A.P. Hill's reinforcements have taken up position on 'centre hill' and prepare to beat back an attack by Harland's Brigade
Corps Commader Cox
3 Batteries Corps Reserve Artillery - may not move from starting position
Wilcox's Division
Free to move without restriction
Christ's Brigade 9 stands green troops (9/8/5)
Welsh's Brigade 11 stands veterans (11/8/6)
1 Battery Artillery
Rodman's Division
Free to move without restriction
Fairchild's Brigade 6 stands veterans (6/5/3)
Harland's Brigade 11 stands green troops (12/10/7)
1 Battery Artillery
May not move from starting position until 1 unspent Union brigade occupies part of Sharpsburg
Ferrero's Brigade Exceptional Leader, 10 Stands green troops (10/8/6)
Nagle's Brigade 8 stands green troops (8/7/5)
1 Battery Artillery
Scammon's Division
May not move from starting position until 1 unspent Union brigade occupies part of Sharpsburg
Ewing's Brigade 6 stands veterans (6/5/3)
Crook's Brigade 12 stands green troops (12/10/7)
1 Battery Artillery
This game, taken from Fire & Fury's Eastern Battle's Scenario Book, re-creates the afternoon action at Antietam. The Union IX Corps, nominally commanded by Jacob Dolson Cox (who was really under Ambrose Burnside's thumb), made a final push on Sharpsburg after having driven the Confederates back over Antietem Creek. David.R Jones' depleted Confederate Division was all that stood in their way. In the nick of time Ambrose Powell Hill's 'Light Division' arrived after having marched 17 miles in 8 hours and saved the day.
This is an excellent scenario as, unlike many Fire & Fury scenarios, it does not require huge numbers of troops or a whole day to play the game. Technically it should be a walk-over for the Union but the restrictions placed on the reserve divisions means that they have to attack in a piecemeal fashion (as was the case in the actual battle) therefore making it a very balanced game.
The game starts at 3.00 pm and runs 8 turns (to 6:30 when dusk falls).
Scale: 1 stand = 150 men
D.R. Jones' Division. On table
Toombes' Brigade Exceptional Leader, 3 stands depleted crack troops (-/3/2)
Kemper's Brigade Exceptional Leader, 3 stands veterans (3/-/2)
Drayton's Brigade 3 stands crack troops (3/2/-)
Walker's Brigade 5 stands crack troops (5/3/2)
Garnett's Brigade Exceptional Leader, 4 stands crack troops (4/3/2)
3 Batteries Artillery
A.P Hill's Division Exceptional Leader.
Enter on the Confederate turn 2 in column on Road A
Pender's Brigade Exceptional Leader, 4 stands crack troops (4/3/2)
Gregg's Brigade Exceptional Leader, 8 stands veterans (8/6/4)
Archer's Brigade 3 stands crack troops (3/2/-)
Branch's Brigade 5 stands veterans (5/4/3)
Brockenbrough 4 stands veterans (4/3/2)
3 Batteries Artillery
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