
Gettysburg: The Tide Turns
A hex wargame that tosses IGOUGO out the window and makes you sweat every chit draw across three days at Gettysburg. Risk-management junkies only.
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About Gettysburg: The Tide Turns
My first instinct with Gettysburg: The Tide Turns was to treat it like any other hex-and-counter Civil War title: position infantry on the high ground, anchor the flanks with cavalry, push artillery up to range. That instinct gets punished fast. The game's central mechanic is a randomized chit-draw system where division commanders are pulled from a virtual cup each turn to determine activation order, and combat chits for either side can fire at any moment. One turn you orchestrate a textbook flanking assault; the next, your opponent's combat chit fires before you can react and your carefully staged line collapses. That tension is the point, and it works. Four unit types are in play: Infantry, Cavalry, Artillery, and Horse Artillery. Each carries Strength Points, Movement Points, and a Quality rating that runs from Raw through Elite+. Terrain matters hard across 14 hex types, each applying its own movement cost, combat modifier, and line-of-sight block. Artillery ranges shift depending on where you move a unit before firing, so there is actual decision-making inside each activation, not just clicking to attack. The map art earns genuine praise from the wargaming community as one of the most visually readable Gettysburg representations on PC, styled like an aged campaign map with animated unit formations that bend and pinch realistically as flanks give way. It is a genuinely handsome game for something that runs on minimal system specs. Now, the honest concerns. Steam user sentiment sits at a mixed 65% positive from a small sample, and the criticisms cluster around two things. The AI, while aggressive and reactive on the defensive side, has a documented tendency to feed units into losing engagements rather than cut losses, which blunts the solo challenge once you identify the pattern. The multiplayer situation is the bigger gripe: asynchronous online play is available, alongside hotseat, but there is no peer-to-peer real-time system, which feels like a missed opportunity for a game that actually plays quickly. The mod ecosystem is essentially nonexistent, with community wishes logged in the Steam forums but no substantial additions delivered. The game has received patch support up to version 1.05, fixing MP crashes and an AI freeze condition, so the worst technical issues are addressed. Where it genuinely earns its place for newcomers to operational wargaming: the tutorial pops up contextual guidance every time a new mechanic surfaces. Playing as the Union unlocks horse artillery rules you might miss entirely on a Confederate campaign, which gives the teaching design real texture. The campaign covers all three days of the battle in discrete scenarios, with standalone single missions available for shorter sessions. Picking up the CSA side against the Union fundamentally changes the positional logic, so there is legitimate two-faction replayability even within a single battle scope. Strategy newcomers who want to learn how initiative, unit quality, and terrain interact without wading through a 200-page manual will find this a reasonable entry point, and experienced grognards from the boardgame tradition, particularly anyone familiar with the Eric Lee Smith chit-pull design from tabletop, will find the PC conversion clean and faithful. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7/8/10
- Memory
- 2 GB RAM
- DirectX
- Version 9.0c
- Storage
- 362 MB available space
- Graphics
- 512Mb DX9 (shader model 2.0)
- Processor
- Celeron 2.8GHz or equivalent
- Sound Card
- DirectX Compatible Sound Card
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Game Info
- Developer
- Shenandoah Studio
- Publisher
- Slitherine Ltd.
- Release Date
- Jul 14, 2017
