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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. 

 

Scn 001.jpg

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. 

 

Scn 003.jpg

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.

 

Scn 005.jpg

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.

 

Scn 008.jpg

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.

 

Scn 009.jpg

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.

 

Scn 011.jpg

46 Turns

014 - Resaca May 14th

 My Rating: Excellent 

63,121

60,972

99

2,050

82

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

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.

 

Scn 014.jpg

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.

 

Scn 023.jpg

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?

 

Scn 030.jpg

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.

 

Scn 037.jpg

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. 

 

Scn 042.jpg

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.

 

045.jpg

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. 

 

Scn 062.jpg

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. 

 

Scn 070.jpg

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. 

 

Scn 074.jpg

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.

 

Scn 079.jpg

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. 

 

Scn 083.jpg

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!

 

Scn 084.jpg

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. 

 

Scn 090.jpg

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. 

 

Scn 091.jpg

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. 

 

Scn 094.jpg

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.  

 

Scn 097.jpg

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. 

 

Scn 100.jpg

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. 

 

Scn 113.jpg

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? 

 

Scn 119.jpg
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