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The Battles of Iuka and Corinth are the supposed "stars" of this title. Unfortunately, neither really shines brightly as a reason to play this title again and again (in my opinion). But there are numerous alternative scenarios which make Corinth a real gem that often gets overlooked. I took the added time to scour the many campaign scenarios to find some of the best options to play should you be looking for something totally different for a change. 

CONTENT

17 Total Scenarios Recommended

   7 Rated "Excellent"

   2 Scenario Guides to Explore

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

12 Turns

00a - hist_Middleburg - Armstrong's Raid

My Rating: Good

1,328

695

583

50

2

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

1,913

0

1,913

0

0


Description - (HISTORICAL) Action near Middleburg.  In late August of 1862, a strong Confederate cavalry force under Brigadier General Frank C. Armstrong raided Union-held West Tennessee.  The plan was to " threaten Bolivar, and, if possible, take Jackson (TN) and destroy the Mobile and Ohio Railroad".  Along a creekbed east of Middleburg, the 7th Tennessee Cavalry ran into the advance of Colonel Mortimer Leggett's Federal brigade from Bolivar.  Reinforced by two more regiments and Balch's Battalion, the Confederates drove through Middleburg, passing around the Union right flank. A successful skirmish against the 2nd Illinois Cavalry and four infantry companies was fought between the town and Bolivar.  The action forced Leggett's brigade to fall back to Bolivar and General Armstrong, apparently not wishing to become heavily engaged, let them go.  Two days later, at Britton's Lane, Armstrong would change his mind about getting involved in a decisive fight in West Tennessee.

Analysis - This short little skirmish actually has a fun little setup. The Confederates have the advantage in numbers and need to be aggressive with their cavalry. I would try to fight the whole battle mounted and bully their forces away from the objectives for the victory. 

 

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12 Turns

01 - hist_Iuka - Iuka

 My Rating: Excellent 

10,005

8,543

612

850

34

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

5,426

5,026

0

400

16


Description - (HISTORICAL)  Confederate Major General Sterling Price, ordered by General Bragg to join him in his Kentucky Campaign and despairing of ever getting cooperation from Maj. Gen. Earl Van Dorn, struck north at the Union garrison and depot at Iuka, Mississippi. Price realized it would not be feasible to join Bragg with large Union garrisons on his flank and rear but he felt he must do something to satisfy Bragg's orders.  Chasing away the small garrison, Price entered Iuka on Sept. 14th, his famished troops gorging themselves on captured stores. On the 17th, West Tennessee department commander Major General U.S. Grant, seeing an opportunity to crush Price at Iuka, ordered a two pronged attack. The left wing, under Maj. Gen. E.O.C. Ord, would take the divisions of Ross, McArthur and Davies and advance southeast to Iuka via Burnsville. Meanwhile, Rosecrans, with the divisions of Hamilton and Stanley, would attack Iuka from the south. Ord was to advance upon hearing the guns of Rosecrans' force. Blaming an acoustic shadow for his ignorance of Rosecrans' attack, Ord, who faced the bulk of Price's army, failed to advance on the 19th, leaving Rosecrans to fight alone.

Analysis - This is a solid scenario with a number of different strategic decisions for both players to make right from turn number one. The 200-point objective you start defending "doesn't matter" very much. It will not change the outcome either way by itself. Therefore, you are not obligated to defend it. The only objective that matters is Iuka where a 1000-point objective is about the only way the Federals can win this scenario. By delaying them and falling back you can buy time for the release of the Missouri Brigade to join your main force. The downside to this scenario is that a Confederate victory is pretty difficult as it requires holding both objectives AND inflicting lopsided enemy casualties. Not that it can't be done but it is no easy thing. 

 

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98 Turns

02 - histalt_Corinth-full - Corinth

My Rating: Average

24,701

20,265

2,261

2,175

87

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

21,586

16,865

3,303

1,400

56


Description - (HISTORICAL)  After the stiff fight at Iuka, Major General Sterling Price's Army of the West escaped to the southwest seeking to combine forces with the command of Maj. Gen. Earl Van Dorn. Ripley was to be the staging area for an attack on the vital rail center at Corinth. On Sept 29th, the army struck north in the direction of Pocahontas. This feint was intended to fix in place the Union troops guarding the West Tennessee railroads. Van Dorn, after leaving behind a small force to guard his rear, veered to the east, crossing the Hatchie and making a forced march to Corinth. A surprise attack would be made on the town from the northwest. Meanwhile, Major General William Starke Rosecrans was rapidly concentrating his strung out forces to defend Corinth. Three divisions were pushed out to the outer earthworks (the old "Beauregard Line") that ringed the town in order to delay the Confederate army until Rosecrans' entire force could be reassembled at the inner fortifications.

Analysis - This battle seems really evil when you first view it - any maybe it is. You will suffer heavily in the early stages of the battle as you try and wade through lines of enemy defenses guarded by abatis. You have no other option than to keep up the pressure everywhere in the hope of breaking through somewhere. If you fail in the first few hours to break the enemy line then it is likely time to retreat and/or capitulate. The enemy will only grow stronger as time passes while your army gets weaker. Go for broke early on and hope you can drive them back. There is a preferable option for fighting at Corinth which is listed below.

 

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14 Turns

02 - hist1alt_White House - Corinth

My Rating: Good

11,732

11,132

0

600

24

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

12,868

10,950

1,468

450

18


Description - (ALTERNATE)  This variant to the White House scenario assumes that the misunderstanding between Rosecrans and Brig. Gen. Charles Hamilton on the afternoon of October 3 did not occur. General Hamilton's entire division will move to attack the Confederate left flank.

Analysis - This is an odd little setup to say the least. The Federals have a strong fresh brigade on their left which will easily repulse Moore's brigade as it advances. But you have to pin them in place to hope to have success elsewhere. A lot of small cat and mouse games in this one. The Federals get 3,000 or more reinforcements late in the game, but they will be unable to influence anything with just a few turns left in the game (and some of them at night) once they arrive. If you have a rule against melee in column it would help just to make sure they don't rush in and melee your exhausted men wherever they find them. I have excluded their numbers from the summary here. 

 

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95 Turns

02 - histalt_Corinth-full - Corinth

 My Rating: Excellent 

24,701

20,265

2,261

2,175

87

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

21,586

16,865

3,303

1,400

56


Description - (ALTERNATE)  Instead of attacking the outer defenses from the northwest, General Van Dorn moves his army further to the left in order to attack Corinth from the east and northeast.  

Analysis - A hell of a setup! It is a race to see if you can cross the swampy lands and abatis to the east of Corinth before the enemy can change their position to defend them. If you can make it across the natural obstacles then you should have a good chance of winning this one. If not... it could be a long scenario. 

 

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43 Turns

03 - hist_Davis Bridge - Davis Bridge

My Rating: Good

12,450

10,549

976

925

37

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

17,865

12,623

3,817

1,425

57


Description - (HISTORICAL)  After the disastrous fight at Corinth, the Confederates were forced to retreat. With Lovell covering the rear, Price led his wrecked divisions back to join the army trains parked in the fork formed by the confluence of the Hatchie and Tuscumbia rivers. Rosecrans gave his army the rest of the 4th to recover and ordered the pursuit to begin early on the 5th. Meanwhile, Hurlbut's division of Ord's district, previously ordered to Corinth from Bolivar, was now in position to block the Hatchie crossing at Davis Bridge. These Federals arrived at the heights overlooking the river just as the lead division, Maury's, was crossing the Hatchie.  Later in the afternoon, after much confusion, the pursuing Federal divisions of McPherson and McArthur arrived on the field to confront the Confederate army's rear guard under General Bowen. The Confederates must force a crossing of the Hatchie River in order to escape southward to safety (note the exit objective). Luckily for Van Dorn, there is another river crossing six miles downstream at Crum's Mill if Davis Bridge is blocked.

Analysis - Run, don't walk, to the nearest exit. This is a gimmicky but amusing scenario that places a single Federal division in the way of 14,000 Confederates who are trying to escape being entrapped. Essentially you need to stay on the move, get over the river, and exit the map. In theory, if you play hard and don't suffer too many reverses, it should be easy. But it's not that simple. Your men are exhausted, weakened, and running up against a fresh enemy division with good quality. There are two ways over the river. I highly suggest you attempt both paths. The Yanks coming up to pursue you arrive late enough to be a non-factor assuming you destroy the bridge behind you and leave a unit to delay them a few extra turns. You might even consider playing it really gamey and trying to ambush the Yankees trailing you. If you want something "unique" then this is what you are looking for. 

 

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13 Turns

03 - hist1_Big Hill - Young's Bridge

My Rating: Good

2,565

1,945

520

100

4

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

2,343

2,193

0

150

6


Description - (HISTORICAL)   As the Army of West Tennessee strove to escape the trap at Davis Bridge, the very able Brig. Gen. John Stevens Bowen was entrusted with the defense of the army's rear. At Big Hill, just north and east of the Tuscumbia River crossing at Young's Bridge, Bowen placed his crack brigade of Mississippians and Missourians in line.  At dusk, the fresh division of Brig. Gen. James B. McPherson made a weak attack against this position and was repulsed, mainly due to enfilade artillery fire and the cool ranks of the 15th Mississippi in the Confederate center. His mission accomplished, Bowen withdrew from Big Hill that night. After crossing the river and burning Young's Bridge behind him, the general and his men rejoined Van Dorn's army in its long retreat. By the morning of the 6th, the entire Confederate army was across the Hatchie and safe.

Analysis - A short little skirmish without much thinking involved. Much tougher, probably too tough, for the Yankees to win a victory here. 

 

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43 Turns

03 - histalt_Davis Bridge - Davis Bridge

My Rating: Good

25,253

21,300

1,958

2,025

81

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

17,865

12,623

3,817

1,425

57


Description - (ALTERNATE)  This alternate to the historical Davis Bridge scenario assumes that the Federal pursuit was more aggressive and better managed; consequently, Rosecrans' army is closely pressing Van Dorn's rear guard early on the 5th. This scenario gives the Union player a much better chance of catching and destroying the Confederate army.

Analysis - This version of the historical Davis Bridge brings a whole lot more Yankees into the battle. They are trailing you very close and will be looking to engage you from the start. This is a gimmicky but challenging battle if you are looking to fight a desperate battle against heavy odds. 

 

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125 Turns

btcb_c1u1 - Return to Corinth

 My Rating: Excellent 

53,521

43,852

5,044

4,625

185

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

39,686

28,930

8,131

2,625

105


Description - After the capture of Corinth, the Confederates invaded West Tennessee intent upon regaining that part of the state for the Richmond government.   The Federal forces in West Tennessee concentrated their remaining strength and defeated the Confederate army, which was forced to retreat back to Corinth.  All the while, the defensive works around the city have been improved.  General Van Dorn's forces reassemble behind these entrenchments and await the Federal assault.  The Union forces advance on the city from the north and northwest, while a corps of infantry and cavalry moves south of the Tuscumbia to cut the Memphis and Ohio RR. A raid by Forrest  has forced a reduction of the Federal forces available for offensive action.

Analysis - This is the gem of the Corinth-based scenarios in my opinion. Because the Federals all enter from one side of the map, you can more easily defend the main objective of Corinth. Check out the Scenario Guide for more information.

 

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125 Turns

btcb_c1u2 - Return to Corinth

My Rating: Good

53,521

43,852

5,044

4,625

185

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

39,686

28,930

8,131

2,625

105


Description - After the capture of Corinth, the Confederates invaded West Tennessee intent upon regaining that part of the state for the Richmond government.   The Federal forces in West Tennessee concentrated their remaining strength and defeated the Confederate army, which was forced to retreat back to Corinth.  All the while, the defensive works around the city have been improved.  General Van Dorn's forces form a flying column to repel Union moves and reassemble the rest behind the entrenchments awaiting the Federal assault.  The Union forces advance on the city from the north and northwest, while a corps of infantry and cavalry moves south of the Tuscumbia to cut the Memphis and Ohio RR. A raid by Forrest has forced a reduction of the Federal forces available for offensive action.

Analysis - This battle is the second best of the Corinth-based scenarios in my opinion. Both sides have numerous strategic options and must make good decisions with their limited manpower or risk not being able to last all three days of the battle. Watch out for the flanking column coming from the west as they can easily cut the RR south of Corinth if left unchecked. They'd then turn north and come at Corinth on its weakest side. Keep an eye on objective points in this battle as the Union can capture quite a few south of Corinth. 

 

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78 Turns

cf_c12u4 - The Battle of Purdy

 My Rating: Good

30,405

24,264

3,991

2,150

86

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

34,023

27,685

4,463

1,875

75


Description - Not content with awaiting the next enemy invasion of Tennessee, the Federal army under General Grant is advancing to Purdy along three roads.  Once the Union divisions are united at that place, the combined army is to march to Corinth.  At the same time, the Confederate army under Van Dorn is moving north from Corinth for an attack upon the Federal garrisons in West Tennessee.  Both armies are on a collision path at the small town of Purdy, Tennessee.

Analysis - This matchup of relatively even forces is interesting. The Confederates start with a victory status meaning the Yanks are forced to attack Purdy if they hope to achieve a victory. This one sets up as a converging battle on the small town of Purdy where the limited number of roads will force the action on just a few lines. It could be a Union slaughter unless your opponent is methodical and uses their artillery to wear you down over the 78 turns. 

 

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78 Turns

cf_c3u1 - The Battle of Purdy

 My Rating: Excellent 

44,298

35,804

4,869

3,625

145

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

34,023

27,685

4,463

1,875

75


Description - Not content with awaiting the next enemy invasion of Tennessee, the Federal army under General Grant is advancing to Purdy along three roads.  Once the Union divisions are united at that place, the combined army is to march to Corinth.  At the same time, the Confederate army under Van Dorn is moving north from Corinth for an attack upon the Federal garrisons in West Tennessee.  Both armies are on a collision path at the small town of Purdy, Tennessee.

Analysis - This setup is a ton of fun and allows both sides to choose how aggressive or conservative they want to be. It forces the battle to take place at numerous points across a good-sized map. Perfect for a MP game. For the Rebs to win here you will need to inflict heavy enemy losses as the objective flags are hard to reach behind Union lines. Because of the limited creek crossings, the action may get bottled up in some places. Beware as heavier Federal guns could wear down defenders at the creeks over the course of the scenario. 
 

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105 Turns

cf_c3u1 - Battle of Grand Junction

 My Rating: Excellent 

38,489

32,728

3,186

2,575

103

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

35,896

28,930

5,016

1,950

78


Description - After the fall of Corinth, Grant marshalled all available forces for the defense of West Tennessee.  Not knowing where Van Dorn will strike next, Grant decides to garrison all of the important rail supply junctions. With the army reserve in a central position at Bolivar, Grant felt safe in doing so as the garrisons could rapidly move to any threatened point. Van Dorn elects to attack Grand Junction and LaGrange from the south after a rapid march through Holly Springs.

Analysis - Another unique and fun scenario in which the Confederates enter from the south and the Yankee reinforcements arrive from the north. You must attack and capture a number of objective hexes to earn the victory while also trying to fight heavier Union numbers. A really fun scenario and ideal for MP.

 

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105 Turns

cf_c3u3 - Meeting Engagement along the Wolf

 My Rating: Excellent 

42,579

35,613

3,514

3,425

137

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

35,896

28,930

5,016

1,950

78


Description - Grant, knowing Van Dorn's of predilection for risky flanking movements decides to concentrate the army at Jackson, Tennessee. Unfortunately for Grant, Van Dorn opts instead to make a rapid march toward Holly Springs before moving north to attack the weak Union garrisons at LaGrange and Grand Junction.

Analysis - A meeting engagement style battle with plenty of room and men to maneuver around a fun battlefield. Highly recommended! Only downside is that at three days length it goes on a bit too long. 

 

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40 Turns

Iuka_C1U4 - The Battle of Little Yellow Creek

My Rating: Good

19,061

15,637

1,274

2,150

86

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

15,211

11,643

2,418

1,150

46


Description - Both wings of the Union army meet Price at Little Yellow Creek, just west of Burnsville.

Analysis - Here is a nice little meeting engagement one-day battle with a unique map people are unfamiliar with. The limited number of men on both sides will make this a challenge for both players as they must protect objectives and attack them if they wish to achieve anything better than a draw. The Union has more guns but we have more cavalry. A good chess match of a game.
 

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75 Turns

otto_c1u1 - The Battle of Paducah

My Rating: Good

51,449

46,022

1,077

4,350

174

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

37,638

27,685

7,903

2,050

82


Description - After a decisive victory in West Tennessee, the Confederate army takes the war to the banks of the Ohio River.  The small Union garrison must hold the city until reinforcements arrive at Massac City on the north bank.  The Confederates advance on Paducah from the southwest.

Analysis - This bizarre alternate campaign has the Confederates invading Kentucky and attempting to capture the town of Paducah on the Ohio. Fantasy aside, it is a fun scenario. The Federals have a decent advantage in men but about 6,000 of them are worthless militia troops rated "F". The key here is that there are a ton of objective hexes you can easily capture as you advance on Paducah. There is no reason to attack the city as you can gain a victory without ever doing so just with objective hexes. The Federal gunboats are numerous and scary - stay away from the river! With 7,903 cavalrymen to the Federals 1,077, you have a massive advantage if the Yankees leave their works to try and attack you. Play this one smart, grab the objective flags, and wait for them to attack. 

 

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25 Turns

paj_c12u2 - "That Devil" Forrest

My Rating: Good

5,438

2,590

2,623

225

9

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

3,640

0

3,440

200

8


Description - In early December, as the Federal army continues its buildup for an attack on Corinth, Confederate Brigadier General Nathan Bedford Forrest makes a daring dawn raid on the Union supply lines at Jackson, Tennessee. The majority of the Federal supplies arrive at the front using the Mobile and Ohio Railroad. Forrest must scatter the garrison, capture and destroy the M & O railroad bridge, and withdraw his forces before superior numbers of Federal infantry and cavalry arrive in the area. If possible, the Tennessee and Ohio railroad bridge is to be destroyed as well.

Analysis - Looking for a fun little scenario to test out a cavalry tactic or two? Here you go. If you make the right moves you should be able to bag the Yankees once over the creeks. If you dismount and get caught in a firefight though you might be outgunned. Stay mounted and use your mobility as best you can. 

 

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