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I have always felt that WDS Antietam is one of the best all-around games in the Civil War series. From Bull Run to Antietam, this game covers the first year of the Civil War in northern Virginia and Maryland.

 

CONTENT

33 Total Scenarios Recommended

   10 Rated "Excellent"

NOTE: ALL NUMBERS HERE REFLECT THE ACTIVE STRENGTHS OF THE ARMIES. THESE NUMBERS DO NOT INCLUDE PERMANENTLY FIXED UNITS.

21 Turns

001 - Blackburn's Ford (Historical)

My Rating: Good

9,699

8,958

341

400

16

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

8,585

7,470

690

425

17


Description - (Historical, 21 Turns) General Tyler deploys one of his Union brigades near Blackburn's Ford. The Confederates, having crossed Bull Run Creek, are waiting for the Union attack.

Analysis - This battle can go a few different ways and is an enjoyable smaller scenario to engage in. Neither side has very many men to work with in this skirmish before the large battle still to come.

 

001 Map.jpg

45 Turns

002 - First Bull Run (Historical)

My Rating: Good

22,461

21,020

341

1,100

44

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

29,820

26,430

2,015

1,375

55


Description - (Historical, 45 Turns) Following the failed attack of the 18th on Blackburn's Ford, General McDowell formed the following plan. 1) Richardson's brigade will make a false attack on Blackburn's Ford. 2) Tyler's division is to move from Centerville towards the stone bridge on the Warrenton turnpike. A feign for the main attack. 3) The divisions of Hunter and Heintzelman will leave camp and diverge from the Warrenton turnpike at the by-road beyond Cub Run and take the road for Sudley Springs. These two divisions will launch the main attack on the Confederate right flank. 4) Miles' division will stay in reserve on the Centerville ridge.

Analysis - This will always be a fun scenario to play because of both its historical significance and its unique setup and battlefield. It is a real thinking man's scenario and one that can play out in numerous ways based on the early moves both players make. 

 

002 Map.jpg

42 Turns

005 - First Bull Run v.3

 My Rating: Excellent 

27,193

25,577

341

1,275

51

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

29,670

26,430

2,015

1,225

49


Description - (What If, 42 Turns) Eager for a quick victory, both Union and Confederate forces are moving toward each other at a rapid pace.  Both sides are seeking to be the first to cross Bull Run Creek and engage in battle.

Analysis - The addition of Miles's division evens up the numbers in this battle and creates a better rounded contest. 

 

005 Map.jpg

40 Turns

006 - First Bull Run v.4

My Rating: Good

28,791

27,225

341

1,225

49

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

29,320

26,430

2,015

875

35


Description - (What if, 40 Turns) A meeting engagement.  No VP hexes, except two exit hexes for both sides.  

Analysis - A pretty good setup for a meeting engagement. Hunter, Heintzelman, and Runyon arrive from the northern side of the map (from different hexes) while Tyler and Miles arrive along the Warrenton Pike. Beauregard's Army arrives from the south while Johnston's Army comes from the west along the Pike. 

 

Map 006.jpg

010 - First Bull Run v.8

My Rating: Good

35 Turns

22,461

21,020

341

1,100

44

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

24,079

20,889

2,015

1,175

47


Description - (What if, 35 Turns) This variation of the historical scenario will begin later and both opposing sides will be nearly ready to engage for position on the field of battle.  

Analysis - Both armies are deployed and ready for battle in this setup. The Federals have Miles's division FIXED while the Rebels are without the brigades of Ewell, Holmes, and Jones. While these Confederate brigades have a 50% chance to release at 4 PM, they would hardly have enough time to join the battle. Therefore, I subtracted their numbers from the figures above. This is a great setup if you are looking to jump right into a battle. Both sides have some advantages and disadvantages at the start and both will have to compensate in some ways for these. 

 

010 Map.jpg

12 Turns

011- Matthew's Hill

My Rating: Good

6,274

5,608

341

325

13

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

5,106

4,691

190

225

9


Description - (Historical, 12 Turns)  The initial attack after crossing Sudley Ford. The 2nd Rhode Islanders will make first contact against Evans' Confederate brigade.  The battle will slowly escalate.

Analysis - Historically the battle on Matthew's Hill took up a number of crucial hours and set up the success later in the battle on Henry House Hill for the Rebels. A fun, short, little scenario. 

 

Map 011.jpg

12 Turns

012 - Henry Hill

My Rating: Good

7,954

7,504

0

450

18

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

12,697

12,137

335

225

9


Description - (Historical, 12 Turns)  McDowell sends Captain Griffin's and Rickett's batteries to Henry Hill.  Jackson stands his ground.  Keyes has been redeployed and is out of the action.  Evans, Bee, and Bartow have been driven back.   Union forces will attempt to take Henry Hill.  (Best play as the Rebels against the Union A/I)

Analysis - A chaotic fight for Henry House Hill.

 

Map 012.jpg

12 Turns

013 - Henry Hill v.1

My Rating: Good

10,223

9,773

0

450

18

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

9,769

9,209

335

225

9


Description - (What if, 12 Turns) (This variation has no routed or fixed units) McDowell sends Captain Griffin's and Rickett's batteries to Henry Hill. Jackson stands his ground. Keyes has been redeployed. Evans, Bee, and Bartow have been driven back. Union forces will attempt to take Henry Hill. (Best play as the Rebels against the Union A/I)

Analysis - The lack of routed Confederate units and the unfixed Federal forces make this short scenario a little more eventful and interesting than scenario 012. 

 

Map 013.jpg

81 Turns

014 - 2nd Bull Run (Historical)

My Rating: Good

66,915

58,166

5,149

3,600

144

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

50,860

43,224

3,436

4,200

168


Description - (Historical, 81 Turns) The Union army, now commanded by General Pope is moving to attack Jackson's isolated Corps. Unaware that another Confederate Corps, commanded by General Longstreet is fast approaching, Pope launches a series of poorly coordinated attacks. Once in position, Longstreet launches a surprise attack to crush the Union left flank. 

Analysis - This scenario is a fun one to play - sometimes. With little room to move this isn't going to be a battle of maneuver but rather one of battering one another until one side simply gives up. 

 

SBR.jpg

81 Turns

019 - 2nd Bull Run v.5

My Rating: Good

66,915

58,166

5,149

3,600

144

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

50,860

43,224

3,436

4,200

168


Description - (What if, 81 Turns) The Union army, now commanded by General Pope is moving to attack Jackson's isolated Corps. Unaware that another Confederate Corps, commanded by General Longstreet is fast approaching, Pope launches a series of poorly coordinated attacks. Once in position, Longstreet launches a surprise attack to crush the Union left flank. The 1st Division of the 1st Corps of the Army of Virginia has been repositioned to the Northeast. Hood's Confederate Division has been redeployed north of Jackson's Corps.

Analysis - I really like this setup as it allows the focus of the battle to be more evenly divided across the board. 

 

Map 019.jpg

81 Turns

020 - 2nd Bull Run v.6

 My Rating: Excellent 

66,915

58,166

5,149

3,600

144

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

50,860

43,224

3,436

4,200

168


Description - (What if, 81 Turns) The Union army, now commanded by General Pope is moving to attack Jackson's isolated Corps. Unaware that another Confederate Corps, commanded by General Longstreet is fast approaching, Pope launches a series of poorly coordinated attacks. Once in position, Longstreet launches a surprise attack to crush the Union left flank. Pa Res Division repositioned to the Northeast. Hood's Confederate Division has been redeployed to the north of Jackson's Corps. 

Analysis - This is another quality alternative to the historical Battle of Second Manassas setup. 

 

020.jpg

10 Turns

023 - Battle of Groveton (Historic)

My Rating: Good

7,161

6,861

0

300

12

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

7,497

7,172

0

325

13


Description - (Historical, 10 Turns) After attacking Bristoe Station and the Union supply depot at Manassas Junction, Stonewall Jackson moves onto Bull Run Creek. The site of the 1861 Manassas battlefield. Union General John Pope marches his army toward Centreville. There he hopes to surprise Jackson. Jackson also has plans to attack Pope's Army before it can merge with McClellan's Army of the Potomac. Along the way, Jackson spots King's division heading for Centreville. Jackson lurks in the woods, ready to attack. But Rufus King is not present due to an unexpected epileptic seizure.

Analysis - This is a short little skirmish preceding the Battle of Second Bull Run. With a limited number of men on both sides it is a quick play and usually a bloody one as the two sides collide in the fields around the Brawner Farm. I included Sullivan's FIXED Union brigade in the numbers here as it is unlikely you will play this without triggering his release at some point. 

 

023.jpg

10 Turns

026 - Battle of Groveton v.3

My Rating: Good

7,161

6,861

0

300

12

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

7,497

7,172

0

325

13


Description - (What if, 10 Turns) This variant unfixes Hatch for the Union, also Starke and Taliaferro for the Confederates.

Analysis - This battle, basically, starts with more unfixed units to move. This will likely lead to more action and a more dynamic skirmish. 

 

Map 026.jpg

12 Turns

030 - Battle of Groveton v.7

 My Rating: Excellent 

7,313

6,863

0

450

18

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

11,530

10,553

552

425

17


Description - (What if, 12 Turns) This variant has Patrick deployed early.  Also, all Confederates will start unfixed and must cutoff King's Division and exit as many pts as possible at (40,35), (34,50), or (12, 50). Game starts two turns earlier.

Analysis - A great scenario! A short battle with a ton of options and possible maneuvers. Play this one if you are looking for a fast scenario with a different twist to it. 

 

030.jpg

40 Turns

031 - Antietam (Historical)

My Rating: Good

82,173

68,770

7,303

6,100

244

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

36,319

29,773

1,521

5,025

201


Description - (Historical, 40 Turns) Following the battles for the gaps of South Mountain, General Robert E Lee, gathers his men near Sharpsburg, Maryland. Union General George McClellan is moving toward him. Though cautious, he continues to advance, but fears Lee will strike first. Lee's back is against the Potomac River, but McClellan's army waits for the attack order. 

Analysis - Antietam can be an awful scenario, or a fantastic scenario, based on a few rolls of the die. The battle is intense from start to finish and will challenge both players fully.

 

Map 031.jpg

40 Turns

034 - Antietam v.3

 My Rating: Excellent 

82,173

68,770

7,303

6,100

244

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

36,319

29,773

1,521

5,025

201


Description - (Historical, 40 Turns) This variant of the historical scenario starts with no fixed Confederate units.

Analysis - This scenario really opens up the playbook for the Rebels and evens out the disadvantage of being so heavily outnumbered. 

 

Map 031.jpg

40 Turns

039 - Antietam v.8

My Rating: Good

82,323

68,770

7,303

6,250

250

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

36,501

29,780

1,521

5,200

208


Description - (What if, 40 Turns) This variant of the historical scenario places A.P. Hill's division in a fixed position north of Sharpsburg.

Analysis - This scenario adds AP Hill's Division to the map at Nicodemus Heights on Jackson's left flank. Hill's division is reinforced by Thomas's Brigade (378 men) for the battle. The setup allows the Confederates more options at the start. 

 

Map 039.jpg

16 Turns

043 - North Woods (Historical)

 My Rating: Excellent 

18,315

16,815

0

1,500

60

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

16,968

13,462

1,156

2,350

94


Description - (Historical, 16 Turns) Following the battles for the gaps of South Mountain, General Robert E Lee, gathers his men near Sharpsburg, Maryland. Union General George McClellan is moving toward him. Though cautious, he continues to advance, but fears Lee will strike first. Lee's back is against the Potomac River, but McClellan's army waits for the attack order. Here the Attack will begin. Hooker's 1st Corps and Mansfield's 12th Corps will be the first to engage the Confederates north of Sharpsburg.

Analysis - For a short scenario, this thing rocks! It slightly favors the Confederates but can be won by either side depending on how skilled the players are and how prepared they are for the scenario. 

 

043.jpg

16 Turns

045 - South Sharpsburg (Historical)

My Rating: Good

10,608

10,243

115

250

10

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

6,717

5,792

0

925

37


Description - (Historical, 20 Turns) Although the morning had seen bloody combat north of Sharpsburg, the southern end of the field was now ready for it's own eruption of fighting. To start things off, the 9th New York regiment was about take the lead of not only it's own brigade, but also that of Harland's untried brigade. Will the Confederates be waiting and ready to meet this new threat?

Analysis - This one is a lot more fun than it may appear at first glance. This small battlefield forces both sides into combat from the start insuring lots of action throughout the entire 20 turn game. Give this one a shot if you are looking for something different. Note that the Federals have more artillery units on the map that are FIXED in place east of Antietam Creek.

 

Map 045.jpg

86 Turns

047 - Hagerstown March

My Rating: Good

73,128

62,554

6,674

3,900

156

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

65,778

56,444

4,284

5,050

202


Description - (What If, 86 Turns) Both armies are approaching each other with great rapidity.  The target is Hagerstown. 

Analysis - An interesting two-day battle which gives each side an advantage in either manpower (Union) or artillery (Rebels).

 

Map 047.jpg

40 Turns

049 - Meeting at the Center

My Rating: Good

55,576

51,610

416

3,550

142

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

42,585

33,739

1,521

7,325

293


Description - (What if, 40 Turns) This scenario is a hypothetical meeting engagement. Longstreet's Corps is waiting near Hagerstown and Jackson's Corps is approaching from Harper's ferry. Most of McClellan's army is marching west from Frederick, Buckeystown, and Licksville, west of the Monocracy River. Lee's must defend the gaps that lead through South Mountain. McClellan is under great pressure from Washington and must engage and destroy Lee's army. Once achieved, the war can be concluded with a minimal loss of life. Failure will prolong the war and suffering. On the other hand, Lee wants to equally engage and defeat McClellan's army, force Lincoln to recognize the Confederacy and end the war and suffering. Only one side can be victorious. In this battle, several major components of McClellan's army are still lagging behind and will not arrive in time. The Confederates will be heavily outnumbered when all incoming troops have arrived, so the Union VP level will be high. (Best played as the Confederates against a Union A/I)

Analysis - This is an amusing one-day meeting engagement scenario. Although the Rebels have a massive advantage in total artillery numbers, most of it will arrive too late to get in on the action. 

 

Map 049.jpg

15 Turns

050 - Chantilly (Historical)

My Rating: Good

21,353

20,185

418

750

30

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

20,085

17,269

2,292

525

21


Description - (Historical, 15 Turns) Though defeated, Pope's Army of Virginia was not destroyed. Lee ordered Jackson's tired troops to finish the job. Take the north road to Germantown and cut off Pope's retreat. Most of Pope's army is sitting near and west of Centreville.

Analysis - A fun little medium sized skirmish at Chantilly. Both sides are fairly even and the limited number of turns insure it will be a scrappy fight all the way. 

 

050.jpg

55 Turns

051 - Chantilly v.1

My Rating: Good

46,826

41,285

3,041

2,500

100

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

46,166

39,569

3,197

3,400

136


Description - (What If, 55 Turns)  Lee sends Longstreet to support Jackson's attempt to cut off a large portion or Pope's defeated Army of Virginia. Pope's army continues it massive retreat back to Washington D.C.

Analysis - Martha and the Vandellas "Nowhere to Run" should be your background music to this one! Over 90,000 men converging on nearby roads on a small map with no space to maneuver - only to kill. This is a bloodbath of a scenario! Not for those that like elbow room. While the Rebels have more artillery, neither side has much artillery ammo. Fix bayonets!

 

Map 051.jpg

21 Turns

053 - Cedar Mountain

My Rating: Good

13,593

10,267

2,126

1,200

48

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

13,699

12,823

110

775

31


Description - (Historical, 21 Turns) Union forces under General Banks attack and surprise Confederate brigades commanded by Generals Winder and Taliaferro.

Analysis - A fun and challenging little battle around Cedar Mountain. 

 

053.jpg

21 Turns

054 - Cedar Mountain v.1

 My Rating: Excellent 

13,593

10,267

2,126

1,200

48

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

16,550

15,674

110

775

31


Description - (What If, 21 Turns) This variant brings on additional Confederate brigades that were historically too late to participate in the battle.  The VPs will be adjusted to reflect a larger Confederate force.

Analysis - This is a quality scenario. Give this scenario a play for a greater challenge than scenario 053.

 

Map 054.jpg

21 Turns

059 - Cedar Mountain v.6

 My Rating: Excellent 

13,593

10,267

2,126

1,200

48

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

16,550

15,674

110

775

31


Description - (What If, 21 Turns) This variant of Cedar Mountain V.1 is a meeting engagement.

Analysis - Who doesn't love a good meeting engagement?! In this setup the Yanks will reach the high ground first but the Rebs will have a few more men. Sounds fair enough.

 

Map 059.jpg

40 Turns

064 - South Mountain (Historical)

My Rating: Good

34,246

31,284

1,012

1,950

78

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

16,211

14,646

465

1,100

44


Description - (Historical, 40 Turns) General McClellan attempts to overwhelm the Confederate defenders guarding the gaps through South Mountain. If successful, McClellan hopes to divide and destroy the Confederates one Corps at a time. (Best played as Confederate)

Analysis - It's not easy, but it is fun. This battle features a very challenging geographical map and a Confederate army that is heavily outnumbered. A good game to test your skills. 

 

Map 064.jpg

86 Turns

068 - Gaps to Manassas

 My Rating: Excellent 

48,814

39,477

5,837

3,500

140

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

48,302

41,698

2,604

4,000

160


Description - (What If, 86 Turns)  By late August, General Pope was still needing a victory to ensure his position in Virginia and in Washington.  For this purpose, he will personally lead the advance elements of his Army of Virginia through the gaps to Manassas and will seek battle with Lee's Army of Northern Virginia. Lee wants to take the war north and out of Virginia.  To do this, he must force a major battle with Pope and defeat his army in detail. Any mistake by either side will surely meet with severe consequences.

Analysis - What a hidden gem of a scenario! This is, basically, Pope vs. Lee but without any interference from McClellan's veterans arriving from the Peninsula. The result is a battle with two numerically matched armies. Both sides have a steady buildup throughout the first day which will allow lots of time to maneuver and still fight a major battle.

 

Map 068.jpg

30 Turns

183 - Equal Force Fight #1

My Rating: Good

7,922

7,422

0

500

20

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

8,210

7,410

0

800

32


Description - (What If, 30 Turns) A June 1862 fight near Ox Hill. Stonewall Jackson and Charles Winder are marching fast toward Germantown. Union General Sigel has been charged by General Pope to engage and defeat Jackon advancing rebels. An equal force fight.  No VP Hexes. Confederates have more units, with better quality, Union has better artillery and stronger individual units. Both are equal in overall numbers. 

Analysis - My feeling is that this scenario probably lasts about 5 to 10 turns too long. At 30 turns both sides will wear out before the end comes. With just 8,000 men apiece whichever side can hold on the longest should win.

 

183.jpg

30 Turns

185 - Equal Force Fight #3

My Rating: Good

20,416

19,175

341

900

36

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

20,064

17,334

1,680

1,050

42


Description - (What If, 30 Turns)  This equal force fight depicts the forces of Beauregard and McDowell.  A blind meeting engagement.  Entry locations are questionable and can change with each new game. (FOR THE PURPOSE OF THIS SCENARIO, SEVERAL ADDITIONAL FORDS HAVE BEEN ADDED)

Analysis - I don't usually like multiple entry points but with the simple OOB's of First Manassas it doesn't really matter much here on this small map. The scenario is actually a lot of fun. Not a ton of room to maneuver so you will have to do some hard fighting to claim a victory here. 

 

185.jpg

40 Turns

CAM_Antietam C1U1 - Antietam

My Rating: Good

97,171

84,019

7,002

6,150

246

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

63,891

54,607

4,284

5,000

200


Description - (Campaign, 40 Turns)  Following the battles for the gaps of South Mountain, General Robert E Lee, gathers his men near Sharpsburg, Maryland.  Union General George McClellan is moving toward him.  Though cautious, he continues to advance, but fears Lee will strike first.  Lee's back is against the Potomac River, but McClellan's army waits for the attack order.  

Analysis - Both armies are at full strength in this version of the Battle of Antietam. It will be a very bloody day of battle.

 

Map 031.jpg

40 Turns

CAM_Antietam C3U1 - Antietam

 My Rating: Excellent 

97,171

84,019

7,002

6,150

246

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

65,804

56,245

4,284

5,275

211


Description - (Campaign, 40 Turns) This variant of the historical scenario includes additional Confederate troops entering from across the Potomac, west of Sharpsburg.

Analysis - An extra Confederate brigade is added to the scenario. 

 

Map 031.jpg

40 Turns

CAM_Antietam C4U1 - Antietam

 My Rating: Excellent 

97,171

84,019

7,002

6,150

246

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

63,891

54,607

4,284

5,000

200


Description - (Campaign, 40 Turns) Following the battles for the gaps of South Mountain, General Robert E Lee, gathers his men near Sharpsburg, Maryland.  Union General George McClellan is moving toward him.  Though cautious, he continues to advance, but fears Lee will strike first.  Lee's back is against the Potomac River, but McClellan's army waits for the attack order.  All Rebs unfixed.

Analysis - An unfixed Confederate army will have time to prepare for the coming Union attack around Sharpsburg. 

 

Map 031.jpg
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