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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. 

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CONTENT

17 Total Scenarios Recommended

   7 Rated "Excellent"​

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

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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. Short and sweet little contest.

 

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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. A rough scenario for both players.

 

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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 - I don't have a very high opinion on this one. The Confederates will need to attack a numerically superior enemy behind set defenses. This scenario also lasts two days! Which is a very long time considering the numbers involved. I'd steer clear unless you really are looking to only play the historical setups. There are better alternate versions of this battle to play.

 

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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 peculiar little setup to say the least with a lot of small cat and mouse games. Can the Confederates achieve any success here in this smaller scenario with a limited map and fewer turns?

 

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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 nice to see the fighting spread out more than it does in the historical scenario. This is a more amusing option overall (especially from the Rebel point of view). 

 

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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. 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 scenario brings a whole lot more Yankees into the battle. They are trailing the Rebels very close and will be looking to engage them from the start. This is a gimmicky but challenging battle.

 

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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. Sure, it is a "what if" scenario and reverses the traditional roles, but it makes for an interesting setup and should play well. 

 

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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. 

 

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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. 

 

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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. 
 

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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. 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 map. The 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 the Rebels 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 Rebels have a massive advantage in cavalry, but the Federals have far more guns - and Gunboats! 

 

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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 play? Here you go. This is a challenging one for both sides. One mistake can cost you the game since there are so many cavalrymen involved in this one.  

 

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