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.

Chickamauga

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

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

Union Order of Battle

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

Reed's Bridge Road

Walker's Road

Alexander Bridge Road

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.

Lafayette Road

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.

Forrest's dismounted cavalry advance on Brannen's men on the north flank

Barid's Union Brigade in position

Croxton's Brigade holds off the Confederate attack in the centre

The main Confederate attack along the axis of Walker's Road

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!

Legio Wargames

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