The Chickamauga game is always one of those people love to play. It contains many historical battles which can easily go one way or the other based on the choices the commanders make. Generally, the sides are even, the battlefields are challenging, and the scenarios are well designed. This is one of the best all-around titles in the gaming library!
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CONTENT
27 Total Scenarios Recommended
5 Rated "Excellent"
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NOTE: ALL NUMBERS HERE REFLECT THE ACTIVE STRENGTHS OF THE ARMIES. THESE NUMBERS DO NOT INCLUDE PERMANENTLY FIXED UNITS.
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15 Turns
001 - Perryville (Historical)
My Rating: Good
25,407
21,830
2,077
1,500
60
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
19,995
17,505
1,100
1,350
54
Description - (Historical, 15 Turns) On October 8th, after some morning manuvering and shirmishes, General Braxton Bragg launched his initial attack at 2pm across the Chaplin River with Cheatham's Division. This initial attack would be directed against McCook's Corps on the Federal left flank. After some early success, Hardee's two divisions attacked the Union center and suffered heavy loses. To the south Crittenden's entire Corps remained in it's morning position due to Wheeler's Confederate cavalry in it's front. Of Gilbert's Corps, only Sheridan's Division actively engaged the enemy. These critical Union blunders, allowed the outnumbered Confederates to attack forces roughly equal in number, but inferior in experience.
Analysis - This has always been a popular smaller battle in the Club. A fifteen turn brawl pitting roughly equal forces against one another.
38 Turns
005 - Perryville v.2
My Rating: Good
25,802
23,446
231
2,125
85
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
22,544
17,505
3,639
1,400
56
Description - (What If, 38 Turns) Both armies shall engage each other at an unknown point. A meeting engagement shall ensue. Union General Gilbert's III Corps shall be delayed and not able to reach the battlefield on time, nor will Hascall's 15th Brigade.
Analysis - This meeting engagement scenario has both sides concentrating very quickly at the start which leaves plenty of time for maneuvering and fighting.
35 Turns
009 - Perryville v.4 (Meet)
My Rating: Excellent
43,815
37,718
3,122
2,975
119
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
41,131
33,631
5,000
2,500
100
Description - (What If, 35 Turns) A meeting engagement of equal force at Perryville, including Kirby's Army of Kentucky. No VP Hexes.
Analysis - This meeting scenario is for those wanting to see the maximum amount of troops show up at Perryville - and I love it! Both sides arrive in the first few hours and there are no victory hexes to even worry about. Anything can happen in this one.
10 Turns
013 - Open Knob 3 PM
My Rating: Good
8,272
7,772
5,273
7,450
298
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
6,836
68,626
5,192
7,350
294
Description - (Historical, 10 Turns) Cheatham's Division presses the attack against the green troops of General Joe Jackson and General L. Rousseau.
Analysis - This is a straightforward smaller scenario. The close proximity of the forces nearly guarantees action from the start.
132 Turns
015 - Murfreesboro (Historic)
My Rating: Good
49,225
42,882
3,068
3,275
131
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
38,641
31,869
4,272
2,500
100
Description - (Historical, 132 Turns) In November 1862, Braxton Bragg left Knoxville to lead his Army of Tennessee in the defense of Middle Tennessee. He chose Murfreesboro as the anchor point. The Union army commanded by Maj. Gen. William Rosecrans, traveled south to meet Bragg's army. By the 31st of December 1862, both armies were poised to meet each other on the bloody battlefield near the running waters of Stones River.
Analysis - An enjoyable set-piece battle which probably lasts too long. Ammunition consumption is the biggest issue here for both sides.
85 Turns
017 - Murfreesboro v.1
My Rating: Excellent
49,225
42,882
3,068
3,275
131
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
46,755
39,583
4,272
2,900
116
Description - (What If, 85 Turns) Stevenson's Division shall join the rest of Polk's Corps from an off map position to the east of Murfreesboro.
Analysis - This scenario is the preferable Stones River alternative for two major reasons. To begin with the battle is shortened from three days to two making the supply situation a little less dire. Second, the addition of Stevenson's large division (8,100) will bring near parity to the two sides and open up the playbook significantly for the Confederate player. The historical setup and releases are still the same.
85 Turns
019 - Murfreesboro v.2
My Rating: Excellent
55,158
48,265
3,068
3,825
153
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
46,755
39,583
4,272
2,900
116
Description - (What If, 85 Turns) Stevenson's Division shall join the rest of Polk's Corps from an off map position to the east of Murfreesboro. Also, Fry's 3rd Division from Thomas' center wing will enter from the northern map edge.
Analysis - This scenario gives the Yankees back their normal numerical advantage that they lost in scenario 017. The addition of Fry's two missing brigades brings up their strength by about 5,500 men.
85 Turns
021 - Murfreesboro v.3
My Rating: Good
49,225
42,882
3,068
3,275
131
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
46,775
39,583
4,272
2,900
116
Description - (What If, 85 Turns) CSA General Stevenson's Division shall join the rest of Polk's Corps from an off map position to the east of Murfreesboro. Union General Van Cleve's 3rd Division shall be redeployed and camping in a field north of Wilkinson's Turnpike.
Analysis - Another great Stones River alternative! In this one the Federals reposition Van Cleve's Division from the left flank to the right. This places them in a much better position to resist the early morning onslaught of Hardee's men. The arrival of Stevenson's evens up the two sides numerically.
40 Turns
025 - Murfreesboro v.5
My Rating: Good
49,225
42,882
3,068
3,275
131
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
38,641
31,869
4,272
2,500
100
Description - (Historical, 40 Turns) This variant is a one day battle.
Analysis - This historical setup is transformed into a one-day battle. Guaranteed to be a bloody one-day scenario!
12 Turns
029 - McCown's Attack (H)
My Rating: Good
9,378
8,778
0
600
24
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
9,885
9,235
0
650
26
Description - (Historical, 12 Turns) Shortly after 6am, the order was given to attack. CSA General McCown would lead the initial assault against the Union right flank. Defending this Union position was Johnson's 2nd Division.
Analysis - This is a short and sweet little battle.
10 Turns
031 - Johnson's Reserve
My Rating: Good
7,388
7,063
0
325
13
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
7,967
7,867
0
100
4
Description - (Historical, 10 Turns) Shortly after the initial advance and confusion, Union troops were trying hard to hold their positions against the attacking Confederates. Near the Gresham Lane, Johnson's brigade from Cleburne's Division attempted to dislodge Union troops. Just prior to the renewed attack by Confederate troops, both Kirk and Willich were either killed or captured and confusion prevailed.
Analysis - Another good short scenario at Stones River.
15 Turns
033 - Sheridan's Defense
My Rating: Good
8,146
7,446
0
700
28
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
10,232
9,582
0
650
26
Description - (Historical, 15 Turns) Confederate troops nearing Sheridan's defensive position needed to dislodge these defenders so that the rest of the Confederate attack could continue to gain ground.
Analysis - In this battle the scenario setup seems to favor the Confederates as the Victory conditions are more skewed in their way. But the larger Union batteries, and Sheridan's crack division, are very dangerous and could change all that quickly.
15 Turns
035 - Sheridan's Final (H)
My Rating: Good
14,510
13,860
0
650
26
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
12,981
12,381
0
600
24
Description - (Historical, 15 Turns) By 10am, the attack was slowing down and the Confederates were finding that the Union troops were not willing to move without a fight. Sheridan was also determined to resist the rebels, but ammunition was running low. The cry for more cartridges was becoming louder as the Confederates pressed harder. If Sheridan could be defeated, then Confederate General Hardee would be able to concentrate on the Nashville Turnpike and the Union rear.
Analysis - This is actually a very challenging scenario for both sides. The Federals have a poor position to defend but are at least on the defensive. Without very many turns, the Confederates will be attacking straight-ahead.
9 Turns
037 - Breckinridge's Attack (H)
My Rating: Good
5,396
5,396
0
0
0
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
5,780
5,080
0
0
0
Description - (Historical, 9 Turns) January 2nd was a cold day to fight. The Federals were entrenched and not ready to leave. Bragg, upset that Rosecrans was not soundly defeated on the 31st, now looked for a new place to attack. With Union troops preparing to use their high ground position to dislodge Polk from his position in the "round" forest. Bragg decided that Breckinridge's 1st Division should lead the assault.
Analysis - This is just an odd little battle. It's quirky and disjointed with plenty of fixed units across the map. But I still find it an amusing short scenario to play from time to time.
85 Turns
039 - Chickamauga (H)
My Rating: Good
54,892
45,514
4,618
4,850
194
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
57,893
48,308
6,235
3,350
134
Description - (Historical, 85 Turns) In early September 1863, Union General Rosecrans consolidated his forces scattered in Tennessee and Georgia and forced Confederate General Bragg’s army out of Chattanooga, heading south. The Union troops followed it. Bragg was determined to reoccupy Chattanooga and decided to meet a part of Rosecrans’s army, defeat them, and then move back into the city. On the 17th he headed north, intending to meet and beat the XXI Army Corps. As Bragg marched north on the 18th, his cavalry and infantry fought with Union cavalry and mounted infantry which were armed with Spencer repeating rifles. Fighting began in earnest on the morning of the 19th, and Bragg’s men hammered but did not break the Union line. Unbeknownest to Rosecran, Confederate Lt. General Longstreet arrived from Virginia to bolster Bragg's army, and for the first time, the Union army was outnumbered in a western battle. It's 9am on the 19th of September, the 10th Confederate cavalry regiment has just been decimated by running into the 10th Indiana. With these shots, the Battle of Chickamauga begins.
Analysis - With not much room to maneuver, this is a very straightforward set-piece battle. You must be willing to get bloody and show the endurance needed over dozens of turns to wear down your opponent.. Not an easy battle at all - but it can be a fun with if you enjoy bloodletting.
130 Turns
047 - Chickamauga Meeting Engagement
My Rating: Good
54,484
44,647
4,887
4,950
198
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
59,556
48,318
7,288
3,950
158
Description - (What If, 130 Turns) Both armies advance to fight and decide the fate of the Union.
Analysis - This has always been a popular, if not sometimes controversial, scenario. It has some quirkiness in the arrival locations and times which pose challenges to both sides. On the whole, an interesting and sometimes fun one to play.
12 Turns
051 - Jay's Mill 9 AM (H)
My Rating: Good
4,493
4,343
0
150
6
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
5,107
1,317
3,740
50
2
Description - (Historical, 12 Turns) Initial contact is made on the Confederate right flank. Brannan's Division is attacked by Forrest's cavalry brigades of Dibrell and Davidson. Wilson's Confederate brigade attacks the right flank of Croxton's Union infantry. The attack begins at 9am Sept., 19th, 1864. NOTE: For this scenario, the standard 20 VPs for cavalry has been reduced to 12.
Analysis - A fun little scenario and not quite as tough as you might think thanks to the reduction of victory point losses for cavalry casualties. The Confederates have move overall units while the Yanks have larger ones and all infantry. Good, fast, and fun scenario.
10 Turns
053 - Jay's Mill 11:20 AM (H)
My Rating: Good
6,687
6,287
0
400
16
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
8,737
5,069
3,568
100
4
Description - (Historical, 10 Turns) By 11:20am, the battle was fully engaged. So far, the Confederates have been unable to dislodge the Union defenders west of Jay's Mill. Now Liddell's Division with Govan's and Walthall's Brigades are coming up south of the Winfrey Field to join the fight.
Analysis - Just a well designed scenario with two evenly matched sides. Probably a bit 'off' in terms of victory conditions but still a fun one.
12 Turns
057 - Bridge Defense (H)
My Rating: Good
3,946
0
3,596
350
14
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
6,576
4,676
1,600
300
12
Description - (Historical, 12 Turns) First blood at Chickamauga Creek saw Confederate attempting a crossing at Alexander's Bridge. Union cavalry was determined to stop this crossing.
Analysis - This is a tough one but a fun one. Lot's of enemy cavalry with repeating rifles and carbines against larger Confederate infantry numbers. Just a fun little skirmish - win or lose.
27 Turns
063 - Missionary Ridge (H)
My Rating: Good
55,264
52,617
0
2,650
106
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
35,998
33,623
50
2,325
93
Description - (Historical, 27 Turns) On November 25th, with Lookout Mountain secured, the time had come to attack Bragg's main force on Missionary Ridge. Grant ordered the attack to begin with Sherman attempting to flank Bragg's right flank. But defending that flank was Cleburne's crack division.
Analysis - This one can be a nightmare for the Yankees attacking the Rebels on the high ground. With just 27 turns it will take some luck and skill to pull out a victory here for Grant's men. But if the Federals can break the line, there are almost no Rebels in reserve.
16 Turns
081 - Lookout Mountain (H)
My Rating: Good
10,863
10,413
0
450
18
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
4,751
4,526
0
225
9
Description - (Historical, 16 Turns) The plan for November 24 had Hooker's three divisions with 10,000 men to strike at dawn at Lookout Mountain and found that the defile between the mountain and the river had not been secured. Only Walthall and less than 1,500 men defended the narrow pass between the mountain and the Tennessee River. The "Battle above the Clouds" was about to begin.
Analysis - An odd little battle. Lots of release times and movement limitations because of the high cliffs around Lookout Mountain. The Federals will be slowed by the rough terrain and will need to make up for lost time by assaulting fast and furious when they are able to. Expect anything here.
17 Turns
083 - Tunnel Hill (H)
My Rating: Good
16,259
15,809
0
450
18
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
10,211
9,611
0
600
24
Description - (Historical, 17 Turns) This variant of the historical scenario focuses on the Battle for Tunnel Hill.
Analysis - This is an interesting one. While the numbers look like they favor the Yanks they are actually even because of late arrival times.
35 Turns
093 - Skirmish at Frankfort
My Rating: Excellent
8,086
6,953
529
600
24
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
7,526
6,290
836
400
16
Description - (What If, 35 Turns) A clash of divisions near Frankfort. No VP hexes.
Analysis - This is a very underrated scenario. If you need practice understanding small scale tactics and maneuvers then you need to play this scenario. The Confederate advantage is in their cavalry dominance but the Federals have larger units and better guns. This little gem can be played twenty different ways and I think I have played them all over the years. Just a fun little game. It is long at 35 turns but also will force you to stay vigilant and to not just use up your men early because there is a long way to go in this one.
40 Turns
095 - A Great Clash North of the Cumberland
My Rating: Good
69,108
51,881
11,752
5,475
219
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
66,549
48,716
13,633
4,200
168
Description - (What If, 40 Turns) Two great armies will fight it out near the old battlefield site that saw the death of that color Confederate General Zollicoffer. Over 120,000 men will fight this day and a bloody day it will be. (Note the exit hexes for both sides)
Analysis - This is a giant battle at Mill Springs! Over 13,000 Confederate cavalry and nearly 12,000 Federal cavalry start the battle in close proximity on the map. Infantry quickly arrives on both sides until over 130,000 men are converging on just a few roads. If you are looking for a bloody battle then this one is your dream come true! It will force the action upon both sides with minimal space for maneuvering or flanking actions. The only limitation to the amount of blood it is possible to spill is the 40 turn limit which seems one-day too short in my opinion. Nonetheless, this is an action-acked scenario sure to please anyone who wants a massive battle where your opponent has nowhere to run. The problem is - neither do you.
15 Turns
097 - Cheatham Pursues North
My Rating: Good
7,851
7,065
186
600
24
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
7,526
6,290
836
400
16
Description - (What If, 15 Turns) Cheatham probes north and Confronts Major General McCook near the Cumberland River. The forces are about equal in number. The Union has more artillery, but the Confederates have more cavalry. Which superiority will tip the balance?
Analysis - A short scenario with roughly equal sides. A good scenario to play with a new opponent to 'test their mettle' before committing to a longer one. The Confederate advantage is with their cavalry which is unmatched on the Federal side.
38 Turns
099 - Escape from Kentucky
My Rating: Good
24,065
19,669
2,521
1,875
75
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
22,394
17,505
3,639
1,250
50
Description - (What If, 38 Turns) Bragg has decided that the risk of fighting for Kentucky is too great. On his way back into Tennessee, Bragg senses the Union chasing him. He decides to turn and fight Buell's advancing Union army. Seek and destroy, no VP hexes!
Analysis - One of those hidden little gems it is always fun to run across! This one features equal sides on a map large enough to hold the forces but small enough to insure action. Careful with ammo though. You have very little.
40 Turns
107 - On the Way to Nashville
My Rating: Excellent
41,682
35,665
3,317
2,700
108
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
41,490
35,193
3,797
2,500
100