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In my opinion the Chancellorsville title is just an average one at best. The lack of overall map variations hurts it greatly. Essentially you are fighting over and over again on the same base map. The title does have some good scenarios though which save it from being a subpar title altogether.

CONTENT

32 Total Scenarios Recommended

   4 Rated "Excellent"

4 Scenario Guides to Explore

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

86 Turns

002F - Nov 19 Meeting Engagement

 My Rating: Excellent 

111,068

98,345

5,273

7,450

298

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

81,168

68,626

5,192

7,350

294


Description - (MEETING ENGAGEMENT)  **All sectional artillery**   By late November, it had become clear to both armies that the town of Fredericksburg would soon become the focal point for a Union drive into Virginia. Both Lee and Burnside were determined to hold the town. If caught by surprise, Lee's army could be defeated in detail. But if Burnside acted too rashly, his army might also be defeated in detail. So skill of movement will need to be employed for either army to succeed. Though the Union will have superior numbers, they won't be fully engaged until the late morning of the second day. Until that time, both armies will be roughly equal. The first task for the Union army will be to build the pontoon bridges across the Rappahannock and establish a bridgehead. The minimum strength for infantry to cross is 225. Please read rules regarding bridges. 

Analysis - This is really the gem of the entire title I believe. This massive two-day scenario features two large armies engaged in a large meeting engagement style battle on either side of the Rappahannock River. Check out the Scenario Guide for far more information.

 

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40 Turns

003F - Nov 21 6am

My Rating: Good

31,446

29,296

0

2,150

86

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

25,529

23,979

0

1,550

62


Description - (WHAT IF) **Rebs with Consolidated Batteries** Burnside's Right Grand Division arrived opposite the city of Fredericksburg but was not allowed to take the city. Burnside insisted on waiting for the Pontoon bridges. Lee was convinced that Burnside had already taken Fredericksburg and was moving toward Richmond. When he learned that Burnside was delayed, Lee immediately decided to move all forces to the defense of the city. This scenario will assume the pontoons have arrived and that Burnside will soon cross to engage Lee. The Union must cross the river, take the city and drive Lee off the heights before Hood's and Anderson's division arrive from Spotsylvania Court House. (Additional repairs to the pontoon bridges will be needed to allow leaders and artillery to cross- read user manual concerning bridges)

Analysis - This is an amusing scenario which probably favors us Rebs a little bit the longer it lasts. The Federals have few quality troops while we have our usual assortment of veterans and crack troops. Once Hood and Anderson arrive (by about 11 AM at the earliest to Marye's Heights) the balance of power will be in our favor. The bridges need to be repaired some for the Yankees to bring artillery across so I wouldn't worry too much about close artillery support for their forces at the beginning. Although it is unlikely they will take the time and effort to march some men to Banks Ford (or even US Ford), it is wise to send some pickets out that way just in case. 

 

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40 Turns

004F - Nov 21 6am v.1

 My Rating: Excellent 

31,446

29,296

0

2,150

86

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

25,529

23,979

0

1,550

62


Description - (WHAT IF) **All sectional artillery**  Burnside's Right Grand Division arrived opposite the city of Fredericksburg but was not allowed to take the city.  Burnside insisted on waiting for the Pontoon bridges. Lee was convinced that Burnside had already taken Fredericksburg and was moving toward Richmond. When he learned that Burnside was delayed, Lee immediately decided to move all forces to the defense of the city. This scenario will assume the pontoons have arrived and that Burnside will soon cross to engage Lee. The Union must cross the river, take the city and drive Lee off the heights before Hood's and Anderson's division arrive from Spotsylvania Court House. (This scenario includes additional bridge crossings, additional repairs to the pontoon bridges will be needed to allow leaders and artillery to cross- read user manual concerning bridges)

Analysis - This is built the same as scenario 003F except they added a few additional crossing places over the river north of town. While this favors the Yanks, it does even out the scenario greatly and makes it much more interesting to play. 

 

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36 Turns

008F - Dec 13th 6am

My Rating: Good

82,486

75,940

2,046

4,500

180

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

78,388

68,626

3,337

6,425

257


Description - (HISTORICAL) After a delay at the river bank, Burnside finally prepares his army for the attack against Lee's fortified position on Marye's Heights. Lee's outnumbered army stands ready to use his superior defensive position to make this day a costly one for the boys in blue.

Analysis - The historical Battle of Fredericksburg scenario won't really meet your expectations. But if you go into this and play it like any other random battle then you might find it amusing. But if you go into it expecting to refight the battle as it was historically (with the Yankees charging up against your fortified heights), chances are you will be disappointed. 

 

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36 Turns

012F - Dec 13th 6am Small Map

My Rating: Good

82,486

75,940

2,046

4,500

180

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

78,388

68,626

3,337

6,425

257


Description - (HISTORICAL)   The variation of the Dec 13th 6am scenario uses a more compact map for easier map navigation.

Analysis - The same as scenario 008F except that the map is smaller. 

 

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12 Turns

013F - Meade and Gibbon Attack

My Rating: Good

18,331

17,281

0

1,050

42

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

15,411

14,861

0

550

22


Description - (HISTORICAL)  Meade continues his attack with Gibbon attacking Lane's position on and around Prospect Hill.

Analysis - If you are looking for chaos then here you go! Meade has busted through the line and driven back Gregg's Brigade of AP Hill's Division. The woods are alive with Yankees with more coming up behind them in support. For the Confederates there are thousands of additional FIXED units nearby which could be unlocked if the Yankees venture too far south or west. A smart Union opponent will know this and avoid doing this. This one looks like a lot of violent fun and insanity. 

 

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12 Turns

016F - Meade's Assault Center and Right

 My Rating: Good

5,656

5,306

0

350

14

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

5,442

5,342

0

100

4


Description - (HISTORICAL)  Meade launches his attack on A.P. Hill's position across the R.F., & P. Railroad.

Analysis - This is just a good infantry battle in the thick woods. The trails and roads allow some movement around the edges but there isn't much time to do much maneuvering. A good short scenario to play for fun. 

 

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46 Turns

020C - A Concentration of Confederates

 My Rating: Average

100,340

83,575

9,940

6,875

273

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

80,257

69,607

3,600

7,050

282


Description - (WHAT IF)  **Consolidated Artillery**  April Fool's day in Virginia.  Lee has ordered the concentration of his army to face the Union army.  This scenario will include both Pickett's and Hood's divisions, and JEB Stuart's cavalry.

Analysis - This scenario tries to be “epic,” but it just misses the mark. It has a number of flaws that make it less than ideal to play. For the Rebels, the main flaw is the ability of the Federal cavalry to attack and capture a number of your Horse Artillery pieces on turn one. But this can be “fixed” by a House Rule easily enough. More damaging is the total lack of interior Union lines. This will force them to launch their main attack north of Chancellorsville as it is the only place where the roads meet. The Federal army is also outgunned and greatly inferior in quality to Lee’s army. Couple that with the short length of the scenario (for the numbers involved) and this scenarios flaws begin to show. If you want a straightforward bloody scenario with no room to maneuver nor time for any grand maneuvering then maybe this is for you. But if you want strategy and maneuvering – look elsewhere. 

 

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35 Turns

021C - April 29 Meeting Engagement

 My Rating: Excellent 

40,768

37,076

1,342

2,350

94

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

27,887

27,012

0

875

35


Description - (WHAT IF-MEETING ENGAGEMENT)  General Hooker continues his deployment of the Army of the Potomac near Chancellorsville.  General Lee responds by sending the Army of Northern Virginia to confront this new threat.  Early's Division will stay near Fredericksburg to guard the army's flank.

Analysis - This is an enjoyable medium-sized Meeting Engagement scenario of shorter length and scale. The Federals will have the Fifth and Twelfth corps against Anderson’s, McLaws’s, and DH Hill’s divisions (supported by two brigades of AP Hill’s division). The Federals have a very useful brigade of cavalry (the Rebels none) which can hurry across the board and reach Wilderness Church ahead of the Rebels and begin to slow them down greatly. The Federals have an equal number of men to the Rebels (but twice as many guns) for the first two-thirds of the battle. Only at the end will the Eleventh Corps begin to arrive to bolster the Union numbers. But they will only get into the fighting at the very end and will not be able to maneuver or position themselves much before likely being sent straight into the fighting. Overall, a fun scenario to play. 

 

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46 Turns

022C - April 30 5am

My Rating: Good

109,806

100,192

789

8,825

353

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

57,128

51,728

225

5,175

207


Description - (HISTORICAL) **Rebels start unfixed with consolidated batteries, Union with variable release times**  Hooker's plan to trap Lee was well started, but by late evening April 29th, JEB Stuart's cavalry screen had at last determined that several Corps of Hooker's army was attempting a flanking rear attack against Lee's army at Fredericksburg.  Lee's most western located division was Anderson's division.  Lee ordered Anderson to block the Union advance from Chancellorsville to Fredericksburg.  Only three brigades were readily available to block Hooker's three advancing Corps.  However, Lee soon ordered the greater portion of his army to march toward Chancellorsville.  Speed will greatly determine victory in this fast approaching battle.  (1st Corps will start unfixed as well as that portion on 6th Corps on the west bank of the river) Various locations have unfinished pontoon birdges. 

Analysis - This is a peculiar scenario. To start, the Rebels are outnumbered nearly 2 to 1. The Federals have a massive force coming from both flanks and Lee is caught in the middle. The Federals have far more artillery and practically unlimited ammunition. But they need to gain a ton of points to achieve a victory here. The only way to do that, for them, is to inflict lopsided losses on Lee’s veterans. That seems unlikely unless they can get on our flanks and isolate and destroy parts of our army. With only 46 turns I just don’t think there is enough time for the Federals to do anything grand and therefore they should be looking to just attack straight ahead without much maneuvering. This could have been better with more turns. Still, it looks like fun. 

 

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133 Turns

026C - May 1st - May 3rd

 My Rating: Average

86,102

78,810

1,267

6,025

241

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

46,363

41,913

775

3,675

147


Description - (HISTORICAL) **Full 3-day battle with consolidated artillery** General Hooker continues his deployment of the Army of the Potomac near Chancellorsville. General Lee responds by sending the Army of Northern Virginia to confront this new threat.  Early's Division will stay near Fredericksburg to guard the army's flank.

Analysis - The recreation of the historical Battle of Chancellorsville will likely not turn out as you may have envisioned it. Check out the scenario guide for more information.

 

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133 Turns

027C - May 1st - May 3rd v.1

 My Rating: Good

86,102

78,810

1,267

6,025

241

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

54,499

49,749

775

3,975

159


Description - (WHAT IF)  This variation includes the early arrival of Early's Division.

Analysis - The addition of Early's much needed division evens up the two sides some in this already tough battle. This is the preferable version of Chancellorsville you should be playing.

 

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25 Turns

029C - May 1st 11 AM

My Rating: Good

40,210

36,543

1,267

2,400

96

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

37,305

34,305

0

2,225

89


Description - (HISTORICAL) General Hooker continues his deployment of the Army of the Potomac near Chancellorsville. General Lee responds by sending the Army of Northern Virginia to confront this new threat. Early's Division will stay near Fredericksburg to guard the army's flank.

Analysis - This is, essentially, an even force fight. The Federals have Howard's XI Corps on the map but they remain FIXED for the entire battle. Meade arrived with two of his divisions only on turn 19 of 25 and will be unable to reach the battlefield in time to make any difference. One brigade both of the Second and Third corps' are also FIXED for the entire battle. The Federals are left to fight utilizing parts of the Second, Third, Fifth, and Twelfth corps. The Rebels will enjoy good odds and superior quality. With just 25 turns there isn't much time to maneuver so you can expect a head-on collision in this one.

 

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25 Turns

030C - May 1st 11am v.1

My Rating: Good

40,210

36,543

1,267

2,400

96

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

37,305

34,305

775

2,225

89


Description - (WHAT IF) **This scenario will fix all Union units except Meade's 5th Corps (2nd Division) and Slocum's 12th Corps.** General Hooker continues his deployment of the Army of the Potomac near Chancellorsville. General Lee responds by sending the Army of Northern Virginia to confront this new threat. Early's Division will stay near Fredericksburg to guard the army's flank.  

Analysis - This battle heavily favors the Confederates as nearly as substantial Union forces remain FIXED or arrive too late to take part in the battle. If you can find a Yank to play this one you should be able to attack and drive them back with relative ease. Just try not to free any FIXED units in the process. Your biggest challenge will be the clock and a more stubborn than expected Union defense. 

 

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9 Turns

034C - May 1 11am v.5

My Rating: Good

21,837

20,637

0

1,200

48

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

26,431

24,756

0

1,675

67


Description - (WHAT IF) **This scenario will fix all Union units except Meade's 5th Corps (2nd Division) and Slocum's 12th Corps.**  General Hooker continues his deployment of the Army of the Potomac near Chancellorsville. General Lee responds by sending the Army of Northern Virginia to confront this new threat. Early's Division will stay near Fredericksburg to guard the army's flank.  

Analysis - This battle heavily favors the Confederates as substantial Union forces remain FIXED or arrive too late to take part in the battle. If you can find a Yank to play this one you should be able to attack and drive them back with relative ease. Just try not to free any FIXED units in the process. Your biggest challenge will be the clock and a more stubborn than expected Union defense. 

 

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16 Turns

055C - May 2nd 3pm Small Map

My Rating: Good

20,570

18,253

1,267

1,050

42

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

24,718

22,645

698

1,375

55


Description - (HISTORICAL)  **Consolidated Rebel Batteries** May 1st caused Hooker to change his plan.  Late in the day, Meade's V Corps was recalled from it's plan to move east along the River road.  And the remaining Union army began to take up defensive positions.  As evening fell over the battlefield, Lee and Jackson pondered their next move.  A risky plan was devised to flank Hooker's army.  Jackson, with the help of local guides, devised a plan to flank the Union and drive them back across the river.  Outnumbered almost 2-1, Lee agreed with Jackson that a bold plan was needed.  Jackson would lead his entire Corps to launch a surprise attack on Howard's XI Corps.  Meanwhile, Lee with only McLaws' and Anderson's divisions would maintain the pressure on Hooker's main body of troops.

Analysis - This one isn't as easy as you might think. You have no element of surprise and the Federals will be movingly quickly to defend their flank from the very start. With small objective hex bonuses you will need to make up most of your points from inflicting heavy losses on the enemy. This one looks like a pretty little battle. 

 

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46 Turns

071C - May 3rd 5am Small Map

My Rating: Good

38,599

35,517

757

2,325

93

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

42,224

38,749

0

3,475

139


Description - (HISTORICAL)   Following Jackson's flanking attack, Howard's 11th Corps was forced to retreat in disorder with heavy loses.  Had Jackson's attack come a couple hours earlier, the whole of the Union army would have been in severe difficulty.  With the dawning of a new day, Hooker was determined to stay and defend his captured southern territory.  But instead of Jackson leading the attack, JEB Stuart was forced to take command of 2nd Corps, as Jackson had been mortally wounded on the eve of his greatest victory against Howard's dazed 11th Corps.  Though still outnumbered nearly two to one, Lee was anxious to continue the attack, knowing that Hooker's army would be badly demoralized.  Nearly half of Hooker's army is caught in a salient.  It would be Stuart and Lee's task to cut it off from Hooker's path of retreat.  

Analysis - This one isn't as easy as you might think. You have no element of surprise and the Federals will be movingly quickly to defend their flank from the very start. With small objective hex bonuses you will need to make up most of your points from inflicting heavy losses on the enemy. This one looks like a pretty little battle. 

 

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50 Turns

075C - Salem Church May 3 - 4

My Rating: Good

20,156

19,106

0

1,050

42

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

22,163

21,388

0

775

31


Description - (WHAT IF)  ** This variant continues the battle on the 4th of May.  Additional troops include the whole of 6th Corps, Early and Anderson will take the field. Sectional artillery used** The Union 6th Corps, moving along the Plank Road, encounters Wilcox's brigade.  Sedgwick has orders to move into Lee's rear following his advance from Fredericksburg.  But day light is running out.  Only a swift attack can dislodge Wilcox before nightfall.  With time running out, the Union's main objective will be to capture Salem Church and force Willcox to abandon the field before the remaining divisions of Sedgwick's 6th Corps arrives. 

Analysis - Looking for a battle where your opponent and you can't run and hide? Here you go! This small map features over 40,000 men coming together in a bloody confrontation on a small map. Not much strategy here. Just fight it out!

 

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30 Turns

076C - King of the Mountain

My Rating: Good

17,175

16,025

0

1,150

46

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

17,123

16,198

0

925

37


Description - (TURN OFF VICTORY POINTS FOR LEADER CASUALTIES BEFORE BEGINNING BATTLE)  ** All Sectional Artillery** This scenario is a fight of the 1st Corps of both armies. The winner will be determined by who can take and hold the mountain top. No VPs for troop losses. The Union will start the game with possession of the VP hex, but the Confederates will stop at nothing to capture it. As would be historical, the Union will start the game with a few more men, and a few more cannon. The Confederates will have better quality. But don't be fooled, the opposing forces are nearly equal in strength and the winner will be determined by skill alone. 

Analysis - A gimmick scenario. Nonetheless it is a fun one. Both sides will likely take off for the mountaintop at the start so be prepared for a brawl atop it. If you are patient and willing to risk disaster you may consider letting the Yanks gain the top and then see if you can wrap around them and isolate their entire force atop the hill. Not sure if it would work but maybe if plan A doesn't work that can be plan B.

 

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36 Turns

077C - River Crossing

My Rating: Good

10,962

10,412

0

550

22

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

10,824

10,624

0

200

8


Description - (TURN OFF VICTORY POINTS FOR LEADER CASUALTIES BEFORE BEGINNING BATTLE) This scenario is a battle for the Rapidan river crossing at Ely's Ford. Howard's 11th Corps must cross and capture the VP hex across the Rapidan. Whoever controls this VP hex, will win the game. No other VP points will be awarded. Jackson and A.P Hill's division were ordered to repulse the Union's crossing.   

Analysis - This is a gimmick scenario - but a fun one. The river divides the two forces and they must fight over the ford. The Yanks have about 3x the amount of artillery but inferior infantry. Whoever holds the ford at the end wins. 

 

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40 Turns

080C - May 1863 Equal Force

My Rating: Good

39,258

38,000

558

700

28

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

39,300

38,000

600

700

100


Description - (Equal forces fight for victory) Everything is equal. A unique OOB (Order of Battle) has been created so that every regiment starts with 500 men and a "B" quality rating. Every leader is equal and every cannon is the same. Also every cavalry regiment will start with 100 men. No objective hexes.  

Analysis - Another gimmick. These types of "even" battle are not my particular cup of tea as it is just weird to see Federal soldiers on the same level as our own glorious boys in butternut. Nonetheless, it offers a unique challenge and if you have an opponent who is always complaining he can't win because his men always run away - maybe offer him this as a scenario to play. 

 

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35 Turns

082C - Salem Church Equal Fight

My Rating: Good

18,500

18,000

0

500

20

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

18,500

18,000

0

500

20


Description - (WHAT IF)  Another equal fight scenario near Salem Church.  No VP Hexes.

Analysis - Just want to slug it out with an opponent? Here you go! Small map.

 

082C.png

35 Turns

083C - Salem Church Equal Fight v.1

My Rating: Good

18,500

18,000

0

500

20

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

18,500

18,000

0

500

20


Description - (TURN OFF VICTORY POINTS FOR LEADER CASUALTIES BEFORE BEGINNING BATTLE)   This variant of scn 82 requires the capture of the one VP hex.  

Analysis - If you like the "capture the flag" types of games then here is the closest you will find in the WDS series. 

 

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35 Turns

084C - Salem Church Equal Fight v.2

My Rating: Good

18,500

18,000

0

500

20

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

18,500

18,000

0

500

20


Description - (WHAT IF)  This variant of scn 82 is a meeting engagement (not blind).

Analysis - Another fun "equal force" scenario for you to play.

 

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21 Turns

085C - Banks Ford May 4

My Rating: Good

17,845

16,845

0

1,000

40

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

23,139

22,164

0

975

39


Description - (HISTORICAL)  **All Sectional Artillery** After a slow day of fighting, many felt that the battle might be over. However, on this day, Confederate General Jubal Early's plan of attack had been approved by Army General Robert E Lee. Break the Union line and prevent their retreat across Banks's Ford. Defending the ford was Sedgwick's 6th Corps. Assisting in the attack will be Anderson's and McLaws' Division. Union troops in Fredericksburg will not be engaged during the battle.

Analysis - This one could be a violent little battle as Sedwick's men have interior lines and are able to move around a bit easier at first. Using your higher quality men though you should be able to gain the upper hand as the battle progresses. 

 

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6 Turns

088F - French's Assault

My Rating: Good

5,027

4,927

0

100

4

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

4,304

4,054

0

250

10


Description - (HISTORICAL) The assault on the stone wall begins. First into the valley of death will be French's division. As this assault is unlikely to drive the rebels from the stone wall, the Union will receive VP points for occupying the hexes in front of the wall.

Analysis - With only 6 turns to play this one really boils down to luck. If the Yanks charge on turn one and manage to capture some guns or drive back Cobb then you will have a rougher time holding on. But if your men hold out and manage to disrupt the first wave of attackers then it will be a good hard fight for six turns. With such a short scenario, what the hell, give it a play!

 

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17 Turns

089F - French and Hancock Attack

My Rating: Good

9,762

9,062

0

700

28

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

5,689

5,439

0

250

10


Description - (HISTORICAL)  The assault on the stone wall begins. First into the valley of death will be French's division. Following the attack by French, General Hancock will attack the wall.

Analysis - A tough one for the Yanks but if they make some wise early moves it could prove to be a challenge. Your best bet will be to hit French's division hard with Ransom and then await Hancock's arrival late in the game. He won't have much time to do anything except attack straight ahead. 

 

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6 Turns

090F - Howard's Assault

My Rating: Good

10,164

9,464

0

700

28

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

5,997

5,647

0

350

14


Description - (HISTORICAL)  Following the failed assaults by the divisions of French and Hancock, one final attempt was made by the divisions of Sturgis and Howard. So far, the Confederates defending the wall have been very stubborn in their defense of the stone wall.

Analysis - Can you hold out for six turns? This one is half luck and half skill as a few die rolls can mean the difference between a rout and a victory. But at six turns just have some fun and roll the dice!

 

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45 Turns

091F - Dec 17th Rebel Attack

My Rating: Good

31,265

28,815

0

2,450

98

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

34,462

32,137

0

2,325

93


Description - (WHAT IF)  Following the Dec 11th capture of Fredericksburg, General Lee decides to withdraw and wait for a Union error.  Perhaps, the time has come.  Flush with victory, Burnside decides to leave his Grand Right Division under Sumner, at Fredericksburg. His remaining army has left the area searching for more southern conquest.  Lee spots this blunder and returns to crush Sumner's Grand Division.  

Analysis - One of my favorites! This one is hard for the Yankees so it is hard to find an opponent for it but is a lot of fun to play if you can. The Federals have some good defensive ground and by contracting their lines can strengthen already good positions to the point of impregnable. If you can keep the pressure on the Union infantry you will eventually wear them out and be able to score a few breakthroughs. Just don't too many losses doing it or you won't be able to come away with a victory. 

 

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84 Turns

093F - Dec 17th Rebel Attack v.2

My Rating: Good

54,638

48,445

1,993

4,200

168

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

57,562

53,937

0

3,625

145


Description - (WHAT IF)  **Two day version with Jackson and Reserve Corps arriving on 18th**  Following the Dec 11th capture of Fredericksburg, General Lee decides to withdraw and wait for a Union error.  Perhaps, the time has come.  Flush with victory, Burnside decides to leave his Grand Right Division under Sumner, at Fredericksburg.  His remaining army has left the area searching for more southern conquest.  Lee spots this blunder and returns to crush Sumner's Grand Division.  

Analysis - This two-day version expanded version of scenario 091 is another great one! The addition of the Federal Reserve Grand Division along with AP Hill and DH Hill make this medium sized battle into a large two-day battle. The Federals would likely be best served to defend the crossing points and await reinforcements on day two and to fight it strictly on the defensive. A tough battle for the Yanks but a fun one for someone who enjoys scenarios which make it clear which side is the attacker and which is the defender. 

 

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36 Turns

095F - Nov 17 Battle of Falmouth

My Rating: Good

30,692

29,042

0

1,650

66

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons