
Campaign Overland is, in my opinion, a very confusing title overall. The title includes some fun scenarios and some very nice maps, but also some very disappointing setups and others with glaring errors. I have heard different theories as to "what went wrong" with this release. But the end result is a title that feels disjointed. It's a shame. Just trying to find balanced and fun scenarios to recommend for this title can be difficult. I think I am harder on this title than any other. I admit it. I had high hopes for Overland and my expectations were not fully met. The one undeniable bright side to Overland is the custom scenarios which are often made by utilizing the maps in this game. It is worth purchasing for that reason alone.
One trait that many people have is to open a title, find the map with the most men on it, and start to play. Because, I guess, more men equals more fun. If that is what you are looking for, you will love this title. It has some of the largest battles in the entire WDS Civil War series on it in terms of manpower involved. But those scenarios, like many others in Overland, require critical examination beforehand to determine whether you wish to invest your personal time into fighting them out. Some scenarios, which look good when you first glance at them, soon begin to crumble apart with closer scrutiny.
If a scenario is not listed here it is not because I didn't look at it. I view them all and try to envision how they will progress. I am not always right and there might be some good scenarios on the title not listed here. But I highly encourage you to fully examine any scenario on this game before playing it. Check the numbers, positioning, the releases, reinforcements, and victory conditions. You will be glad you took the time to do this as it might save you from accepting a battle in a scenario you have no chance of winning in. As an example of what I mean, check out scenario 202-640508. This scenario looks very fun and interesting when you first open it up. But once you begin to check all the variables you will notice large flaws. One Rebel corps is fixed in place on day one while the rest of the army is forced to abandon them to guard other objectives and flanks. Then, once released, the Rebel corps has 10,000 enemy troops arrive in their rear and in a position to do great damage to them. So be wary of all Overland scenarios not listed here and give them a good examination.
CONTENT
27 Total Scenarios Recommended
10 Rated "Excellent"
15 Rated "Good"
2 Rated "Okay"
1 Scenario Guide to Explore
NOTE: ALL NUMBERS HERE REFLECT THE ACTIVE STRENGTHS OF THE ARMIES. THESE NUMBERS DO NOT INCLUDE PERMANENTLY FIXED UNITS.
174 Turns
001-631127 - (H) Mine Run Campaign_11
My Rating: Okay
93,248
72,574
15,434
5,240
262
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
50,102
38,508
7,534
4,060
203
Description - Late November 1863 found the Army of the Potomac, under General George Meade, concentrated near Culpeper, Va. Opposing them, in defensive positions along the southern banks of the Rapidan River, was General Robert E Lee's Army of Northern Virginia. Ruling out a frontal assault against the Rapidan line, Meade decided to cross the Rapidan at the lower fords, and by prompt movement, turn the Confederate right flank and compel them to give battle on ground not previously selected or prepared. Success of this movement would allow the Union army to fall on Lee's army before it could concentrate and thus so cripple it as to render more certain the success of the final struggle. Mine Run 1 pdt [20 min Turns]
Analysis - This battle is a real grinder. With four long days to fight, and an enemy much larger than your own army, this one seems to go on for at least one day too long. Your infantry is far superior to theirs though. Being aggressive and attacking may demoralize your opponent and cause them to give up the fight early on if you enjoy some success. This might be your best tactic. If you sit back and let them attack you, they will eventually find your flank and stretch your lines to the breaking points with superior numbers and ammunition.

36 Turns
003-631130 - (H) Mine Run _11
My Rating: Okay
80,817
71,874
3,043
5,900
295
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
50,102
38,508
7,534
4,060
203
Description - After two days of maneuvering and sporadic fighting, Lee's Army of Northern Virginia had withdrawn behind to the heights west of Mine Run and began to fortify its position. Approaching this position on the evening of Nov. 29th, General Meade determined to launch attacks on both flanks early the next morning. At earliest dawn, General Warren, who was to lead the attack on the Rebel right flank, determined that the Confederates had so strengthened their defenses overnight as to make them unassailable. Warren called off his attack and Meade reluctantly agreed to cancel the day's planned assaults. The situation was a stalemate and the Union army returned to its starting positions north of the Rapidan River. So ended the Mine Run Campaign. But what if Warren had attacked as planned on the morning of the 30th? Would the attack have resulted in the slaughter that Warren feared? Or would the Army of the Potomac have successfully assailed the Confederate position and destroyed the Army of Northern Virginia?
Analysis - This is an interesting setup and I include it here simply as a courtesy for those who really want to test their skills. Both sides are set up with nearly all of their men on the front lines. The Yanks only have real depth on their flanks while the Confederates are about stretched to the breaking point. Can you manage to hold off the Federals for 36 turns? Against a poor opponent who attacks frontally - probably. But a patient opponent will likely hit your flanks while pinning you down in the center. Your best chance to throw them off is to use your cavalry against their left flank where they are exceptionally weak behind their lines. But, even if successful, your cavalry could be cut off and endangered by their own success. This is a thinking scenario but one which the Yanks are likely to hold the initiative and make you reactionary to their moves.

24 Turns
004-631130 - (H) Mine Run _11
My Rating: Good
80,817
71,874
3,043
5,900
295
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
50,102
38,508
7,534
4,060
203
Description - After two days of maneuvering and sporadic fighting, Lee's Army of Northern Virginia had withdrawn behind to the heights west of Mine Run and began to fortify its position. Approaching this position on the evening of Nov. 29th, General Meade determined to launch attacks on both flanks early the next morning. At earliest dawn, General Warren, who was to lead the attack on the Rebel right flank, determined that the Confederates had so strengthened their defenses overnight as to make them unassailable. Warren called off his attack and Meade reluctantly agreed to cancel the day's planned assaults. The situation was a stalemate and the Union army returned to its starting positions north of the Rapidan River. So ended the Mine Run Campaign. But what if Warren had attacked as planned on the morning of the 30th? Would the attack have resulted in the slaughter that Warren feared? Or would the Army of the Potomac have successfully assailed the Confederate position and destroyed the Army of Northern Virginia?
Analysis - This is the same setup as 003 except that the turns are reduced to 24. This is merciful as it limits the number of turns you need to hold back the blue minions. This is the preferable setup as a result. It still will not be easy but your chances of holding on for 24 turns are better than for a full 36.

12 Turns
102-640505 - (H) Brock Intersection_A2
My Rating: Good
14,346
13,676
430
240
12
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
8,819
8,579
0
240
12
Description - Lee pushed his army into the Wilderness to disrupt the Union Army's scheme of maneuver, and he succeeded. Rushing east on the Plank Road, A P Hill's Third Corps fought a running battle with the 5th New York Cavalry, and as the scenario opens is about to capture the Brock Road Intersection, which would have split the Union Army, with Hancock's Second (US) Corps isolated to the south. Realizing the emergency, Meade sent three brigades of General George Getty's Division of the Sixth Corps to secure this vital objective. Getty must hold on until Hancock, recalled from his projected sweep around the Confederate south flank, can come to the rescue. (Overland 2 pdt 20min/800men/half firepower) 12 Turns "Enhanced" AI
Analysis - This is the second of the Brock Intersection options. There is just enough time for the players to fight, mix it up, and make a quick strategic move or two before time expires. The Yanks will have a Victory Point advantage thanks to the Objective Hex so close to their side of the board and it will be hard for the Rebels to gain a victory here. But if you are looking for a bloody, fast, and fun game... here you go.

15 Turns
103-640505 - (H) Brock Intersection_A3
My Rating: Good
14,346
13,676
430
240
12
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
8,819
8,579
0
240
12
Description - (Extended from 12 to 15 turns) Lee pushed his army into the Wilderness to disrupt the Union Army's scheme of maneuver, and he succeeded. Rushing east on the Plank Road, A P Hill's Third Corps fought a running battle with the 5th New York Cavalry, and as the scenario opens is about to capture the Brock Road Intersection, which would have split the Union Army, with Hancock's Second (US) Corps isolated to the south. Realizing the emergency, Meade sent three brigades of General George Getty's Division of the Sixth Corps to secure this vital objective. Getty must hold on until Hancock, recalled from his projected sweep around the Confederate south flank, can come to the rescue. (Overland 2 pdt 20min/800men/full firepower) 15 Turns "Enhanced" AI.
Analysis - This third option for the Brock Intersection battle is the best of the three I argue. Here we have the same exact setup as in the scenario above except that the battle lasts three turns longer. This extra hour of play time allows for a little more maneuvering and battle. This setup practically guarantees a bloody battle where both sides are challenged and have to make wise choices. The same "victory point dilemma" exists here as in the other Brock Intersection battle but it is what it is sometimes. A fun setup and worth playing.

97 Turns
105-640505 - (H) !Wilderness_21
My Rating: Good
112,085
95,018
10,107
6,960
348
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
55,757
47,243
4,174
4,340
217
Description - Start time 0720 The first action of the Overland Campaign took place on May 5, 1864, in the tangled thickets of "The Wilderness" a second-growth forest west of Fredericksburg, Virginia. The Battle of Chancellorsville had been fought on the very same ground, one year earlier, and had resulted in the defeat of the Army of the Potomac. The Confederate Army of Northern Virginia is still commanded by the legendary Robert E Lee, and the Army of the Potomac is nominally commanded by the victor of Gettysburg, Maj Gen George Meade, but accompanying that army is the new commander of all the Union armies, Lt Gen U S Grant. The map is a stand-alone product, not derived from the campaign master map. (Overland 1 pdt= 20min/1000men/full firepower.) All cdrs included. The featured OOB contains more capable Union Regiments.
Analysis - See the Battle of the Wilderness Guide.

12 Turns
112-640505 - Warren's Attack_A1
My Rating: Excellent
16,770
16,650
0
120
6
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
11,593
11,513
0
80
4
Description - 640505_Warren's Attack_Lee pushes Ewell into the Wilderness to disrupt Grant's push for the open terrain to the southeast. Ewell digs in across the turnpike, and Warren's Fifth Corps is ordered to attack, in the first major action of the Battle of the Wilderness and the Overland Campaign. Overland. Warren attacks alone. Overland1 PDT 20min/1000 men
Analysis - A really nice setup here! This short action-packed scenario is sure to please those who want to jump right into a heated battle. Neither side has much artillery here so this will be an infantry fight. Because the Yankees will probably be the "attackers," it should be an easy defensive fight.

12 Turns
115-640505 - Warren's Attack_A4
My Rating: Good
16,770
16,650
0
120
6
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
11,593
11,513
0
80
4
Description - 640505_Warren's Attack(alt)_Lee pushes Ewell into the Wilderness to disrupt Grant's push for the open country to the southeast. Ewell digs in across the turnpike, and Warren's Fifth Corps is ordered to attack, in the first major action of the Battle of the Wilderness and the Overland Campaign. Overland2 PDT 20min/800men/reduced firepower Best played as Union against Confederate AI.
Analysis - In this alternate scenario to Warren's Attack the Confederate brigade of Gordon's arrives a little earlier and the stacking limit of hexes is reduced to 800. If you prefer these alterations to scenario 112-640505 then give it a shot. It has the same setup as the other.

12 Turns
123-640506 - Gordon's Attack_A1
My Rating: Good
28,867
27,067
0
1,800
90
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
16,238
15,018
0
1,220
61
Description - The right flank of the Union Army in the Wilderness was "in the air" which meant that it was not supported by reserves or anchored on any natural obstacle. A year earlier that very same situation was exploited to the utmost by Stonewall Jackson. Now his corps had the same opportunity, but its commander was long gone, replaced by LtGen Richard Ewell. Brigadier John B Gordon detected the vulnerability, but his superior, MajGen Jubal Early demurred in attacking, and Ewell deferred to Early. The story goes that Lee, upon hearing of the opportunity, ordered that an attack be made. Whether or not the story is true, the slashing surprise attack earned Gordon a promotion and Lee went to great lengths to wangle a division for him. On the Union side, three brigades of untried infantry, one under the command of the loser of the Battle of Olustee, Florida, Truman Seymour, lounge in their trenches, far away from the epic battle on the plank road, waiting for the North to win so they can get "On to Richmond." Some will get there sooner than they expect--as prisoners of war. Revised. This scenario includes Marshall's Bde, 9th Corps, which according to J M Priest was present on the north flank. NPS maps show the bde south of Orange Pike. Overland1 PDT Full firepower and range.
Analysis - This is a setup and a battle which is pretty interesting. It lasts only 12 turns but they are an interesting 12 turns. The Federals have far more men on the battlefield for sure. But they are very poorly rated. Luckily, for them, they are on the defensive here. The margin of victory is very narrow and so you must strike and rout them quickly if you are to win here. Once you begin to drive them, they will have a hard time regaining control over their men. Attack hard and rout them.

9 Turns
127-640506 - Burnside's Assault
My Rating: Good
9,734
9,334
0
400
20
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
6,134
6,134
0
0
0
Description - Ambrose, ordered to be up by daybreak, finally prepares his assault on Lee's center, which was vulnerable at daybreak, but is considerably less so no... [Yes, that is the entire description.]
Analysis - I include this here only because it is the first scenario I have run across where the Confederates have an almost slam dunk chance of winning the scenario. Any Federal willing to play this one must not have viewed it beforehand. One thing to note is that you have 11 fixed guns guarded by one small regiment on the western edge of the map. Were the Yanks to use the trail to get to that part of the map quickly, they might cause some damage. You may want to dispatch a unit in that direction to guard the trail. If your fixed units begin to free up then the enemy is close by and you need to limber up and get the guns to safety.

24 Turns
128-640506 - Hancock's Dawn Attack_A1
My Rating: Excellent
53,159
52,079
0
1,080
54
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
32,507
30,287
0
2,020
101
Description - 640506_Hancock's Dawn Attack(alt)_General Hancock's Union Second Corps attacked the weary Confederates of A.P Hill's Third Corps at dawn on May 6th. Hancock's troops overwhelmed the Rebels and drove them back to the Widow Tapp's Farm. Only the timely arrival of General Longstreet's 1st Corps prevented a total rout of the Confederate right wing.
Analysis - A very intriguing battle! In this matchup you have two forces smashing into one another along a narrow road with little room to maneuver. The Confederate gain considerable strength at the start and defend large objective hexes with clear fields of fire. The Federals have more men and enough turns to utilize the thick woods to attempt a turning movement or two. If you are looking for a bloody mid-sized scenario then this one is for you!

8 Turns
204-640508 - Laurel Hill_11
My Rating: Good
10,950
10,470
0
480
24
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
3,938
2,740
478
720
36
Description - The first action of the Battle of Spotsylvania was a meeting engagement between Warren's Fifth Corps of the Army of the Potomac and Anderson's First Corps of the Army of Northern Virginia. Following the Battle of the Wilderness, Meade sought to maneuver around Lee's right flank, and his objective was Spotsylvania Courthouse. Anderson's Corps was pulled out of the Wilderness and had the same objective. Unknown to the two sides at the time, it was a race to see who could get there first, with blue and gray running to occupy the flimsy breastworks (brushpiles) thrown up by JEB Stuart's jaded cavalry. Anderson won the race, but it was a near-run thing. Scripted--best played as CSA vs Union AI.
Analysis - This short action is surprisingly a fun one. No time to think grand thoughts… just to fight. The Federals will come heavy and fast but they are disrupted largely and of lower quality. Can you hold out for eight turns? NOTE: The Federals can reach your artillery in your front ranks on turn one if they march in column up the road. A House Rule with no melee in column is advisable here to prevent that.

75 Turns
221-640512 - Spots_A3
My Rating: Good
90,833
84,674
1,719
4,440
222
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
44,402
37,622
3,660
3,120
156
Description - May 12 1864 may have been the darkest day for the Army of Northern Virginia between Bull Run and Appomattox. After fighting Grant and Meade to a stand-off in the Wilderness, Lee blocked their next move here at Spotsylvania. Bouyed by Emory Upton's successful breach of Lee's lines, Grant said, "A brigade today--we'll try a corps tomorrow. On the dark foggy morning of May 12 Hancock's Second Corps rolled forward like a steamroller and smashed through the mule-shoe salient, capturing two generals, twelve guns and five thousand prisoners. The famous Stonewall Brigade was wrecked. Only hard fighting by Lee's reserves, led by General John B Gordon, staved off total defeat. The armies fought all day in the mud and the rain as the Confederates strove to construct a new defensive line across the base of the salient. The armies are poised. You are in command. Can you emulate the South's valiant efforts, or as the Union can you destroy the remainder of the Army of Northern Virginia. Spotsylvania with Campaign Spotsylvania OOB and maximum defensive configuration. Confederate units were unprepared to meet this assault, with faulty security and dampened charges in their muskets. This is simulated with the disordered and out of ammo status of most units.
Analysis - Are you looking for a bloodbath from turn one? If you are… here you go! The Confederate Army will be hard pressed to hold on in this one but if you can make it through the first massive attack you might just have a chance. The Federal army has tens of thousands of poorly rated troops which (hopefully) will rout easily once engaged. But the map is big and there are 75 turns. A smarter Yankee opponent may try to turn a flank using a brigade or two of infantry and force you to fight in as many places as possible. Overall, just a bloody scenario guaranteed.

51 Turns
222-640512 - Spots_A4
My Rating: Good
90,833
84,674
1,719
4,440
222
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
44,402
37,622
3,660
3,120
156
Description - May 12 1864 may have been the darkest day for the Army of Northern Virginia between Bull Run and Appomattox. After fighting Grant and Meade to a stand-off in the Wilderness, Lee blocked their next move here at Spotsylvania. Bouyed by Emory Upton's successful breach of Lee's lines, Grant said, "A brigade today--we'll try a corps tomorrow. On the dark foggy morning of May 12 Hancock's Second Corps rolled forward like a steamroller and smashed through the mule-shoe salient, capturing two generals, twelve guns and five thousand prisoners. The famous Stonewall Brigade was wrecked. Only hard fighting by Lee's reserves, led by General John B Gordon, staved off total defeat. The armies fought all day in the mud and the rain as the Confederates strove to construct a new defensive line across the base of the salient. The armies are poised. You are in command. Can you emulate the South's valiant efforts, or as the Union can you destroy the remainder of the Army of Northern Virginia. Spotsylvania with Campaign Spotsylvania OOB and maximum defensive configuration. Confederates surmised an attack was coming and were ready and waiting.
Analysis - This is probably as good of a set up as you will find at Spotsylvania. And that's not saying much. You are defensively "ready" in this setup as opposed to the setup in scenario 221. But the Yanks are still coming in strong enough numbers to plow through the northern salient. This is going to be an absolute massacre within 3 turns for both players. Luckily the scenario is only 51 turns so if you can just hold on... maybe you can ride out the storm.

33 Turns
225-640514 - Myers Hill_A1
My Rating: Good
83,757
78,763
1,194
3,800
190
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
41,380
37,480
980
2,920
146
Description - The armies fought to a bloody stalemate on May 12 1864. A massive assault, spearheaded by Hancock's Second Corps and ultimately reinforced by units from every corps in the Union Army, was stopped only by the superhuman efforts of Ramseur, Gordon and Lee. Again Lee's men stop him from personally leading an assault. God knows they cannot spare him. Finally, quivering in the mud and gore after over twelve hours of non-stop fighting, they do stop. It is a time of decision for U S Grant. "Fight it out on this line if it takes all summer," he had said. After a day of rest on May 13, Grant begins a maneuver that will be repeated many times. His rightmost corps, the Fifth and Sixth, are pulled from the line and sent on a night march behind the rest of the army to come up against Lee's south flank, with orders to attack at first light, May 14. It cannot be done on schedule. The mud is too thick, the men too tired. Lee for his part can only watch, and be ready to react to his adversary's move. For once the Lee intuition fails him, almost with disastrous results. Smaller map than Myers Hill A9.
Analysis - A small map with both Confederate flanks anchored! Finally. This battle is sure to be another bloodbath as the Federals have few options other than a straightforward assault on the Confederates trenches. A smart opponent may try to pin you in place and use the Sixth Corps to hit your right, but with just 33 turns, not a big concern.

34 Turns
229-640516 - DB_A!
My Rating: Good
25,668
22,998
1,100
1,560
78
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
19,879
18,039
1,100
740
37
Description - After ineffectual maneeuvering and skirmishing for almost two weeks, Ben Butler finally pushed his army north toward Drewry's Bluff, the Confederate bastion guarding Richmond from the south. From 11-14 May, the Federal army crowded in, and finally turned the Confederate right flank of the outer line. The commanders in blue were reluctant, to say the least, to assault the formidable lines in their front. On the other hand, the Confederates had spent the time they were generously given to gather forces from the eastern seaboard, from Charleston and even beyond, and they went from being hopelessly outnumbered on May 5th, to near parity by the middle of the month. Unlike their adversaries, the Confederate commanders are eager to attack. On May 16th, with the dawn's early mist rolling up from the James River, they advanced, and the battle was on! Scripted
Analysis - This surprisingly medium battle is actually pretty good. The Confederates are outnumbered and outgunned but the Federlas are of dismal quality. Can the Confederates attack and rout the very poor Federal troops and gain a victory? Or will the Yanks be able to fall back on their guns and hold off the attacks? Not the most interesting scenario but it is worth a look.

28 Turns
231-640519 - Harris Farm_A1
My Rating: Good
30,574
29,361
573
640
32
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
26,542
24,303
779
1,460
73
Description - May 19th, 1864. At dawn, the Confederates realized that the Union forces had disappeared from the area north of the Mule Shoe. Where had they gone? In the afternoon, Lee ordered Ewell to advance his corps from the base of the Mule Shoe salient and find the Union right flank. Not finding any Yankees in his immediate front, Ewell obtained permission to proceed northeast to discover the Union position. Late in the afternoon, Ewell eventually found the Union right around the Harris Farm and a sharp engagement ensued. Grant rushed reinforcements to the area and Ewell eventually found himself outmatched and a long way from support. Darkness eventually halted the contest before the Union forces could take advantage of the isolated Confederate Corps.
Analysis - The Confederates finally have a legit opportunity to attack in this scenario with an expectation of success. The Federals are further hampered by the fact that the designers gave them too few victory points at the start and subsequently they HAVE to attack you in order to even hope to gain a victory. It's basically impossible to lose this as the Rebs barring a disaster.

63 Turns
301-640521 - MudTav_A1
My Rating: Excellent
57,720
53,789
1,331
2,600
130
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
21,364
18,318
826
2,220
111
Description - This scenario can be played out historically--and if so there will be practically no fighting. If opponents choose to fight, they will experience a most unpredictable scenario: .If Grant had gone with his original plan for an advance down Telegraph Road to Mud Tavern. Hancock's Corps had pulled out on the night of 20-21 May, headed for Bowling Green. (His route shows as a series of minor objectives headed southeast through Guinea Station.) Once in Bowling Green, Hancock is closer to Richmond than Lee, but he is alone, 20 miles from reinforcements. Grant must decide whether to attack south along Telegraph Road (his original intention) or follow Hancock on the road to Richmond. Depending on his interpretation of Grant's intent, Lee must either hold on around Stanard's Mill, depending upon reinforcements (Pickett's Division) to check Hancock, or he must evacuate the Spotsylvania area and swing his whole army south to meet Grant.
Analysis - Check this out if you are looking for a very challenging chessboard of a matchup. The reality is that the Federals are going to get across the river at some point (or multiple points). How long you can delay them is the question. The crossing point Guinea Bridge is key. By removing nearly a division of men from your trenches and hurrying there from turn one you can fight and take the bridge to destroy it. This will slow down the most obvious point for the Federals to cross. But this empties your trenches along the main part of your line. You can destroy the bridge at (34, 60) and keep it under your guns to prevent a crossing but the ford at (16, 59) cannot be overlooked. Luckily it is easy to defend... for a while. Eventually Union numbers will prevail. But you have to hold out long enough for the First Corps to arrive. A real thinking scenario! But with an extra division it would be a lot more fair for us Rebs.

70 Turns
303-640523 - N.Anna_A1
My Rating: Excellent
87,581
81,519
2,422
3,640
182
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
43,636
39,866
450
3,320
166
Description - After the grueling battles at the Wilderness and Spotsylvania, Grant finally cut loose from the mud and blood to flank Lee's Army out of its trenches. On the evening of May 20, Hancock's 2nd Corps led off, headed roundabout for the North Anna River. Despite a good head start, the federals found themselves losers in the race. On May 22, as they probed toward the river they encountered Confederate outguards shadowing their movements, When they finally crossed the river, they encountered defenses as formidable as anything at Spotsylvania. They had run up against the classic defensive position on the North Anna, so strong and confounding that US Grant declined to fight here. What will YOU do, general???
Analysis - This setup isn't particularly inspiring but it is interesting. The Union's V Corps is going to cross the ford at (29, 10) pretty early on and there is nothing you can do about it. This one does not look easy at all. But it does look fun. Dig trenches fast and hold on.

22 Turns
306-640524 - Strike Them a Blow_A1
My Rating: Good
82,559
76,218
2,621
3,720
186
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
43,296
39,816
520
2,960
148
Description - Mid-afternoon, North Anna, May 24, 1864. Lee's plan to split the Union army had worked. The wedge created by Lee's infamous "inverted V" position had tricked Grant into crossing the North Anna River on either side of the Confederate position. Wright's V Corps and Warren's VI Corps had crossed the North Anna to the west of the entrenched Confederates, while Hancock's II Corps had crossed the river to the east. The Army of Northern Virginia and two river crossings separated between Grant's two wings. Hancock's Corps was in a particularly vulnerable position. But alas, the opportunity to strike a devastating blow at Hancock drifted away into history when Lee became incapacitated by dysentery. But "what if" Lee's health had not kept him from his duties? Lee had nearly 30,000 troops with which he could "strike them a blow". Could he have trapped and destroyed Grant's best Corps at the North Anna River? As an aide to Grant put it, "Lee now had one of those opportunities that occur but rarely in war, but which, in the grasp of a master, make or mar the fortunes of armies and decide the results of campaigns."
Analysis - The Confederates are attacking here. Okay. On paper it looks like a wonderful opportunity to catch Grant unprepared. But in a video game - they know what's coming. The Victory Point hexes are undervalued and you must really wipe out the Second Corps to gain a victory here. Is it possible? Probably not in 22 turns. It will take you numerous turns just to get your attack going. A decisive victory here seems unlikely. But the scenario does look like fun and with just 22 turns is worth a play. Note: the Yankees start with about 23,000 men on their left flank south of the South Anna River. They have another 7,500 men which will free up and be ready to cross in support within a few hours.

70 Turns
307-640523 - N.Anna_A3
My Rating: Excellent
87,581
81,519
2,422
3,640
182
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
43,636
39,866
450
3,320
166
Description - After the grueling battles at the Rapidan and Gordonsville, Grant finally cut loose from the mud and blood to flank Lee's Army out of its trenches at Louisa Courthouse. On the evening of May 20, Hancock's 2nd Corps led off, headed roundabout for the North Anna River. Despite a good head start, the federals found themselves losers in the race. On May 22, as they probed toward Hanover Junction they encountered Confederate outguards shadowing their movements, As they neared the Junction they encountered defenses as formidable as anything on the Rapidan. They had run up against the classic defensive position on the North Anna, so strong and confounding that US Grant declined to fight here. What will YOU do, general???
Analysis - This twist on the North Anna River has the large majority of Federal forces arriving from the west. The advantage for the Confederates is that you already have a pre-built line of trenches to utilize facing that way! This means the Federals will have to attack directly into a prepared defensive position along a narrow front with a river on either flank. Nice. They still have a corps arriving from the north later in the battle so you must still remember to destroy all the bridges that you can and watch for any movements to rebuild them.

100 Turns
402-640528 - To Cold Harbor_A1
My Rating: Excellent
101,117
81,590
15,207
4,320
216
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
56,064
43,109
7,635
5,320
266
Description - Can you take Richmond? As the legendary Lee, can you hold Richmond against an adversary who has been given a second chance? There is a void in the history of the Overland Campaign. Somehow the armies left the stalemate in the Spotsylvania trenches and showed up two weeks later glaring at each other across fields of blood at Cold Harbor. There is some mention made--occasionally--of an interlude on the North Anna, but by and large little has been written about the maneuvers and skirmishes, the marches and sharp little firefights that punctuated the last two weeks of May, 1864. For the Army of Northern Virginia, these were its last full scale maneuvers until Appomattox, ten months later. For the Army of the Potomac, it was two weeks of missed opportunities. This was its last chance to defeat Lee's army in the open field and avoid the prospect of months of grinding siege warfare. This scenario features a large map, covering terrain far to the east of Cold Harbor.
Analysis - He who runs away lives to fight another day… at least that's what your strategy should be. The Confederate Army has a few options here. You could, if you feel bold, advance and try to fight Grant in the fields and woods south of Totopotomoy Creek. This isn't a bad idea and you may be able to fight a traditional 1862-style battle with maneuvering and strategy as opposed to the 1864 battles of dig-in and hope they attack. If you are looking for a more conservative strategy than you can immediately head south for Richmond where ready made trenches and abatis are available. There are limited crossings over the Chickahominy River allowing you to control the Federal movements south. The Yanks will have fewer options and your outnumbered army can more effectively use its numbers. The game begins as a Draw and there are no real objectives on the map. The Yankees are only 100 points from a defeat though so if you can inflict just a little damage to them you might put them in the defeat catgeory early on. By doing so they will be forced to attack to make up the points. To gain a victory the Yanks need thousands of points and will be very hard-pressed to gain them from frontal attacks. Play this one! Just be sure remember that organization still matters. Sort out your army and keep your units cohesive. It matters.

100 Turns
403-640528 - To Cold Harbor_A2
My Rating: Excellent
101,117
81,590
15,207
4,320
216
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
56,064
43,109
7,635
5,320
266
Description - Can you take Richmond? As the legendary Lee, can you hold Richmond against an adversary who has been given a second chance? There is a void in the history of the Overland Campaign. Somehow the armies left the stalemate in the Spotsylvania trenches and showed up two weeks later glaring at each other across fields of blood at Cold Harbor. There is some mention made--occasionally--of an interlude on the North Anna, but by and large little has been written about the maneuvers and skirmishes, the marches and sharp little firefights that punctuated the last two weeks of May, 1864. For the Army of Northern Virginia, these were its last full scale maneuvers until Appomattox, ten months later. For the Army of the Potomac, it was two weeks of missed opportunities. This was its last chance to defeat Lee's army in the open field and avoid the prospect of months of grinding siege warfare. This scenario features a large map, covering terrain far to the east of Cold Harbor.
Analysis - Everything here is the same as scenario 402. The only difference is the map is a bit smaller. It doesn't effect much but does take away some of the worries about your extreme flank.

16 Turns
409-640601 - Cav_ Cold Harbor_A1
My Rating: Good
13,876
5,406
8,230
240
12
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
10,499
10,019
0
480
24
Description - The fighting of the previous day had drawn the attention of both Grant and Lee. Suddenly the little crossroads of Cold Harbor became very important to both armies. Lee needed to hold it to secure his right flank, while Grant identified it as the best place to link up with reinforcements from the Army of the James.
Analysis - An interesting medium-sized shorter scenario pitting a strong Confederate infantry force against mostly just the Union's Cavalry Corps. Union infantry arrives very late in the battle but still can reach the large objective hex in the middle of the board in time to launch one or two turns of assaults if needed to regain it. This might be fun but you need to watch out for a wily opponent who might try to outflank you with some cavalry and cause havoc in your rear with your wagons and guns.

42 Turns
410-640601 - CH1Jun_A1
My Rating: Good
109,296
96,331
8,805
4,160
208
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
55,060
48,752
2,408
3,900
195
Description - The fighting of the previous day had drawn the attention of both Grant and Lee. Suddenly the little crossroads of Cold Harbor became very important to both armies. Lee needed to hold it to secure his right flank, while Grant identified it as the best place to link up with reinforcements from the army of the James. This scenario depicts the historical situation on June 1st, 1864. Sheridan has seized the vital crossroads and, with little more than a division, is tasked to hold the town until infantry arrives. Marching hard to drive out the Yankee horsemen are the First Corps of the Army of Northern Virginia reinforced by Hoke's Division, released from Beauregard's army after the Army of the James was bottled up at Bermuda Hundred. Wright's Sixth Corps and Smith's Eighteenth Corps (fresh from Butler's debacle on the James River) are to join Sheridan, but Wright gets a late start and Smith is ordered to New Castle Ferry by mistake. Smith is stuck there until he gets correct instructions. After days of rain, the sun is shining and the roads have dried out, suffocating Wright's column in choking dust. Lee hopes that RH Anderson, with Hoke and the First Corps, at full strength with Pickett's return, can defeat Phil Sheridan's band of cavalry.
Analysis - Thank goodness it only has 42 turns! Here's the thing - the Confederates have a strong line of trenches and a large force moving to strike the Federal cavalry on the flank. The Federals have only a few options. They can attack you all along your trenches and hope to overwhelm you or they can pin you in place and try to strike at the First Corps while it attacks the Union cavalry. Thankfully 15,000 Federals stay fixed in place for a portion of the day but it is still going to be a challenge once they are released on your right flank. Because the Confederates have a good points advantage it forces the Federals to attack eventually if they want to win. Worth playing if you don't mind starting with all the cards already dealt and taking over just before the shooting starts.

42 Turns
411-640601 - CH1Jun_A2
My Rating: Excellent
94,907
82,302
8,805
3,800
190
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
55,060
48,752
2,408
3,900
195
Description - This scenario depicts the historical situation on June 1st, 1864. On this day the little hamlet of Cold Harbor became a focalpoint of the campaign. Sheridan has seized the vital crossroadsand, with little more than a division, is tasked to hold thetown until.infantry arrives. Marching hard to drive out theYankee horsemen are the First Corps of the Army of Northern Virginiaand Hoke's Division, released from Beauregard's army after theArmy of the James was bottled up at Bermuda Hundred. Wright'sSixth Corps is to join Sheridan, but Wright gets a late start. After days of rain, the sun is shining and the roads have driedout, soffocating Wright's column in choking dust. Thanks to an overwhelming Confederate victory at Drewry's Bluff, No reinforcements are available from Butler's army of the James. Lee hopes that RH Anderson, with Hoke and the First Corps, at full strength with Pickett's return, can defeat Phil Sheridan's band of cavalry.
Analysis - Wonderful! This setup is the same as scenario 410 except that the Federals are missing the 15,000 reinforcements from the Army of the James. This changes everything! The Federal right flank is now much more vulnerable and they must rush to shore it up. Further, they still start far behind in victory points which means they need to attack you successfully to even have a chance to win the battle.

280 Turns
417-640528 - Fourth Epoch
My Rating: Excellent
124,878
104,494
15,544
4,840
242
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
65,062
51,218
8,424
5,420
271
Description - The end of the Overland Campaign. The scenario begins with a very fluid situation that could have turned out very differently. There is a void in the history of the Overland Campaign. Somehow the armies left the stalemate in the Spotsylvania trenches and showed up two weeks later glaring at each other across fields of blood at Cold Harbor. There is some mention made--occasionally--of an interlude on the North Anna, but by and large little has been written about the maneuvers and skirmishes, the marches and sharp little firefights that punctuated the last two weeks of May, 1864. For the Army of Northern Virginia, these were its last full scale maneuvers until Appomattox, ten months later. For the Army of the Potomac, it was two weeks of missed opportunities. This was the last chance for either army to defeat the other in the open field and avoid the prospect of months of grinding siege warfare. 30 minute turns, and large map with more maneuver are to the east. An optional provision is that the enlistments of the Pennsylvania Reserves terminated on May 31. To be accurate, Hartshorne's Veteran Reserve should replace the PA Reserves, which should exit the map to the north or east.
Analysis - This massive battle is actually pretty interesting. With 280 turns you need to really delay the Federals from approaching Richmond as much as you can for as long as you can. The only way the Federals can win is to attack successfully and inflict heavy losses on the Confederates and/or take Richmond. The only way the Rebs can win is to inflict lopsided losses on the Federals when they attack. Prudent Federal commanders should spend a lot of time maneuvering and probing for weaknesses in what will become a very long Confederate defensive line. A thinking man's scenario and one that we Confederates won't have much opportunity for bold strikes and offensive action - maybe that is a reason to attack? Catch them off-guard and cause them to fully commit and eat up turns? Railroads in this scenario only use one movement point for rapid transit. Also turns are 30 minutes in length.
