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Shiloh is one of the best titles in the Civil War library. It contains numerous early western campaigns including Belmont, Mill Springs, Forts Henry and Donelson, and the Shiloh Campaign. Of these battles, Shiloh is definitely the largest and most well-known of the battles encompassed by this title. But what the game lacks in "big name" battles, it makes up for in high-quality scenarios and alternative battles. There are an exceptionally high number of quality Shiloh alternatives which you can explore - don't just play the historical setup without looking around first. 

 

CONTENT

43 Total Scenarios Recommended

   16 Rated "Excellent"

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

18 Turns

001 - Belmont Revisited

My Rating: Good

8,478

7,082

1,021

375

15

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

8,203

7,603

0

600

24


Description - (What If) Union General Grant wanted another crack at Belmont and sends McClernand's Division to attack it once again.  Confederate General Polk sends 7000 troops from Columbus to defend against Grant's intended target.

Analysis - This variation of the battle more than doubles the number of Federals involved as well as brings on a few thousand more Confederates. This sets up as a head on battle. 

 

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40 Turns

010 - Pope Defends Cairo

 My Rating: Excellent 

17,235

13,981

2,604

650

26

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

15,845

12,654

1,741

1,450

58


Description - (What if) Fort Donelson has fallen.  Grant and Buell are moving south to split the Confederate States of America.  General A.S. Johnston orders the troops stationed at New Madrid Bend commanded by General Mackall and General Earl Van Dorn's Army of the West to secretly move north and attack the Cairo area.  Union General John Pope must meet this challenge or face disaster.  Pope's army is camped on both sides of the Ohio River and has only heard vague reports of approaching rebels. (Note: The Carondelet is under repair and has no movement.)

Analysis - An amusing battle setup that sees the Confederates enter the board from multiple directions. There are numerous strategic options for both sides making it a real challenge for either player. The victory conditions are also fair though the objective points are probably a bit undervalued (as usual). A good medium-sized scenario to play. 

 

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26 Turns

012 - Rebels at Cairo

My Rating: Good

16,245

14,378

1,067

800

32

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

15,364

14,081

83

1,200

48


Description - (What If) Following the Union victory at Fort Donelson, General U.S. Grant was preparing to move south to assault Corinth.  Confederate A.S. Johnston has come to the conclusion that only a daring and bold move can save the South from destruction. He orders Generals Hardee and Polk to secretly move north and if possible take and destroy the Union towns of Mound City and Cairo.  If successful, Grant would be forced to move back north and secure his lines of communication.  Johnston could then attempt to retake Fort Donelson and secure Nashville from Union attack. Defending this area will be Sherman and Prentiss' Divisions.  They have yet to join up with Grant's army.  

Analysis - In this scenario the Confederate player needs to move south quickly to cross Cache Creek before Sherman's Division is reinforced by Prentiss from the south. An interesting scenario setup that probably favors the Rebels a little more. 

 

012.jpg

18 Turns

017 - Rear Guard Fight v.1

My Rating: Good

10,929

10,779

0

150

6

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

6,979

6,296

83

600

24


Description - (What If) After retreating from Nashville, the rear guard commanded by Confederate General Hardee attempts to guard the Duck River bridge while under constant fire from advancing Union troops. (This variant includes an exit hex located at 26,49.  The Union must drive for this hex and exit off the map). If the Union can reach the exit hex, they may be able to catch up with the remaining portion of the Confederate army and destroy them in detail.)

Analysis - Hardee's Corps is holding a line north of Columbia and the Duck River. They have far more artillery than the Federals but 4,000 fewer men. A decent small battle to play.

 

017.jpg

21 Turns

024 - FD Day 1 (Hist)

My Rating: Good

14,033

12,821

712

500

20

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

9,595

7,499

996

1,100

44


Description - (Historical) Grant advances to Fort Donelson.  Opening shots are exchanged and the Confederate pickets retreat back to the safety of Fort Donelson's prepared works.  The battle is about to begin. (In solitare mode, best played as the Union.)

Analysis - This is a nice little battle. It is tougher for the Federals as they need to make smart decisions from beginning to end in order to win here. As the Rebels, all you need to do is to anticipate and react to their moves.

 

024.jpg

22 Turns

028 - FD Day 2 (Hist)

My Rating: Good

15,570

13,974

1,021

575

23

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

13,067

10,971

996

1,100

44


Description - (Historical) General Grant decides to take action and attacks the Confederate defenses at two different points.  First he orders Lauman's brigade to attack the Confederate far right.  Next, he orders Morrison's brigade to attack Heiman's center.  Both were repulsed.  Can you do better?

Analysis - The Federals here have a much better chain of command and organization than the Confederates do. They are so jumbled on the map I could not even coherently label them. The Federals will then be better able to maintain a prolonged battle than the scattered Confederate forces will. But the Federals must attack as they start the battle with a minor defeat and must find a way to gain points to even achieve a draw. 

 

028.jpg

33 Turns

033 - FD Day 4 Breakout (Hist)

My Rating: Good

24,192

22,496

1,021

675

27

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

13,266

11,170

996

1,100

44


Description - (Historical):  After a late night war council, all three Confederate generals; Pillow, Floyd, and Buckner, decide that their only chance to save the army is to break out and retreat towards Nashville.  Unsuspecting of any kind of Confederate attack, General Grant leaves to meet with Flag Officer Foote. The plan is simple.  Surprise the enemy at first light and head for Nashville.  To do this, the Confederate army must head for the exit hexes and remove their units from the map. (To simulate the total surprise that this attack caused, McClernand's Division has been disrupted. Units must enter an exit hex then click "Remove from Map" located under the "Command" pop down window.)

Analysis - Breakout! The goal is in the title of the scenario. Just a fun battle with some gimmicky aspects to it. 

 

033.jpg

40 Turns

046 - FD Rebels March on FH

My Rating: Good

24,355

22,659

1,021

675

27

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

22,616

19,323

1,593

1,700

68


Description - (What If) Union General Halleck has delayed General Grant's march toward Fort Donelson.  But he finally gives his belated permission almost at the same moment as the Confederates, who having been reinforced, decide to gamble and march on to Fort Henry.  They hope to surprise the unsuspecting Union garrison at Fort Henry.

Analysis - A Meeting Engagement-style scenario where the two forces clash in the heavily wooded area between Forts Henry and Donelson. There are few roads to use and maneuvering will be difficult. Yes, the Rebels have more guns - but will it matter when there are so few roads and fields?

 

046.jpg

40 Turns

047 - Surprise and Retake FD

 My Rating: Excellent 

46,822

41,010

2,837

2,975

119

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

39,045

32,207

3,813

3,025

121


Description - (What if)  Union General U.S. Grant has successfully taken Fort Donelson.  But due to extremely bad winter weather, his army has been unable to continue its march and has remained at Fort Donelson.  Unbeknownst to Grant, the rebel army has managed to gather its strength and march towards the fort. Confederate General Albert S. Johnston has been given permission to try to catch Grant off guard and retake the fort. Johnston's first step is to reorganize his army earlier then he did historically, and place Breckinridge in command of the Reserve Corps.  Also, all available forces have been ordered to rapidly march to a point south of Fort Donelson. The Union river fleet has been withdrawn to refit after its ordeal of just two weeks before.  The rebel guns have been spiked and cannot be used to help Grant.  The Union troops are in camp mode and are using the 400 log huts left by the Confederates.  No real defense is in place due to the lack of a perceived threat.  Newly arrived Brig. Gen. William T. Sherman is at Fort Henry (a.k.a. Fort Foote) and will soon be on his way to Fort Donelson, following the sounds of the cannon!  Can Grant mobilize and man the earthen works before the Confederates complete their surprise? (In Solitaire mode, best played as the Union.) (Abatis around Fort Donelson has been partially removed by Union troops.)

Analysis - A really exciting scenario! If you are going to play at Fort Donelson and do not want to fight the traditional battle than this is for you. You basically are using the traditional Shiloh OOB’s except at Fort Donelson. The Confederates enter from the south and the Federals have little time to prepare for their coming. This is a great setup for MP as well. Both sides have some great options and it will depend on skill, and a bit of luck, which way this battle goes. Play it.

NOTE: You may also consider playing Scenario 048. That variation includes weather variants which reduce visibility and create a more chaotic battle. 

 

047.jpg

15 Turns

049 - Battle in the Pits at FH (EP)

My Rating: Good

14,356

13,212

469

675

27

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

10,070

9,224

46

800

32


Description - (What If) This variant of the "Battle in the pits at Fort Henry" scenario brings on the historically uncompleted and captured 280 foot C.S.S. Eastport.  (Smith's division on the west bank has the ability to cross the river.  The "B" to the right of the available MPs signifies "boats.")

Analysis - A quick and potentially bloody skirmish. The Federals have some serious artillery and gunboat power along the Tennessee River and can try to punch their way through the Confederate lines there. The CSS Eastport will add little to the outcome as it arrives too late to help much. 

 

049.jpg

12 Turns

051 - Fort Henry (Hist)

My Rating: Good

14,356

13,212

469

675

27

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

3,433

2,762

146

525

21


Description - (Historical) Historically, Confederate General Tilghman realized his impossible situation and made the decision to save the garrison and retreat. This scenario uses the historical setup just prior to C.S. Brig. Gen.Tilghman's decision to evacuate his forces to Fort Donelson.  But this scenario provides no exit hex for retreating units. So the taking of Fort Henry must be accomplished the hard way. (Smith's division on the west bank has the ability to cross the river.  The "B" to the right of the available MPs signifies "boats".)

Analysis - Another good option for Fort Henry.

 

051.jpg

18 Turns

055 - Help from Fort Donelson

My Rating: Good

14,356

13,212

469

675

27

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

10,195

9,224

46

925

37


Description - (What If) CS General Tilghman has ordered all available forces from Fort Donelson to come to Fort Henry. Every effort must be made to repel the Union attack. (Smith's division on the west bank has the ability to cross the river.  The "B" to the right of the available MPs signifies "boats".)

Analysis - This battle can be fought a number of ways and should be an interesting affair. 

 

055.jpg

16 Turns

057 - Help Arrived at FH

My Rating: Good

14,356

13,212

469

675

27

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

10,295

9,224

146

925

37


Description - (What If) Help from Fort Donelson has arrived to defend Fort Henry from Grant's assault. (Smith's division on the west bank has the ability to cross the river.  The "B" to the right of the available MPs signifies "boats".)

Analysis - Not much room to maneuver but with just 16 turns that shouldn't matter much. 

 

057.jpg

15 Turns

060 - Turn and Fight

My Rating: Good

14,356

13,212

469

675

27

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

9,895

9,224

146

525

21


Description - (What if)  Confederate General Tilghman had ordered his forces to turn and fight Grant's pursuing army in the hopes of catching him off guard.  To help with this plan, he has ordered all forces from Fort Donelson to come immediately to his position.

Analysis - This is a straight up, head-on collision between the two forces along a single road. If you like bloody battles without much maneuvering then this is your nirvana. 

 

060.jpg

36 Turns

062 - Battle along the Franklin Turnpike

My Rating: Good

21,373

20,973

0

400

16

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

21,001

18,512

1,139

1,350

54


Description - (What If) Union General Don Carlos Buell has passed through Franklin and is forced to turn his army with it's back to the west.  Confederate General Johnston has surprised him just to the east of the Columbia-Franklin turnpike. (Tip: The Union army is slightly larger in total numbers, but the Confederates have more moveable units.)

Analysis - 54 vs. 16. That’s the advantage of CSA Artillery over the Federal Artillery in this scenario. Can the Yankees still win? Maybe. They have excellent defensive ground, better rifles, and the battle lasts just 36 turns. 

 

062.jpg

86 Turns

068 - The Mother of Battles

My Rating: Good

48,115

42,252

2,888

2,975

119

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

46,838

39,041

4,097

3,700

148


Description - (What If) Instead of marching south towards Corinth, Mississippi, Union General U.S. Grant decides to link up with Major General D.C. Buell at Nashville.  But Buell is delayed and Grant leaves without him. Confederate General A.S. Johnston leads his army north in the hopes of surprising the Union army.  This scenario assumes most of Fort Donelson's garrison was able to escape capture and join up with the main Confederate army.

Analysis - Just a good old fashioned massive meeting engagement battle. The Rebs have advantages with their cavalry and artillery in this one. The Union rifles have a greater range which does give them an advantage in a standup battle. Note that the Federal army has only four supply wagons in this one. That may be a deal breaker for many. Maybe both sides agree to use only four wagons?

 

068.jpg

86 Turns

070 - A Grand Battle

 My Rating: Excellent 

69,441

63,225

2,841

3,375

135

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

60,366

49,629

5,262

5,475

219


Description - (What If) Though Fort Donelson has fallen into Union hands, most Confederate troops were able to make good their escape before being surrounded.  Confederate General Johnston has decided to take the bold step of invading Union held Kentucky.  This daring move is an effort to take the war to the enemy and force them to turn their attention away from the South.  A Confederate victory may force the Union to rethink their war aims.  Will this be the South's greatest moment in history?  

Analysis - This is a meeting engagement scenario with large numbers, fun terrain, and mostly balanced sides. The river will present a challenge to both sides and the large urban area of Frankfort will create an interesting obstruction to the progress of both sides. Both the Army of the Tennessee and the Army of the Mississippi fully arrive by the midday on the first day of battle. The Army of the Ohio and the Army of the West, along with the Fort Donelson troops, arrive on the second day. The only potential issue is that the Confederate reinforcements on day two arrive on the “Union” side of the river and this may bring out the gaminess in some people. A simple house rule for the battle establishing a 10 hex or more safe zone around the entry point is probably needed. Otherwise this massive battle shapes up to be an epic confrontation! 

 

070.jpg

44 Turns

073 - Johnston Attacks Buell

My Rating: Good

23,199

22,424

0

775

31

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

23,509

20,636

898

1,975

79


Description - (What If) Union General U.S. Grant has been defeated at Fort Donelson.  As a result, Grant has retired to Cairo to consider his next move.  Buell, who was on his way to Nashville, has changed his direction and moved toward Kentucky's capital city of Frankfort.  The city must not fall into Confederate hands.  If it does, the entire state may rally to the Confederate cause.  A.S. Johnston is determined to capitalize on his recent victory and take Frankfort for the Confederate States of America.

Analysis - Overall, this is a fairly messy scenario with some glaring flaws. It slants too heavily to the CSA side to be considered a very fair scenario. But it does have some amusing elements and challenges in it which make it worth a look. 

 

073.jpg

46 Turns

080 - Battle of Jackson

My Rating: Good

48,115

42,252

2,888

2,975

119

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

39,874

32,852

4,097

2,925

117


Description - (What If) Major General U.S. Grant is ordered to march his army to Pittsburg Landing.  Once there, he is to make camp and await Major General Buell's Army of the Ohio.  Confederate General A.S. Johnston is determined to strike Grant before this link up can occur.  He chooses Jackson, Tennessee as the place to make his move.  If successful Johnston will become the hero of the South and Grant will be disgraced.  If however, failure should be the result, Tennessee will be lost and the southern cause may become lost with it.

Analysis - A meeting engagement at Jackson. A fun idea but not a lot of room to maneuver on this map. Therefore any large battle will be a bloody affair. The numerous creeks and rivers make this battlefield a complicated and confusing place to do battle. 

 

080.jpg

40 Turns

086 - Grant from the East

 My Rating: Excellent 

48,115

42,252

2,888

2,975

119

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

47,792

40,270

4,097

3,425

137


Description - (What if) Grant decides that Jackson must be taken to secure his lines of communication.  He sends General McClernand to do the job, but soon hears reports of large rebel concentrations and decides to send more troops.  By the end of the day, his entire army is sent to take Jackson.  Confederate General A.S. Johnston also decides that Jackson must be held.  He has already deployed Hardee's Corps the previous day.  Upon hearing of Grant's move, he decides to deploy the rest of his army to destroy Grant.  But they are spread out and must come from different directions to converge on Jackson.

Analysis - This battle is a glorious piece of chaotic fun! With units arriving from numerous locations, lots of creek and river crossings, a smaller sized map, and a large number of forces this battle is guaranteed to be a hot mess. But in a good way. The sides are evenly matched though the last of the Confederate reinforcements from the north do not arrive until nearly the end of the battle. Still, the two forces are well matched and it should be a very entertaining battle. 

 

086.jpg

26 Turns

101 - On to Logan's Xroads (H)

My Rating: Okay

4,507

3,857

250

400

16

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

5,895

4,864

881

150

6


Description - (Historical) On the night of January 18th, Confederate General Crittenden ordered the advance north along the Mill Springs road.  His objective was to surprise Union General Thomas and attack while the Federals were encamped along Logan's Cross Roads. (Note) Visibility and movement is limited due to a rainstorm.

Analysis - This version of Logan's Crossroads uses a larger map and is a bit more even because of it. 

 

101.jpg

70 Turns

116 - Johnston Invades Kentucky

 My Rating: Excellent 

48,115

42,252

2,888

2,975

119

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

39,974

32,852

4,097

3,025

121


Description - (What If) After the fall of Fort Donelson, A.S. Johnston moves all available forces east and invades Kentucky.  With Buell still in Nashville, Grant moves to intercept Johnston's Confederate army. (This scenario includes two exit hexes located on the northern map edge.  The Confederates must drive for this hex and exit off the map. Once the hex is entered, click "Remove Unit from Map" in the command pop down window.)

Analysis - This is a pretty solid scenario with a meeting engagement setup using both the main armies from Shiloh. The two-day battle length allows for enough manuevering and fighting to develop a good scenario strategy. Would make a good multiplayer scenario as well!

 

116.jpg

70 Turns

117 - Johnston Invades Kentucky v.1

My Rating: Good

48,115

42,252

2,888

2,975

119

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

45,734

37,937

4,097

3,700

148


Description - (What If) This variant of "Johnston Invades Kentucky" brings on additional Confederate troops from the Fort Donelson garrison that have successfully escaped.

Analysis - The addition of more Confederates creates more parity between the sides. 

 

117.jpg

18 Turns

121 - Battle in the Swamps

My Rating: Good

7,787

7,587

0

200

8

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

7,701

6,863

188

650

26


Description - (What If) After the capture of New Madrid, Union forces continued to press the remaining Confederates on Island Number 10 and everywhere else along the bend of the river.  Fearing an eventual Union victory, Confederate A.S. Johnston orders General Earl Van Dorn to send all his available forces to the relief of New Madrid.  Though too late to save New Madrid, Confederate General Van Dorn is determined to make his presence felt.  Perhaps he can draw away troops from Island Number 10.  If it can be shown to hold out long enough, Johnston may decide to send additional troops.

Analysis - This is a short but fun little skirmish outside Point Pleasant. A meeting engagement style battle done in miniature. 

 

121.jpg

40 Turns

122 - Battle of New Madrid (H)

My Rating: Good

8,561

7,985

301

275

11

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

5,715

4,799

141

775

31


Description - (Historical)  Soon after the war started it was recognized by both sides that the key to the western theater would be control of the rivers.  New Madrid bend was chosen by the Confederates to guard the Mississippi's access to the south.  Union General John Pope was ordered to move his army into position and capture New Madrid and Island Number 10.  To defend this small hamlet on the "mighty" Mississippi, two fortifications were constructed, Fort Bankhead and Fort Thompson.  Both forts were armed with heavy artillery and given the difficult task of defending against Pope's superior army. (In Solitaire mode, best played as the Union.)

Analysis - A small battle that probably lasts too long. Neither the Federals or the Confederates have any margin for error with a limited number of men and regiments available. The Confederates have a massive artillery advantage but many of the pieces are emplaced. 

 

122.jpg

40 Turns

124 - Battle of New Madrid v.2

My Rating: Good

26,751

21,290

3,011

2,450

98

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

19,658

14,202

2,406

3,050

122


Description - (What If) Both sides have been drawn to New Madrid.  Confederate General Albert S. Johnston has ordered both Polk and Van Dorn to New Madrid and Halleck has ordered Grant to the area also.  However, much of Grant's army has been delayed and only McClernand's division along with some unattached units will arrive to take part in the coming battle. (Note: Polk's army is equipped with boats, and "B" is seen next to their MP number. Also, all Confederate infantry and cavalry units on the southeastern shore have boats. They can move across the river at any point.  Leaders must be stacked with combat units.)

Analysis - This larger battle looks fairly chaotic. You have a large mass of Confederates boating across the Mississippi River. You have a detached Union division between two Confederate forces, and you have two navies on a collision course. I'm not sure if that equals a ton of fun or a ton of headaches. But it's worth a play to find out! 

 

124.jpg

20 Turns

127 - Battle of Point Pleasant

My Rating: Good

7,787

7,587

0

200

8

TOTAL

Infantrymen

Cavalrymen

Artillerymen

Cannons

6,376

5,976

0