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The Chickamauga game is always one of those people love to play. It contains many historical battles which can easily go one way or the other based on the choices the commanders make. Generally, the sides are even, the battlefields are challenging, and the scenarios are well designed. This is one of the best all-around titles in the gaming library!

CONTENT

27 Total Scenarios Recommended

   5 Rated "Excellent"

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

15 Turns

001 - Perryville (Historical)

My Rating: Good

25,407

21,830

2,077

1,500

60

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

19,995

17,505

1,100

1,350

54


Description - (Historical, 15 Turns)  On October 8th, after some morning manuvering and shirmishes, General Braxton Bragg launched his initial attack at 2pm across the Chaplin River with Cheatham's Division.  This initial attack would be directed against McCook's Corps on the Federal left flank.  After some early success, Hardee's two divisions attacked the Union center and suffered heavy loses.  To the south Crittenden's entire Corps remained in it's morning position due to Wheeler's Confederate cavalry in it's front.  Of Gilbert's Corps, only Sheridan's Division actively engaged the enemy.  These critical Union blunders, allowed the outnumbered Confederates to attack forces roughly equal in number, but inferior in experience.

Analysis - This has always been a popular smaller battle in the Club. A fifteen turn brawl pitting roughly equal forces against one another. 

 

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38 Turns

005 - Perryville v.2

My Rating: Good

25,802

23,446

231

2,125

85

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

22,544

17,505

3,639

1,400

56


Description - (What If, 38 Turns) Both armies shall engage each other at an unknown point.  A meeting engagement shall ensue.  Union General Gilbert's III Corps shall be delayed and not able to reach the battlefield on time, nor will Hascall's 15th Brigade. 

Analysis - This meeting engagement scenario has both sides concentrating very quickly at the start which leaves plenty of time for maneuvering and fighting.

 

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35 Turns

009 - Perryville v.4 (Meet)

 My Rating: Excellent 

43,815

37,718

3,122

2,975

119

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

41,131

33,631

5,000

2,500

100


Description - (What If, 35 Turns) A meeting engagement of equal force at Perryville, including Kirby's Army of Kentucky.  No VP Hexes.

Analysis - This meeting scenario is for those wanting to see the maximum amount of troops show up at Perryville - and I love it! Both sides arrive in the first few hours and there are no victory hexes to even worry about. Anything can happen in this one. 

 

10 Turns

013 - Open Knob 3 PM

My Rating: Good

8,272

7,772

5,273

7,450

298

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

6,836

68,626

5,192

7,350

294


Description - (Historical, 10 Turns) Cheatham's Division presses the attack against the green troops of General Joe Jackson and General L. Rousseau.

Analysis - This is a straightforward smaller scenario. The close proximity of the forces nearly guarantees action from the start.

 

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132 Turns

015 - Murfreesboro (Historic)

My Rating: Good

49,225

42,882

3,068

3,275

131

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

38,641

31,869

4,272

2,500

100


Description - (Historical, 132 Turns)  In November 1862, Braxton Bragg left Knoxville to lead his Army of Tennessee in the defense of Middle Tennessee.  He chose Murfreesboro as the anchor point.  The Union army commanded by Maj. Gen. William Rosecrans, traveled south to meet Bragg's army.  By the 31st of December 1862, both armies were poised to meet each other on the bloody battlefield near the running waters of Stones River. 

Analysis - An enjoyable set-piece battle which probably lasts too long. Ammunition consumption is the biggest issue here for both sides.

 

Stones River.jpg

85 Turns

017 - Murfreesboro v.1

 My Rating: Excellent 

49,225

42,882

3,068

3,275

131

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

46,755

39,583

4,272

2,900

116


Description - (What If, 85 Turns)  Stevenson's Division shall join the rest of Polk's Corps from an off map position to the east of Murfreesboro.

Analysis - This scenario is the preferable Stones River alternative for two major reasons. To begin with the battle is shortened from three days to two making the supply situation a little less dire. Second, the addition of Stevenson's large division (8,100) will bring near parity to the two sides and open up the playbook significantly for the Confederate player. The historical setup and releases are still the same. 

 

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85 Turns

019 - Murfreesboro v.2

 My Rating: Excellent 

55,158

48,265

3,068

3,825

153

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

46,755

39,583

4,272

2,900

116


Description - (What If, 85 Turns)  Stevenson's Division shall join the rest of Polk's Corps from an off map position to the east of Murfreesboro. Also, Fry's 3rd Division from Thomas' center wing will enter from the northern map edge.

Analysis - This scenario gives the Yankees back their normal numerical advantage that they lost in scenario 017. The addition of Fry's two missing brigades brings up their strength by about 5,500 men. 

 

019.jpg

85 Turns

021 - Murfreesboro v.3

 My Rating: Good

49,225

42,882

3,068

3,275

131

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

46,775

39,583

4,272

2,900

116


Description - (What If, 85 Turns)  CSA General Stevenson's Division shall join the rest of Polk's Corps from an off map position to the east of Murfreesboro. Union General Van Cleve's 3rd Division shall be redeployed and camping in a field north of Wilkinson's Turnpike. 

Analysis - Another great Stones River alternative! In this one the Federals reposition Van Cleve's Division from the left flank to the right. This places them in a much better position to resist the early morning onslaught of Hardee's men. The arrival of Stevenson's evens up the two sides numerically.

 

021.jpg

40 Turns

025 - Murfreesboro v.5

 My Rating: Good

49,225

42,882

3,068

3,275

131

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

38,641

31,869

4,272

2,500

100


Description - (Historical, 40 Turns)  This variant is a one day battle.

Analysis - This historical setup is transformed into a one-day battle. Guaranteed to be a bloody one-day scenario!

 

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12 Turns

029 - McCown's Attack (H)

My Rating: Good

9,378

8,778

0

600

24

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

9,885

9,235

0

650

26


Description - (Historical, 12 Turns)  Shortly after 6am, the order was given to attack.  CSA General McCown would lead the initial assault against the Union right flank.  Defending this Union position was Johnson's 2nd Division.

Analysis - This is a short and sweet little battle. 

 

029.jpg

10 Turns

031 - Johnson's Reserve

 My Rating: Good

7,388

7,063

0

325

13

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

7,967

7,867

0

100

4


Description - (Historical, 10 Turns)  Shortly after the initial advance and confusion, Union troops were trying hard to hold their positions against the attacking Confederates.  Near the Gresham Lane, Johnson's brigade from Cleburne's Division attempted to dislodge Union troops. Just prior to the renewed attack by Confederate troops, both Kirk and Willich were either killed or captured and confusion prevailed. 

Analysis - Another good short scenario at Stones River. 

 

031.jpg

15 Turns

033 - Sheridan's Defense

 My Rating: Good

8,146

7,446

0

700

28

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

10,232

9,582

0

650

26


Description - (Historical, 15 Turns)  Confederate troops nearing Sheridan's defensive position needed to dislodge these defenders so that the rest of the Confederate attack could continue to gain ground.

Analysis - In this battle the scenario setup seems to favor the Confederates as the Victory conditions are more skewed in their way. But the larger Union batteries, and Sheridan's crack division, are very dangerous and could change all that quickly. 

 

033.jpg

15 Turns

035 - Sheridan's Final (H)

My Rating: Good

14,510

13,860

0

650

26

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

12,981

12,381

0

600

24


Description - (Historical, 15 Turns)  By 10am, the attack was slowing down and the Confederates were finding that the Union troops were not willing to move without a fight.  Sheridan was also determined to resist the rebels, but ammunition was running low.  The cry for more cartridges was becoming louder as the Confederates pressed harder.  If Sheridan could be defeated, then Confederate General Hardee would be able to concentrate on the Nashville Turnpike and the Union rear.  

Analysis - This is actually a very challenging scenario for both sides. The Federals have a poor position to defend but are at least on the defensive. Without very many turns, the Confederates will be attacking straight-ahead. 

 

035.jpg

9 Turns

037 - Breckinridge's Attack (H)

My Rating: Good

5,396

5,396

0

0

0

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

5,780

5,080

0

0

0


Description - (Historical, 9 Turns)  January 2nd was a cold day to fight.  The Federals were entrenched and not ready to leave.  Bragg, upset that Rosecrans was not soundly defeated on the 31st, now looked for a new place to attack.  With Union troops preparing to use their high ground position to dislodge Polk from his position in the "round" forest. Bragg decided that Breckinridge's 1st Division should lead the assault. 

Analysis - This is just an odd little battle. It's quirky and disjointed with plenty of fixed units across the map. But I still find it an amusing short scenario to play from time to time. 

 

037.jpg

85 Turns

039 - Chickamauga (H)

My Rating: Good

54,892

45,514

4,618

4,850

194

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

57,893

48,308

6,235

3,350

134


Description - (Historical, 85 Turns)  In early September 1863, Union General Rosecrans consolidated his forces scattered in Tennessee and Georgia and forced Confederate General Bragg’s army out of Chattanooga, heading south. The Union troops followed it.  Bragg was determined to reoccupy Chattanooga and decided to meet a part of Rosecrans’s army, defeat them, and then move back into the city. On the 17th he headed north, intending to meet and beat the XXI Army Corps. As Bragg marched north on the 18th, his cavalry and infantry fought with Union cavalry and mounted infantry which were armed with Spencer repeating rifles. Fighting began in earnest on the morning of the 19th, and Bragg’s men hammered but did not break the Union line. Unbeknownest to Rosecran, Confederate Lt. General Longstreet arrived from Virginia to bolster Bragg's army, and for the first time, the Union army was outnumbered in a western battle.  It's 9am on the 19th of September, the 10th Confederate cavalry regiment has just been decimated by running into the 10th Indiana.  With these shots, the Battle of Chickamauga begins.

Analysis - With not much room to maneuver, this is a very straightforward set-piece battle. You must be willing to get bloody and show the endurance needed over dozens of turns to wear down your opponent.. Not an easy battle at all - but it can be a fun with if you enjoy bloodletting. 

 

039.jpg

130 Turns

047 - Chickamauga Meeting Engagement

My Rating: Good

54,484

44,647

4,887

4,950

198

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

59,556

48,318

7,288

3,950

158


Description - (What If, 130 Turns)  Both armies advance to fight and decide the fate of the Union.

Analysis - This has always been a popular, if not sometimes controversial, scenario. It has some quirkiness in the arrival locations and times which pose challenges to both sides. On the whole, an interesting and sometimes fun one to play. 

 

047.jpg

12 Turns

051 - Jay's Mill 9 AM (H)

My Rating: Good

4,493

4,343

0

150

6

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

5,107

1,317

3,740

50

2


Description - (Historical, 12 Turns)  Initial contact is made on the Confederate right flank.  Brannan's Division is attacked by Forrest's cavalry brigades of Dibrell and Davidson.  Wilson's Confederate brigade attacks the right flank of Croxton's Union infantry.  The attack begins at 9am Sept., 19th, 1864. NOTE: For this scenario, the standard 20 VPs for cavalry has been reduced to 12.  

Analysis - A fun little scenario and not quite as tough as you might think thanks to the reduction of victory point losses for cavalry casualties. The Confederates have move overall units while the Yanks have larger ones and all infantry. Good, fast, and fun scenario. 

 

051.jpg

10 Turns

053 - Jay's Mill 11:20 AM (H)

My Rating: Good

6,687

6,287

0

400

16

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

8,737

5,069

3,568

100

4


Description - (Historical, 10 Turns)  By 11:20am, the battle was fully engaged.  So far, the Confederates have been unable to dislodge the Union defenders west of Jay's Mill.  Now Liddell's Division with Govan's and Walthall's Brigades are coming up south of the Winfrey Field to join the fight.

Analysis - Just a well designed scenario with two evenly matched sides. Probably a bit 'off' in terms of victory conditions but still a fun one. 

 

053.jpg

12 Turns

057 - Bridge Defense (H)

My Rating: Good

3,946

0

3,596

350

14

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

6,576

4,676

1,600

300

12


Description - (Historical, 12 Turns)  First blood at Chickamauga Creek saw Confederate attempting a crossing at Alexander's Bridge.  Union cavalry was determined to stop this crossing.

Analysis - This is a tough one but a fun one. Lot's of enemy cavalry with repeating rifles and carbines against larger Confederate infantry numbers. Just a fun little skirmish - win or lose. 

 

057.jpg

27 Turns

063 - Missionary Ridge (H)

My Rating: Good

55,264

52,617

0

2,650

106

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

35,998

33,623

50

2,325

93


Description - (Historical, 27 Turns)  On November 25th, with Lookout Mountain secured, the time had come to attack Bragg's main force on Missionary Ridge. Grant ordered the attack to begin with Sherman attempting to flank Bragg's right flank.  But defending that flank was Cleburne's crack division.  

Analysis - This one can be a nightmare for the Yankees attacking the Rebels on the high ground. With just 27 turns it will take some luck and skill to pull out a victory here for Grant's men. But if the Federals can break the line, there are almost no Rebels in reserve. 

 

063.jpg

16 Turns

081 - Lookout Mountain (H)

My Rating: Good

10,863

10,413

0

450

18

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

4,751

4,526

0

225

9


Description - (Historical, 16 Turns) The plan for November 24 had Hooker's three divisions with 10,000 men to strike at dawn at Lookout Mountain and found that the defile between the mountain and the river had not been secured. Only Walthall and less than 1,500 men defended the narrow pass between the mountain and the Tennessee River. The "Battle above the Clouds" was about to begin.

Analysis - An odd little battle. Lots of release times and movement limitations because of the high cliffs around Lookout Mountain. The Federals will be slowed by the rough terrain and will need to make up for lost time by assaulting fast and furious when they are able to. Expect anything here. 

 

081.jpg

17 Turns

083 - Tunnel Hill (H)

My Rating: Good

16,259

15,809

0

450

18

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

10,211

9,611

0

600

24


Description - (Historical, 17 Turns)  This variant of the historical scenario focuses on the Battle for Tunnel Hill.   

Analysis - This is an interesting one. While the numbers look like they favor the Yanks they are actually even because of late arrival times.

 

083.jpg

35 Turns

093 - Skirmish at Frankfort

 My Rating: Excellent 

8,086

6,953

529

600

24

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

7,526

6,290

836

400

16


Description - (What If, 35 Turns)  A clash of divisions near Frankfort.  No VP hexes.

Analysis - This is a very underrated scenario. If you need practice understanding small scale tactics and maneuvers then you need to play this scenario. The Confederate advantage is in their cavalry dominance but the Federals have larger units and better guns. This little gem can be played twenty different ways and I think I have played them all over the years. Just a fun little game. It is long at 35 turns but also will force you to stay vigilant and to not just use up your men early because there is a long way to go in this one. 

 

093.jpg

40 Turns

095 - A Great Clash North of the Cumberland

My Rating: Good

69,108

51,881

11,752

5,475

219

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

66,549

48,716

13,633

4,200

168


Description - (What If, 40 Turns)  Two great armies will fight it out near the old battlefield site that saw the death of that color Confederate General Zollicoffer.  Over 120,000 men will fight this day and a bloody day it will be. (Note the exit hexes for both sides)

Analysis - This is a giant battle at Mill Springs! Over 13,000 Confederate cavalry and nearly 12,000 Federal cavalry start the battle in close proximity on the map. Infantry quickly arrives on both sides until over 130,000 men are converging on just a few roads. If you are looking for a bloody battle then this one is your dream come true! It will force the action upon both sides with minimal space for maneuvering or flanking actions. The only limitation to the amount of blood it is possible to spill is the 40 turn limit which seems one-day too short in my opinion. Nonetheless, this is an action-acked scenario sure to please anyone who wants a massive battle where your opponent has nowhere to run. The problem is - neither do you. 

 

095.jpg

15 Turns

097 - Cheatham Pursues North

My Rating: Good

7,851

7,065

186

600

24

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

7,526

6,290

836

400

16


Description - (What If, 15 Turns)  Cheatham probes north and Confronts Major General McCook near the Cumberland River.  The forces are about equal in number.  The Union has more artillery, but the Confederates have more cavalry.  Which superiority will tip the balance?

Analysis - A short scenario with roughly equal sides. A good scenario to play with a new opponent to 'test their mettle' before committing to a longer one. The Confederate advantage is with their cavalry which is unmatched on the Federal side. 

 

097.jpg

38 Turns

099 - Escape from Kentucky

My Rating: Good

24,065

19,669

2,521

1,875

75

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

22,394

17,505

3,639

1,250

50


Description - (What If, 38 Turns)  Bragg has decided that the risk of fighting for Kentucky is too great.  On his way back into Tennessee, Bragg senses the Union chasing him.  He decides to turn and fight Buell's advancing Union army.  Seek and destroy, no VP hexes!

Analysis - One of those hidden little gems it is always fun to run across! This one features equal sides on a map large enough to hold the forces but small enough to insure action. Careful with ammo though. You have very little. 

 

099.jpg

40 Turns

107 - On the Way to Nashville

 My Rating: Excellent 

41,682

35,665

3,317

2,700

108

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

41,490

35,193

3,797

2,500

100


Description - (What If, 40 Turns)  Braxton Bragg has turned his army north and is resolved to retake Nashville and liberate central Tennessee from the unlawful occupation by Union forces under the command of William Rosecrans. (This scenario has no victory hexes, and both sides are exactly equal in number)

Analysis - Another fun scenario which is often overlooked. An equal force meeting engagement type of battle where the two sides are on a collision course between Franklin and Spring Hill, Tennessee. A nice setup for a Multiplayer game as well. The number of roads in this scenario are limited which will force both sides to use alternate trails and paths to outflank their opponent. 

 

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