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"
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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. For the Confederates, you will have a thin line in some places and the Federals will be moving for the gaps in your lines.
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.
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.
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). There are some interesting and fun strategic options to make here for both sides.
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 a fun meeting engagement setup in which the Federals have more men and guns, but the Rebels begin with a victory status and can either attack or defend.
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. 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. 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. This one is set up to be a defensive battle for the Rebels as they look to hold Resaca against the larger Federal army.
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. There are a lot of decisions and strategy choices for such a short battle and that makes 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. With just ten turns, why not have a little fun and see which side is left standing at the end.
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 - This is a bizarre and chaotic scenario witch some oddities about it. If you are looking for an "off-the-wall" option, then you might enjoy this one.
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. I wish it was just a few turns longer.
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.
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. Limited maneuverability in this scenario will limit what both sides are capable of here.
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 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 for both sides. 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.
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 - A slightly larger version of scenario 79.
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? Here you go. A two-day battle of epic proportions. Not a good choice for a Rebel player if you like to have room to maneuver. But if you just 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! 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. With little room to maneuver and two large armies on the map - it will be bloody.
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 Rebels in just 24 turns. But it is a fun one that can be enjoyed by both players.
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 features an enlarged map though it still has just 24 turns.
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