorrow" and cannot just attack everything in sight. In campaign mode, decision points determine the direction the campaign takes, while battles determine the decision points. This provides for almost unlimited replay ability as no one campaign will ever match the last one.

Game scale is set to the pace and command abilities of the 19th Century. Each turns is twenty minutes during the day and one hour at night, about 120 yards per hex. Units are regiments, very large regiments can be two counters, artillery units are two gun sections, leaders and supply wagons.

Formations are critical and leaders exist starting at brigade level. Brigade leaders benefit by being in the command range of their division leader, who benefit by being in the command range of their corps commander. These rules, force command cohesion by penalizing players that break up commands. Line, column, limbered, unlimbered, mounted or dismounted enhance movement or combat and require planning and preparation. Having a regiment in the wrong formation will mean you cannot fire, take more casualties or move slowly.

Movement starts at about two miles an hour for an infantry regiment. Terrain, roads and formation increase or decrease this rate.

Combat results in losses and fatigue. Fatigue makes units susceptible to disorganization or route. Disorganized units are less effective and more likely to route.
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