In my opinion the Chancellorsville title is 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"
​
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.
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 the Rebs the longer it lasts. But an interesting setup and some creative strategies could turn this one into a wildcard game.
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. This evens out the scenario greatly and makes it much more interesting to play.
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 in our memories (with the Yankees charging the stone wall), chances are you will be disappointed.
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.
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. This one looks like a lot of violent fun and insanity.
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. A good short scenario to play for fun.
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 their 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. Couple that with the short length of the scenario (for the numbers involved) and this scenario's 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.
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.
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. This could have been better with more turns. Still, it looks like fun.
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 - This recreation of the historical Battle of Chancellorsville will likely not turn out the same as the historical battle. Still, it can be an amusing scenario to play if you are just looking to refight the historical battles.
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.
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. With just 25 turns there isn't much time to maneuver so you can expect a head-on collision in this one. It probably favors the Rebs a bit, but it likely depends on the skill of the players also.
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 variant will start Candy's brigade to the right of Kane's brigade. Candy's brigade will extend south and touch the unfinished railroad. Hancock's 1st division from 2nd Corps has been moved closer to fill the gap between 3rd Brigade 1st Division 12th Corps and 3rd Brigade 2nd Division 6th Corps. Also, 5th New York has been moved into contact with brigade HQ.
Analysis - This is a relatively equal force battle since many of the Confederates won't be able to get into the fighting before time expires. If you are just looking for a quick and violent little scenario, here you go.
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 scenario really does not capture the "surprise" attack by Jackson very well. As a result, it feels much closer than it actually should. A decent battle overall with just 16 turns with which to battle it out.
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 given the description. The Federals have interior lines and plenty of men. It shapes up to be a violent day of battle for both sides.
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!
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.
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.
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
28
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 gimmicky game. 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.
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.
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.
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.
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 Sedgwick's men have interior lines and are able to move around a bit easier at first. The Rebels will have superior quality though.
6 Turns
088F - French's Assault
My Rating: Good
5,027