PUBLISHER: Simulation Publications Incorporated (SPI);
A 2nd edition was published by TSR in the post SPI era.
SCOPE: The Three Days of Gettysburg
RULEBOOK VERBAGE: TERRIBLE SWIFT SWORD is a grand tactical,
regimental simulation of the Battle of Gettysburg, July 1-3, 1863. The game
enables the Players to recreate the encounter between Robert E. Lee's Army
of North Virginia and George Meade's Army of the Potomac.
GAME BOX VERBAGE:
YEAR PUBLISHED (EDITIONS): 1979. Only one published edition
by SPI. Published errata SPI from the SPI
edition was taken from on Web Grognards. The second edition applied more colorful
graphic <divisional units are color coded> and likely incorporated the
1st edition errata. However it too has its errata
TSR.
CREDITS
Game System & Development: Richard H. Berg
Physical Systems and Graphics: Redmond Simonsen
Playtesters (Union): Marty Goldberg, Oktay Oztunali,
Eric Goldberg
Playtesters (Confederates): Dave Robertson, Mark Burden,
Rick Umbaugh
Acknowledgements: Tom Eller, Steve Peek, Joe Seliga
Graphic Production: Manfred F. Milkuhn, Linda Mosca,
Larry Catalano, Kevin Zucker.
NUMBER OF PLAYERS: 2+ (multiplayer teams)
WGA COMPLEXITY SCALE (1-10): 5
TYPICAL PLAYING TIME (HOURS): Scenarios include The First
Day, The Second Day, Battle for Little Round Top <6 turns>, The Third
Day (Pickett's Charge), and the Grand Battle Game: The Three Days of Gettysburg
<149 turns, approximated at 50 hours>.
MAP SCALE: 120 yards per hex.
UNIT SCALE: Regiments, gun batteries, leaders.
TIME SCALE PER TURN: 20 minute day turns, 1 hour night
turns.
NUMBER OF GAME TURNS: The First Day<29>, The Second
Day<40>, Battle for Little Round Top <6 turns>, The Third Day
(Pickett's Charge)<21>, and the Grand Battle Game: The Three Days of
Gettysburg <149 turns>.
GAME INVENTORY: 2000 counters (two combat unit counter
sheets, three identical marker counter sheets), one 32 page rules booklet,
one historical situation briefing booklet, three unmounted 22" x 32"
game maps, one die.
PBEM OPPORTUNITES: Contact Wargame
Academy if interested. A Group effort would be required to create a VASSAL
module.
WARGAME ACADEMY COMMENTS: As Gettysburg is the dominant
Civil war battle represented by numerous computer game simulation, TSS can
be considered the patriarch. I have been involved in two team TSS games (1st
edition) and found the game simple enough for high playability yet with lots
of room for maneuver and player strategy. It is well suited for team format
due to relative low unit density, segregation and arrival of units in distinct
Corps, and ability to battle on different map section simultaneously to speed
up play. In this format it is easy to assimilate new boardgamers into the
hobby as inexperienced decisions are not catastrophic to the group effort
and newbies can apply common sense without need to know nuances common to
other simulations. Team play also brings out personality friction within a
team which is likely realistic as well. When communicating by delayed brief
written orders from the team commander, this only further simulates warfare
in this period. Given the volume of articles in a variety of publications,
TSS was well received and played by a wide spectrum of gamers. Relative to
modern Civil War titles (i.e. For the People, etc), TSS stands out as a highly
playable game, low on the complexity scale, and its rulebook is the patriarch
of Bloody April and the Great American Civil War series.
WARGAME ACADEMY GAME TOOLS: Java module
planned as this is the civil war title which has my greatest interest. (Note,
the VASSAL module for the Great American Civil War series is complete).
ACCOLADES: 1976 Charles Roberts Award Best Tactical Game
winner. 1976 Charles Roberts Award Best Graphics and Physical Systems nominee.