Overview
Devil’s Den, subtitled “Hood’s Assault at Gettysburg,” is a tactical hex-and-counter wargame simulating the fighting to control the Devil’s Den terrain feature during the Battle of Gettysburg on July 2, 1863. Originally published by Operational Studies Group (OSG) in 1980, the game was later acquired and revised by Avalon Hill in 1985 with basic and advanced game rules. The game is notable for its detailed treatment of ammunition supply and tactical-level combat.
Components
- 1 hex map depicting the Devil’s Den area of the Gettysburg battlefield
- Die-cut unit counters representing Union and Confederate forces
- Combat results tables and charts
- Dice
- Rules booklet (basic and advanced versions in the Avalon Hill edition)
Setup
- Lay out the hex map of the Devil’s Den area.
- Select a scenario and place Union and Confederate unit counters in their designated starting hexes.
- Set up ammunition and supply markers as indicated.
- Place any terrain markers or fortification tokens.
- Determine first player (typically the Confederate player attacks first).
Turn Structure
Each game turn represents a period of the battle and follows this sequence:
- Confederate Player Turn: Movement phase, then combat phase.
- Union Player Turn: Movement phase, then combat phase.
- Administrative Phase: Check supply, recover disrupted units, advance the turn marker.
Actions
Movement
- Units move through hexes, spending movement points based on terrain type.
- Units have limited movement allowances reflecting the dense, rocky terrain of Devil’s Den.
Combat
- Adjacent opposing units may engage in combat.
- Attack strength vs. defense strength determines the odds ratio.
- Dice are rolled on the combat results table to determine outcomes (retreats, eliminations, disruptions).
Ammunition Management
- Units track ammunition expenditure – this is a distinctive feature of the game.
- Firing depletes ammunition; units that run out cannot attack effectively.
- Resupply is possible but limited, reflecting historical logistical challenges.
Fortification
- Some units may improve defensive positions over time.
Scoring / Victory Conditions
Victory is determined by control of key hexes in the Devil’s Den area and the number of enemy units destroyed or routed. The Confederate player aims to capture Devil’s Den and surrounding heights; the Union player aims to hold these positions.
Special Rules & Edge Cases
- Ammunition Tracking: Unlike many wargames, ammunition must be carefully managed. Running out of ammo can cripple an attack.
- Terrain: The rocky, broken terrain of Devil’s Den heavily favors the defender. Movement is slow and lines of sight are limited.
- Basic vs. Advanced Rules: The Avalon Hill edition includes simplified basic rules for newcomers and detailed advanced rules for experienced wargamers.
- Solo Play: The game is suitable for solitaire play, as both sides have clear strategic objectives.
- Historical Accuracy: The game closely follows the historical order of battle and terrain, making it a useful study of the actual engagement.
Player Reference
Turn: Confederate Move & Combat → Union Move & Combat → Administrative Phase
Confederate Goal: Capture Devil’s Den and the surrounding heights
Union Goal: Hold defensive positions against Confederate assault
Key Mechanic: Ammunition tracking – units can run dry and lose combat effectiveness
Combat: Odds ratio + dice roll on CRT