"I was playing as the Confederate player and had a Union opponent who defended about a ridge to the west of Herr Ridge and he seemed bent upon sacrificing his cavalry. Which, I should add that I was happy to cooperate with."
Your opponent has misread the situation. As we know there is no need to defend that far west. The situation is really delicate for the Union cavalry as you don't want to get the 1st Division chewed up but you can't allow the rebels to easily take McPhereson's ridge. "Fire & fall back" is very well for Herr's Ridge but at McPhereson's you need to make a stand. Jonny
"Fire and fall back sounds easy..." - and it is.
"If McPhereson's Ridge isn't held for quite some time, you can't hold the Cemetery either." -
yet I have.
I'd say if you did; it's because the Rebel player did not remain concentrated on the Chambersburg Pike but made the usual mistake of migrating Northwards. If the Rebels concentrate in the center with Davis and Pettigrew they can't go wrong. If McPhereson's is given up too soon, and the Rebels occupy it with Davis and Pettigrew and guns, the Union player doesn't stand a chance
"Yes doing that right, instead, does mean pulling out of each position at the right time, not the wrong time. But then that is what they pay generals to figure out..."
Agreed.
"As an aside, I been playing versions of this game since... well as a wee lad I playtested TSS at an Origins convention before it was released - in the mid 1970s. I think I am tolerably familiar with the pacing of the battle."
I've also played many games of TSS, my favorite units being the Iron Brigade's famous Musketeers.