
Campaign Forgotten is a unique title in many ways. It features much more naval action than any other title, it has squad or company-based encounters, and has a number of scenarios featuring nothing more than ships versus shore batteries. It does include a number of "forgotten" campaigns such as the Red River Campaign, Price's 1864 Missouri Campaign, and the various battles in the Carolinas. But overall, it is a subpar title featuring only a few fun, or competitive, scenarios. As a result, I recommend few of these scenarios and have rated none of them excellent. This is a title best left "forgotten."
CONTENT
9 Total Scenarios Recommended
1 Poor Historical Scenario to Consider
0 Rated "Excellent"
0 Scenario Guides to Explore
NOTE: ALL NUMBERS HERE REFLECT THE ACTIVE STRENGTHS OF THE ARMIES. THESE NUMBERS DO NOT INCLUDE PERMANENTLY FIXED UNITS.
36 Turns
015-620221 - (H) Valverde.20
My Rating: Good
2,702
1,675
867
160
8
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
2,168
0
2,048
120
6
Description - (Historical 20 minute turns) A Confederate brigade of 4,000 men under BG H H Sibley invades New Mexico to claim a vast territory reaching all the way to California. Starting from El Paso, their first objective is Santa Fe. Standing in their way, occupying Fort Craig, is a scratch force of US Regulars, volunteers and New Mexico militia u nder Col E R S Canby. After threatening Fort Craig, Sibley bypasses the formidable position and regains the road north of the Mesa DeLa Contedera, as Canby dispatches troops to hold the critical Rio Grande crossings. A meeting engagement quickly builds into an all out battle involving nearly equal numbers. Reference: "Bloody Valverde" by John Taylor.
Analysis - This is a small scale back and forth battle between company sized units along the Rio Grande. Your cavalry force will have better speed and more hitting power but the Yanks will have better guns and infantry support. Just a quick little skirmish for a good time.

21 Turns
051-640220 - (H) Olustee
My Rating: Good
5,665
4,745
600
320
16
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
6,257
4,602
1,335
320
16
Description - (Historical 20 minute turns) Olustee--or Ocean Pond, Florida Abraham Lincoln wanted to establish a Union presence in Florida to launch the state on the road to reunion, as was happening in Louisiana, Arkansas and other states, but it is sometimes dangerous for political motives to dictate military operations. In one particular, Olustee was a lot like the big battle at Chickamauga, five months earlier. The similarity is that in both instances, they were the only game in town. In September '63, Gettysburg had been fought, Vicksburg had been captured, and for different reasons the armies involved were inactive.. By February 64, the Battle of Chattanooga had been fought and won by the Union, and the armies were girding up for the spring of 1864. When Truman Seymour invaded Florida, there was not a lot of pressure elsewhere to prevent the Confederacy from strongly reinforcing Joe Finnegan's little army. The result was two closely matched forces, with the rebels fighting on their home turf, just like Chickamauga. The three forward objectives are situated on the terrain where the battle actually took place. Reference: Confederate Florida--the Road to Olustee" by William H Nulty.
Analysis - This little battle is a meeting engagement style battle with the two sides tangling over the main objective flags between them. The two sides are evenly matched in the thick woods and it will play out as a bloody head-on confrontation.

25 Turns
056-640408 - (H) Mansfield
My Rating: Good
11,610
6,679
4,211
720
36
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
10,805
6,502
3,903
400
20
Description - (Historical 20 minute turns) The Battle of Mansfield was the pivotal encounter of the Red River Campaign. Actually, Red River was not a "Forgotten Campaign." Written about, studied by military professionals, on demand to be featured in a JTS product, the campaign had a profound affect on the war in the west. It was a campaign of conquest and cotton. While the Union fleet threaded its way up the Red River, Nathaniel Banks with an army of over 30,000 men paralleled the advance on land. Maj Gen Richard Taylor led the woefully outnumbered Confederate force in Louisiana. Until sufficient troops could be scraped together to resist Banks, all Taylor could do was retreat, almost all the way to Texas. Finally, joined by troops rushed up from Texas, and a little army of Arkansas and Missouri troops sent to aid him from Arkansas, Taylor turned at bay in front of the town of Mansfield. Union troops, approaching on a narrow sandy track through the pinewoods, came upon an opening in the trees with Confederate troops aligned in a classic L-shaped ambush. The Scenario starts at 8 AM, as leading Union elements approach Sabine Crossroads. Reference: "One Damn Blunder From Beginning to End: The Red River Campaign of 1864" by Gary D Joiner.
Analysis - Just a good medium-sized battle. The limited space to maneuver will funnel the action around the center of the map. The Yankee cavalry is abysmal in quality and should not be feared at all in a prolonged fight.

24 Turns
058-640409 - (H) Pleasant Hill
My Rating: Good
11,343
10,823
0
520
26
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
13,794
10,771
2,303
720
36
Description - (Historical 20 minute turns) On April 8th, Richard Taylor's Confederate army stopped Banks' Red River column at the Battle of Mansfield, or Sabine Crossroads. The Union forces were decisevely whipped and routed from the field. As they retreated, however, they passed through fresh troops of the 16th and 19th Corps who took up a defensive position at Pleasant Hill. Taylor's army, reinforced by a fresh contingent from Arkansas, meets Emory's Division of the 19th and A.J. Smith's hard-bitten veterans of the 16th Corps. The forces are closely balanced. Anything can happen. Reference: "One Damn Blunder From Beginning to End: The Red River Campaign of 1864" by Gary D Joiner.
Analysis - This will be a violent clash of arms around Pleasant Hill as the Confederates must attack frontally to achieve a victory here. Neither side has very good infantry so it will be a bitter struggle as each commander will have to work to keep his men under control and his line from crumbling. The Federals will have more guns and be on the defensive.

42 Turns
062-640430 - (H) Jenkins' Ferry
My Rating: Good
9,155
6,063
2,572
520
26
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
10,350
8,424
1,686
240
12
Description - (Historical 20 minute turns) As an arm of the Union forces involved in the Red River Campaign, troops from the Dept of Arkansas, under BG Fred Steele, had advanced toward Shreveport, Louisiana, toward a planned junction with MG N P Banks' Dept of the Gulf. Hearing of Banks' defeat near Mansfield La, and fearing he was the next target, Steele decided to retreat to Camden, Arkansas. Probably in error, Confederate LtG Kirby Smith pulled most of his troops from in front of Banks and marched hard to overtake Steele. He caught up with the Yankees at the Saline River and saw the opportunity to overwhelm them as they crossed the river. The result was this savage little battle in the mud of the Saline River valley. Due to the saturated ground, it was impossible for either side to dig trenches. Makeshift breastworks from fallen trees were all that could be accomplished. Exiting wagons can get the Yankees lots of victory points, but they must first repair the bridge at Jenkins Ferry in order to retreat. Recommended house rule: Any Union troops and supplies remaining on the eastern side of the Saline River at the end of the scenario count as prisoners of the Rebels, and points should be subtracted from the Union total. Reference: "The Battle of Jenkins Ferry" by Joe Walker
Analysis - This setup looks pretty odd at first but then you realize it isn't "that bad." The Confederates build up slowly in the morning and are tasked with driving the Federals over Jenkins' Ferry. The Federals have an exit hex on their side which they will begin moving towards right away. The problem is their large number of slow supply wagons. There are eighteen supply wagons for them to move across the river and they must repair a damaged bridge first. Assuming that this will eat up roughly 25 to 35 turns then you have that long to put the pressure on their rear guard and begin driving for the ford. They have few good regiments but others should rout after some combat losses. Their total of 9,155 men is misleading as 2,000 of them are cavalrymen FIXED on the other side of the river until noon. And once released will have to fight heavy traffic to get on the same side of the river as the Confederates. It is a fun premise so why not give it a whirl?

27 Turns
070-640610 - (H) Brice's Cross Roads
My Rating: Good
8,404
4,895
2,909
600
24
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
4,130
0
3,930
200
8
Description - (Historical 20 minute turns) (R = Revised OOB, with unit ratings generally revised upward.) In the summer of 1864, W.T. Sherman is leading a campaign to capture the City of Atlanta. To supply the Union armies, Sherman must depend on a 500 mile long supply line, mostly railroads, that snake north all the way to the Ohio River. He is confronted by the Army of Tennessee, under General Joe Johnston, but one of his greatest concerns is the vulnerability of his supply line, and the Confederates have just the man to exploit the vulnerability: Maj Gen Nathan B. Forrest, AKA the "Wizard of the Saddle," but referred to by Sherman as "That Devil Forrest." An expedition is outfitted in Memphis under Br Gen Samuel Sturgis, and sent into the hinterlands of Mississippi to kill or capture Forrest. Sturgis has a division each of cavalry and infantry, substantially outnumbering Forrest, but Forrest does not hesitate. He collects his scattered forces and plots a collision course to stop the Yankee invasion. It is June 10th, a dreadfully hot day in the piney woods of Mississippi. Union cavalry presses on in search of an enemy who is only too glad to be found, leaving the infantry division to catch up. Reference: "The Battle of Brice's Crossroads" by Stewart L. Bennett
Analysis - In the actual Battle of Brice’s Crossroads the Federals arrived on the field exhausted, thirsty, and in no shape to go into a battle. Forrest’s aggression and tactics turned their flanks and drove them back before routing them from the field. In this scenario the Federals arrive fully rested and ready to fight. You should try to damage their cavalry all you can to gain as many victory points as possible before the enemy infantry arrives. Once they are in the battle you will be pressed hard to gain points as their strength will be too great to resist unless they rout. Try to disrupt and charge the enemy whenever you can as they will be more susceptible to routs as many of their units are subpar in quality. The Yanks will likely try to anchor their line with artillery so try to capture some of it to gain points and disrupt their overall plans.

39 Turns
092-641023 - (H) Battle of Westport
My Rating: Good
16,290
200
15,290
800
40
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
10,387
75
9,992
320
16
Description - (Historical 20 minute turns) Having penetrated the Union's defensive screen along the Big Blue River, Confederate forces pivoted to attack Westport from the south.
Analysis - This is a really complex battle all things considered. The Federals start with 9,700 men north of your position. They are mostly poor rated cavalry. Your force is all on the board and consists of only slightly better rated cavalry than the Federals. But at least you have more men on the western side of the river than they do. You also start with a Minor Victory so the Yankees are forced to attack. The Yankees have a ton of units though and will be looking to turn your flank. You may have to fall back to protect your wagons and the ford over the river. Why? Because 6,000 more Yankees are coming from that direction around turn eight. This battle is pretty intense and likely lasts for ten turns too long. Still, it is worth a look if you enjoy battles with some craziness to them.

101 Turns
108-650319 - (H) Bentonville
My Rating: Poor
56.306
50,186
4,400
1,720
86
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
21,221
14,102
6,159
960
48
Description - (Historical 30 minute turns) This is the full three-day Battle of Bentonville. It was almost distressing to deploy the serried ranks of the Confederate Army, especially the once proud and powerful Army of Tennessee. Fifty men surviving of what was once a thousand man regiment could be counted as one of the stronger units on the field. Compare them to the proud Union Army which had marched as a unit from Chattanooga, to Atlanta, Savannah, Columbia, and now face one more fight. In less than two months the Yankees would have their parade in Washington DC, while the surrendered ex-rebels made their ways individually back to their homes, or what remained of them. Sherman does not want this fight. Some will say, he pulled his punches on this one, not wanting to waste lives, especially those of his own soldiers, when the inevitable was clear for all to see. For that reason, players should study the relative loss values of the two armies, and watch Geary's division sit in reserve for two days (unless attacked!). References: "The Battle of Bentonville; Last Stand in the Carolines" by Mark Bradley Map book by Mark A Moore
Analysis - If you are looking to play this then chances are you are just doing so for historical reasons as opposed to hoping you can achieve a victory here. This lopsided battle is brutal. The only advantage the Confederates have is that the Federal casualty points cost 2x as much as the Confederate losses do. This means each Yankee casualty you cause counts as 2 casualties in relation to points. While this does help it hardly helps enough. A good opponent will use their overwhelming superiority in numbers, guns, and ammo, to grind your army into dust. Your best bet is to fight them from every ridge and hilltop and try to make the attacks as costly as you can for them. By falling back over the swamps in the northwest you might be able to slow their attacks for a time. An overconfident opponent may suffer too many losses trying to bull his way around the map and you may gain an advantage in this fashion. But this battle is going to be a very, very, difficult one to win against even an average opponent.

24 Turns
110-650319 - Day 1 - Bentonville
My Rating: Good
17,442
16,592
90
760
38
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
15,578
14,086
612
880
44
Description - (Historical 30 minute turns) This is the first day of the Battle of Bentonville It was almost distressing to deploy the serried ranks of the Confederate Army, especially the once proud and powerful Army of Tennessee. Fifty men surviving of what was once a thousand man regiment could be counted as one of the stronger units on the field. Compare them to the proud Union Army which had marched as a unit from Chattanooga, to Atlanta, Savannah, Columbia, and now face one more fight. In less than two months the Yankees would have their parade in Washington DC, while the surrendered ex-rebels made their ways individually back to their homes, or what remained of them. Sherman does not want this fight. Some will say, he pulled his punches on this one, not wanting to waste lives, especially those of his own soldiers, when the inevitable was clear for all to see. CS General Joe Johnston, however, was not as solicitous. One strong punch would knock out Slocum's Army of Georgia, and then he could turn his attention to the Army of the Tennessee. Could the gallant Confederate Army of Tennessee do it one more time? Reference: The Battle of Bentonville by Mark L Bradley
Analysis - This short battle can be a lot of fun. There are a ton of Confederate units on the map to battle half their number of Union units. But the Federal units are larger than most Confederate brigades or divisions! If you can use your many units to establish a zone of control around the enemy units you can isolate them and cut them down to size. Give it a play! Hint: many Federal units do not arrive until the second half of the battle. Also, the Federals have almost no Supply Wagons until the final hour of the game! Make them burn through their ammo.

36 Turns
111-650319 - Day 1 - Bentonville
My Rating: Good
17,442
16,592
90
760
38
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
15,578
14,086
612
880
44
Description - (Historical 20 minute turns) This is the first day of the Battle of Bentonville It was almost distressing to deploy the serried ranks of the Confederate Army, especially the once proud and powerful Army of Tennessee. Fifty men surviving of what was once a thousand man regiment could be counted as one of the stronger units on the field. Compare them to the proud Union Army which had marched as a unit from Chattanooga, to Atlanta, Savannah, Columbia, and now face one more fight. In less than two months the Yankees would have their parade in Washington DC, while the surrendered ex-rebels made their ways individually back to their homes, or what remained of them. Sherman does not want this fight. Some will say, he pulled his punches on this one, not wanting to waste lives, especially those of his own soldiers, when the inevitable was clear for all to see. CS General Joe Johnston, however, was not as solicitous. One strong punch would knock out Slocum's Army of Georgia, and then he could turn his attention to the Army of the Tennessee. Could the gallant Confederate Army of Tennessee do it one more time? Reference: The Battle of Bentonville by Mark L Bradley
Analysis - This 20-minute turn version of scenario 110 makes it a bit harder for the Rebs by allowing the Union more turns to damage our army and move forward methodically. But the concept of numerous units vs. larger ones remains the same. Still fun.
