
The Atlanta game is a really solid title that is often overlooked. It has a great variety of maps and situations to play. There are large engagement meetings, set-piece battles, and large-map campaigns that you can play. The overall "fairness" of the scenarios is very good and there are a lot of fun options to choose from.
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CONTENT
25 Total Scenarios Recommended
10 Rated "Excellent"
6 Scenario Guides to Explore
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NOTE: ALL NUMBERS HERE REFLECT THE ACTIVE STRENGTHS OF THE ARMIES. THESE NUMBERS DO NOT INCLUDE PERMANENTLY FIXED UNITS.
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37 Turns
001 - Rocky Face Ridge May 8
My Rating: Excellent
48,297
47,073
49
1,175
47
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
36,907
34,407
0
2,500
100
Description - (Historical, 37 Turns) Sherman's first action in his quest to destroy Joe Johnston's Confederate army occurred near Rocky Face Ridge. Certainly, a difficult natural barrier for any army to overcome. Can Sherman find a path to the heart of Johnston's army, or will Johnston repulse a foolish frontal attack? (Best played as Confederates against Union A/I)
Analysis - This set-piece battle is a challenge for both sides. For the Federals to win they need to inflict lopsided losses on the Confederates as they need to gain a lot of points. This means they will be looking to bag your artillery to maximize gains. For the Confederates you will have a thin line in some places and the Federals will be moving for the gaps. You have Cleburne's and Walker's divisions available to redeploy from their original starting locations but it will take time. With 37 turns the trick is to wear out the Federals turn by turn and to make them pay for every hex they take. Your artillery is vulnerable on the hills and away from roads so spike them if you can't get them away. Use all the modifiers you can! A good hard fight.

12 Turns
003 - Rocky Face Dug Gap May 8
My Rating: Good
4,730
4,630
0
100
4
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
4,006
3,217
789
0
0
Description - (Historical, 12 Turns) Joseph Hooker's XX Corps was ordered to create a diversion from its position on Thomas' right, in support of McPherson's movement through Snake Creek Gap. John W. Geary's 2nd Division was therefore ordered to move on Dug Gap to first screen McPherson's Movements farther to the south and second, to seize the gap and push forward sufficiently to protect McPherson's left flank, once he had cleared Snake Creek Gap. Warren Grigsby's Confederate cavalry and the 1st and 2nd Arkansas Mounted Infantry were posted in front of their gap to protect against such a move by Sherman.
Analysis - Just a fun, scrappy, brawl. The Federals have more men on the field and the Confederates are stuck with over 700 cavalrymen in what will end up being an infantryman's battle. You should be careful using them or you might end up losing too many points if they get caught out in the open.

46 Turns
005 - Rocky Face Meeting Engagement
My Rating: Excellent
53,238
50,937
76
2,225
89
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
34,106
32,706
0
1,400
56
Description - (What If, 46 Turns) No preset positions. Both sides advance toward each other and will fight for good ground.
Analysis - This is a great meeting engagement scenario where both sides have a tall task ahead of them. The Yankees must attack and gain points to achieve at least a Draw while the Rebels must find and hold positions to inflict heavier losses on, and slow down, the Union army. Guard your artillery and watch your flanks.

46 Turns
008 - Rocky Face Meeting Engagement V.2
My Rating: Good
69,337
65,690
272
3,375
135
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
42,869
37,443
2,726
2,700
108
Description - (What If, 46 Turns) This variant deploys the Army of the Tennessee and uses a bigger map. Also, Confederates are defending Resaca.
Analysis - This is the same basic premise as scenario 005 but with larger armies and a bigger map - these make things much more complicated for the Rebel army. The Confederates gain just 8,000 men (compared to scenario 005) but the Federals gain 16,000 (mostly infantry). While this does increase the difficulty it also allows the Confederates the option to simply fall back into prepared defensive lines around Resaca. Do you try to delay the Federals away from the city for as long as you can, or do you fall back right away? There are some interesting and fun strategic options to make here - but mostly defensive.

46 Turns
009 - Rocky Face Meeting Engagement V.3
My Rating: Good
53,238
50,937
76
2,225
89
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
36,345
34,945
0
1,400
56
Description - (What If, 46 Turns) This variant has the Confederates coming north along all the major roads, including the Mill Creek road from Resaca. Also, Vaughn's and Deas' brigades are included.
Analysis - This is such a great setup - and I really want to love this scenario, but the Federals are coming in great strength, and you have too few artillery pieces to stop them. The Federals also have about 16,000 additional infantrymen than do the Confederates. But with just 46 turns, the Federals don't have a ton of extra time to maneuver - but they have some time to do so. The dispersed Confederate arrival locations might make up for that a little bit and worry the Federals enough to keep them away from their main strategic goals. Maybe. This is just a fun one to play that you should give a try.

36 Turns
011 - Resaca May 14th
My Rating: Good
63,321
60,972
299
2,050
82
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
39,541
36,741
100
2,700
108
Description - (Historical, 36 Turns) An historical setup, but a full and unlimited battle of Resaca. Some units start fixed.
Analysis - This battle is bloody and it comes at you fast. Can you hold the entrenchments against a wave of blue soldiers coming straight at you? You will find out fast! Not a game for those that like room to maneuver or open fields. But a good one if you want to jump right into a major battle. You have more artillery than the Federals, but they have far more infantry. This is a vicious battle.

46 Turns
014 - Resaca May 14th
My Rating: Excellent
63,121
60,972
99
2,050
82
39,841
36,741
100
3,000
120
Description - (What If, 46 Turns) This Variant causes the Union to deploy from an off map position. The game starts at an earlier time and last longer. McPherson is partially deployed.
Analysis - The Rebel army is well entrenched at Resaca while the Federals are arriving in the traditional meeting engagement style. More importantly, the Rebels have time to entrench and an additional twelve guns on the map! Most of these guns are FIXED in place at the rear until halfway through the scenario. Better late than never though! If you want a good defensive battle - this is for you.

10 Turns
023 - Resaca First Contact
My Rating: Excellent
6,084
5,590
575
0
0
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
2,639
1,677
762
200
8
Description - (Historical, 10 Turns) As the advance neared Resaca, the Confederates began to show more opposition. Atop a bald hill, Grigsby's cavalry and Cantey's Confederate infantry was waiting for the Union advance. First contact was made with Union General Dodge's 16th Corps.
Analysis - For a ten-turn game this is a very complex and challenging scenario on numerous levels. The Yankees outnumber you by more than 2 to 1 and have numerous units with repeating rifles. But they must attack against set defensive positions with little time to maneuver - with no supply wagon to resupply them if they run low on ammo. For the Rebs, you have half your force fixed in place for the battle but defend the objective flags the Federals must capture in order to win. There are numerous embankments and breastworks on the map to aid you. Alot of decisions and strategy in such a short battle make this one a hidden gem.

10 Turns
030 - Resaca Angle Fight
My Rating: Good
7,225
6,825
0
400
16
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
3,851
3,451
0
400
16
Description - (Historical, 10 Turns) Sherman was determined to advance onto Resaca and despite McPherson's earlier failure to cut off the Confederate army, he ordered all elements of the army to advance. Union Generals Cox and Judah would soon be the first to test the rebel positions.
Analysis - With only ten turns this battle is all about one grand charge. The Federals have a larger force but the Confederates are entrenched. It is an unlikely battle for the Federals to have much of a chance to win, but at ten turns, why not have a little fun just to find out?

40 Turns
037 - Cassville May 19 PM Historical
My Rating: Good
45,800
41,000
2,700
2,100
84
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
49,841
43,547
4,344
1,950
78
Description - (Historical, 40 Turns) Johnston's grand plan to surprise and destroy a portion of Sherman's advancing army. Polk would take a position to oppose Schofield's advance on Cassville. Hood would then ambush Schofield with a flank attack from the east. Will this plan succeed? (This scenario extends through the entire day. Most of both armies will be present.)
Analysis - With all of the interior lines, a larger army and better men, this scenario doesn't pose much of a challenge to us Rebels. It does "feel" like a meeting engagement a little so you may get some susceptible Yankee to play this one against you just to see what happens. The Reb reinforcements do not arrive on the edges of the map but rather more in the center.

20 Turns
042 - New Hope May 25 1 PM
My Rating: Excellent
15,588
15,165
23
400
16
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
14,194
13,078
816
300
12
Description - (What If, 20 Turns) This variant of the historical 1pm scenario has the rest of Hooker's Corps entering on both northern roads. Also, the game extends to the end of the day.
Analysis - This matchup is a surprisingly good one. But it does develop slowly and leaves you wanting more time. But it is still worth a play. The lack of time just makes it bloodier and more straightforward.

15 Turns
045 - New Hope May 25 4 PM
My Rating: Good
15,431
14,631
0
800
32
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
14,194
13,078
816
300
12
Description - (Historical, 15 Turns) After Geary's Division was stopped in front of Elsberry Mountain, fresh troops would try again to overwhelm the Confederate line. The assault was renewed with the arrival of Alpheus William's 1st Division on the right and Daniel Butterfield's 3rd Division on the left. Geary would take the center position. Confederate General A.P. Stewart was waiting.
Analysis - This contest is a nasty one. The two sides are locked in a good battle with just enough time to get bloody and for the fighting to get intense. The only real problem is the lack of sufficient Rebel artillery. But your infantry is superior and the Yanks don't have much time to do anything except charge straight ahead.

102 Turns
062 - Kennesaw June 20 Chase V.1
My Rating: Excellent
89,053
81,858
4,845
2,350
94
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
66,385
53,373
9,062
3,950
158
Description - (What If, 102 Turns) This variant uses more Confederate Cavalry near Atlanta.
Analysis - This variant of Scenario 061 features Sherman's large armies pursuing Johnston's as it retreats towards Kennesaw Mountain. This is an epic scenario with a giant map and large armies. Use the terrain in every way possible to delay, annoy, and defend against the Union army. You have many advantages, but the Yankees still outnumber you by a lot. Plan ahead and move carefully across this map so you don't waste any moves.

40 Turns
070 - Kennesaw June 27
My Rating: Good
73,021
65,826
4,845
2,350
94
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
55,796
48,558
4,305
2,900
116
Description - (Historical, 40 Turns) The Kennesaw Mountain line was an ideal location to engage Sherman. Sherman was equally inclined to attack. The order was given on June 25th, directing that an assault be made at 8am June 27th. The main thrust would be made by Logan's XV Corps along the Burnt Hickory Road. Facing him would be French's Division deployed near Little Kennesaw Mountain and Pigeon Hill.
Analysis - This battle is pretty rough for both sides. While it favors the Yankees in many ways, it is possible for the Rebels to win. It won't be easy though. But sometimes the best victories are the hardest ones. Utilize Wheeler's cavalrymen as intelligently as you can to swarm the Federals on their right flank if they attack there. Stretch out your line to cover all the ground you can while trying to mass men once it becomes clear where the main Union attack is headed. Limited maneuverability in this scenario will limit what both sides are capable of here. I recommend checking out the extended scenario guide for more information.

12 Turns
074 - Cheatham's Hill June 27 9 AM
My Rating: Good
9,517
9,017
0
500
20
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
6,495
6,345
0
150
6
Description - (Historical, 12 Turns) The Confederates were defending a projecting hill near were Union brigades were assembling for an assault. The 8,000 men of Mitchell's and McCook's brigades lead off the attack on Cheatham. They were followed by Newton's Division.
Analysis - This battle starts as a draw with the Federals preparing to assault the Rebel lines. A cautious Union opponent will be methodical and prepare just one giant assault to take place right at the end of the scenario. Protect your guns and avoid any big point losses from such moves. Or maybe launch your own spoiling attack on the Federal right flank. Short, quick, amusing scenario.

102 Turns
079 - Chattahoochie July 7 - 8
My Rating: Excellent
66,011
64,215
371
1,425
57
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
60,215
49,313
8,402
2,500
100
Description - (Historical, 102 Turns) The Chattahoochie River Line was perhaps the most formidable defensive position of the war. Sherman was completely surprised and baffled. Johnston was ready for an assault. Would Sherman take the bait, or simply try to outflank this overwhelming defensive position?
Analysis - This scenario is brutally challenging and fun for both sides! At first glance it seems "easy" for the Federals to use their mobile reserve to swoop behind the Rebel position and isolate the entire force north of the river. And you MUST NOT allow that to happen. But while they are stacked on your own flank, you are stacked on their opposite flank. Both sides have a ton of options, all of them risky and complicated, to choose from. Attack, defend, reposition... what will you do? Play this scenario if you want a thinking-man's game. See the Scenario Guide for Scenario 083 for more information.

102 Turns
083 - Chattahoochie July 7 - 8 V.3
My Rating: Good
66,011
64,215
371
1,425
57
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
62,029
51,127
8,402
2,500
100
Description - (What If, 102 Turns) This variant of the historical scenario adds two Confederate brigades: Stovall's, and Cumming's.
Analysis - Scenario 079 is probably a little tougher than this scenario but they are set up exactly the same. The only difference is the addition of two small Confederate brigades. But they are a big help. Check out the Scenario Guide for a lot more good information on this really fun game.

107 Turns
084 - Siege of Atlanta July 15 - 16
My Rating: Good
91,470
76,309
9,536
5,625
225
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
64,407
51,475
8,482
4,450
178
Description - (What If, 107 Turns) Sherman can no longer hold back his anxious notion to take Atlanta by siege and crush the rebel army once and for all. Johnston's defense will be a formidable nut to crack.
Analysis - Ever want to refight the Battle of Atlanta? Maybe save Scarlett O'Hara the horror of being evicted by Sherman's bummers? Here you go. A two-day battle of epic proportions. For the Rebel player it feels like a siege. You really can't leave your defenses and so you will spend most of the game just reacting to enemy moves and attacks. Not a good choice if you like to have room to maneuver. But if you want a big fight at Atlanta... this is your scenario!

30 Turns
090 - Peachtree July 20 V.1
My Rating: Good
20,506
19,856
0
650
26
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
24,639
24,239
0
400
16
Description - (What If, 30 Turns) This variant starts with no units on the map.
Analysis - This is a really fun looking scenario! The Confederates need a boatload of points to earn the victory but have 30 turns, a manpower advantage, and better quality troops with which to fight. The Federals have to cross Peachtree Creek and fight just south of it. This has some fun strategic elements to it for both sides.

25 Turns
091 - Peachtree July 20 V.2
My Rating: Excellent
25,599
24,699
0
900
36
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
29,641
29,241
0
400
16
Description - (What If, 25 Turns) Three more Confederate brigades enter from the western map edge. Also, Stanley's division will enter from the northern map edge to support the Union defense.
Analysis - This is a great scenario to play. It poses an equal challenge to both sides and the victory conditions are dynamic and tough enough to require both players to think about their strategies from the very start. While the Rebs have more men, the Yanks have more than twice as much artillery.

95 Turns
094 - Peachtree July 20 V.5
My Rating: Excellent
56,852
48,095
6,682
2,075
83
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
58,922
48,446
8,126
2,350
94
Description - (What If, 95 Turns) This variant starts with no units on the map. The entire army of the Cumberland and nearly the entire Confederate army will fight for the approaches to northern Atlanta.
Analysis - This might be the best scenario on the game if you are looking for a meeting engagement battle. The Rebels are probably a little too strong for the Federals to defeat - but don't tell them that. With little room to maneuver and two large armies on the map - it will be bloody. You may want to remind yourself that you have more men and higher quality men than the Federals and wear them down long term. Usually, we can't play like that but in this scenario we can. Trade blow for blow with them and they will crumble first.

24 Turns
097 - Atlanta July 22
My Rating: Good
24,213
21,697
566
1,950
78
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
35,473
34,573
0
900
36
Description - (Historical, 24 Turns) Not wanting to wait for Sherman's attack, Hood again tried to force a surprise attack and unbalance Sherman. He ordered Hardee's Corps southward on a 16 mile long night march. Hardee was joined by Cleburne's Division. It would be an exhausting march and an even more exhausting battle. "No rest for the weary!"
Analysis - Do NOT be fooled by the numbers here. Even with a 10,000-man advantage this is a very difficult scenario to win for the Rebs. The Federals are largely composed of Army of the Tennessee veterans - some of whom are armed with Repeaters. The Federals also have more than twice as many artillery pieces on the field. But you do enjoy a large advantage in the number of movable infantry units. You don't have a ton of time to use this to your advantage but try to make the Federals spread thin across the entire board and try to bust through or outflank them at some point.

24 Turns
100 - Atlanta July 22 V.1
My Rating: Good
28,224
25,708
566
1,950
78
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
41,143
40,243
0
900
36
Description - (What If, 24 Turns) This variant of the historical scenario will unfix Schofield's Army of the Ohio. Also, Loring's Confederates will appear from an off map position.
Analysis - This variation of scenario 097 brings on Loring's Division for the Rebels from Atlanta. The Federals gain the services of part of Schofield's army which is fixed in scenario 097. This is a good trade for the Rebels as we gain a full division of veterans and the Yanks gain only a few weak brigades of poor troops. This features an enlarged map though it still has just 24 turns which won't allow you much time to maneuver to outflank the Federals.

20 Turns
113 - Jonesboro August 31
My Rating: Excellent
22,422
19,923
2,349
150
6
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
25,944
24,585
1,159
200
8
Description - (Historical, 20 Turns) After a report reached Hood that the Federals were advancing toward Jonesboro, he ordered both Hardee's (now commanded by Cleburne) and Lee's Corps to drive the enemy from the field and back across the Flint River.
Analysis - This is one of my favorite scenarios. It is challenging for both sides. Neither side has any real artillery so it will be decided by the infantry and cavalry. The Rebs have more overall units and better quality but the Federals are veterans and armed with, in some cases, repeating rifles. That evens out just about everything. Aligned with two corps led by S.D. Lee and Cleburne, with cavalry on both flanks, this scenario also works great as a MP game. This one has a lot of dynamics to it for just a 20-turn game. Play it.

13 Turns
119 - Allatoona Oct 5th
My Rating: Good
2,089
1,939
0
150
6
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
2,736
2,736
0
0
0
Description - (Historical, 13 Turns) Having lost Atlanta, Confederate General John Bell Hood decides to change the direction of his army and head into Tennessee to liberate Nashville. On the way, he decides to attempt the disruption of Union General W.T. Sherman's supply line located at Allatoona. The result would be a bloody 4 hours of death and destruction. (This scenario is best played as the Union against the Confederate A/I)
Analysis - This small battle is surprisingly challenging for both sides. There isn't much to do for the Federals except circle their regiments and hold off the Rebels as long as they can. If the Rebels make a poor attack or are repulsed in their first wave, there may not be time for a second opportunity. Did I mention two Federal units have repeaters?
