Forrest, (Excellent) Corps Comd
Ector 6/4/2 Crack Infantry
Wilson 6/4/2 Crack Infantry
Pegram, (Excellent) Div Comd
Davidson 6/4/2 Crack Cavalry
Scott 6/4/2 Crack Cavalry
2 Horse Artillery
Liddell, Div Comd (belongs to Walker's Corps- Walker not present)
Govan 6/4/2 Crack Infantry
Walthall 8/5/3 Crack Infantry
2 Artillery
Polk, Corps Comd*
Cheatham, Div Comd*
Jackson (Excellent) 6/5/4 Green Infantry*
Maney 6/5/3 Veteran Infantry*
Smith (Excellent) 8/6/4 Veteran Infantry*
Wright (Excellent) 6/5/3 Veteran Infantry*
Strahl 6/5/3 Veteran Infantry*
1 Artillery*
Reinforcements
Those units marked * arrive on table on either Alexander Bridge Rd or Walkers Bridge Road (or both) from the East as follows:
Cheatham, Jackson, Smith, Maney +1 Artillery on Confederate turn 1
Polk, Wright, Strahl +1 Artillery on Confederate turn 2
Reed's Bridge Road
Alexander Bridge Road
Lafayette Road
Walker's Road
Thomas (Excellent) Corps Comd
Baird, Div Comd
Scribner (Excellent) 9/7/5 Veteran Infantry
Starkweather 8/6/4 Veteran Infantry
J.King 8/6/4 Veteran Infantry
2 Artillery
Brannen (Excellent) Div Comd
Connell 7/5/3 Crack Infantry
Croxton (Excellent) 11/8/6 Veteran Infantry
Van Derveer (Excellent) 9/6/4 Crack Infantry
2 Artillery
Reynolds, Div Comd
Turchin (Excellent) 8/5/3 Crack Infantry
1 Artillery
E.King 8/6/4 Veteran Infantry*
Wilder 8/5/3 Crack Cavalry*
1 Artillery*
Reinforcements
Those units marked * arrive on table on Lafeyette Rd from the South as follows:
E. King + 1 Artillery Union turn 2
Wilder Union turn 3
Terrain
The terrain layout is as shown on the map above. The ground is flat (hills being further to the West). Light green areas represent open fields and clearings. The rest of the table is wooded, affecting combat, movement and line of sight. The stream is fordable without any penalty to infantry or cavalry. It may be forded by artillery but they need to pay fording costs.
Victory Conditions
The Confederate player wins a decisive victory if, after 8 turns they have one unspent infantry brigade on the west side of Lafayette Rd and have not suffered more casualties than the Union.
The Union player wins a decisive victory if, after 8 turns the Confederates do not have one unspent infantry brigade on the west side of Lafayette Rd and they have not suffered more casualties than the Confederates.
Any other result is a draw.
Scenario.
This game represents the initial contact on the first day of Chickamauga (19 September 1863) at the northern end of the battlefield. The Confederates are attempting to outflank the Union position from the north while Thomas' Union XIV Corps is attempting to block the manoeuvre.
The game can be played on a 6 x 4 table if using 20mm or smaller figures and unlike many Fire and Fury scenarios can be fought to a conclusion in 3-4 hours.
Confederate Order of Battle
Union Order of Battle
Special Rules for Dismounted Cavalry.
Forrest's and Wilder's cavalry fire at full strength up to 8 inches when dismounted. They may also form double line and if so do not suffer the normal -1 for dismounted cavalry.
Forrest's dismounted cavalry advance on Brannen's men on the north flank
Croxton's Brigade holds off the Confederate attack in the centre
Barid's Union Brigade in position
The Union line along Lafayette Road
In a desperate attempt to drive off Van Derveer's Brigade, Davidson's cavalry mount up and charge. It did not work!
The main Confederate attack along the axis of Walker's Road