Petersburg is probably the most unappreciated game in the WDS Civil War collection. When it was first released it was overlooked by many, including me, and failed to generate much excitement. The game just doesn't have a "big" battle to hang its hat on. It is comprised of a ton of small to medium sized engagements over 1864 and 1865. But I am pleased to say that upon further inspection of the game that I found it to be one of the most playable and enjoyable games among them all!
CONTENT
29 Total Scenarios Recommended
3 Rated "Excellent"​
​
NOTE: ALL NUMBERS HERE REFLECT THE ACTIVE STRENGTHS OF THE ARMIES. THESE NUMBERS DO NOT INCLUDE PERMANENTLY FIXED UNITS.
​
12 Turns
003 - Jerusalem Plank II
My Rating: Good
1,783
0
1,683
100
4
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
1,844
790
854
200
8
Description - (What If) In this scenario, the Jerusalem Plank road is left undefended by the few remaining Confederates left to defend Petersburg. Kautz's cavalry is sent to probe, and discovers this oversight. Determined to capture Petersburg using lightning speed tactics, Kautz attacks the breastworks scattered in his front. Soon, the Confederates see what is happening and every available man is sent to stop Kautz. Will it be too little too late and Petersburg lost and with it Richmond?
Analysis - This is a lightning quick little scenario with two small forces battling it out. Just a minor little scenario to have some fun.
60 Turns
008 - Siege of Petersburg
My Rating: Good
116,870
105,845
2,500
8,525
341
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
67,683
57,998
1,560
8,125
325
Description - (What if) Two days prior to the beginning of this sceanrio, General Lee was informed by his spies, that General Grant had begun moving the vast majority of his two armies south of the Appomattox River. Grant's plan was to capture Petersburg by way of an overwhelming attack in the hopes of catching Lee by surprise. However, Grant should have known better than to think he could so easiler out wit the grey fox of the Confederacy. In response, Lee began moving nearly his entire army to Petersburg. Leaving only militia to defend Richmond. Lee ordered that as many fires be lit at night as if the army was still in place. The citizens of Richmond were to matrch around in uniforms to further the deception. Both sides must now be ready to face each other in a massive show of force. The fate of the nation, both nations, will be decided at this battle, The Siege of Petersburg. NOTE: Best played as the CSA in solitaire mode against the Union A/I PLAYING TIPS: To win as the Union, do not try to assault the Confederate defenses until you have softened up your area of attacks with strong artillery batteries. You cannot attack along the entire perimeter. Search for the weakest points. Take your time and remember to conserve your artillery ammo supply, or you will run out. Expect large numbers of casualties, but once breached, the Confederate defenses will have a difficult time maintaining cohesion.
Analysis - This giant battle is not really all its cracked up to be. It is likely going to be an absolute bloodbath. But some people really like those types of scenarios. If you are one of them, here you go.
40 Turns
009 - Hancock's Advance
My Rating: Good
22,452
21,152
0
1,300
52
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
15,695
14,445
200
1,050
42
Description - After a day of delays, mixups and misuderstandings, Hancock's Second Corps finally comes up against the defenses of Petersburg. Baldy Smith had opened the door, but by the time the Second Corps went in, Hoke and Johnson were closing it again. The Union's objective is Cemetery Hill. Take it, and Petersburg is theirs.
Analysis - Yes, this looks really bad at first glance. It's probably harder for the Rebels but should be an interesting scenario.
9 Turns
013 - Ledlie's Attack II
My Rating: Good
9,359
9,259
0
100
4
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
4,904
4,804
0
100
4
Description - (What If) This variant of Ledlie's attack, brings additional troops to the battle area. General Burnside commits Willcox's division coming from the southeast, and for the CSA, General Hagood comes on using the Baxter road. Also, Clingman's 31st and 61st North Carolina regiments appear along the main defensive line to the north.
Analysis - This is a quick and fun option for a fast battle without much preamble.
020 - Willcox's Attack
My Rating: Good
11 Turns
9,903
9,903
0
0
0
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
6,344
5,894
0
450
18
Description - Just as Lee felt at Gettysburg on July 3rd, the previous year, just one more assault and the Federal line would break, so now, almost exactly a year later, Meade felt the same way at Petersburg. Just one more assault and the Confederate line would break and Petersburg would fall. To make that happen, Meade ordered Burnside's IX Corps to prepare an assault that would carry the rebel line. Fortunately for Beauregard and the defending Confederates, Meade did not obtain the full support of his on the spot superior, General Grant. As a result, several key units were withdrawn, thus diminishing Meade's total number of troops that would be available for the assault. This scenario depicts one of those piece meal assaults carried out on the 17th of June. Earlier in the Day, Potter's Division was tasked to assault the rebel lines west of the Shand house. After that assault failed, Burnside ordered Willcox's Division to make an almost identical attack. This time the attack would commence at 2pm, just north of the Shand house. The Union objective, clear the ravines west of the Shand house, then hold against a counter attack.
Analysis - This Federal attack is headed right for the center of the Confederate lines.
21 Turns
022 - Willcox's Attack II
My Rating: Good
17,358
17,008
0
350
14
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
18,123
17,373
0
750
30
Description - (What If) In this variant of "Willcox's Attack," all units have been unfixed. The game length has been increased to 21 turns, and the additional troops of Kershaw's CSA brigade, and the Union colored brigade of Edward Ferrero will now participate.
Analysis - A tougher scenario for the Federals on the outskirts of Petersburg.
24 Turns
025 - Federal Advance II
My Rating: Excellent
48,528
48,028
0
500
20
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
33,555
30,655
400
2,500
100
Description - (What If--This variant adds Hill's Corps to reinforce Beauregard's defense.) For several days, Union troops have attempted to break into and capture Petersburg, the cockade city. Tasked with defending the city, PGT Beauregard, brilliantly repulsed every Union attempt to enter the city. But Grant and Meade were not prepared to give up. If one more massive assault could be mounted and coordinated, then perhaps, this stubborn defense could be overwhelmed and defeated. Orders were sent out to all Corps Commanders, to assemble their men and take Petersburg before Lee's Army of Northern Virginia could march south and take up defensive positions around this most important city. Speed was essential, and failure on this 18th day of June 1864, would ensure a long siege and perhaps even force a change in leadership. The question of victory or defeat may be answered with a single question, which army was the least tired?
Analysis - The addition of AP Hill's Corps to this battle changes it from a really challenging scenario into a really fun one. The added Confederate units will allow the Rebel player to make a mistake or two and not lose the entire battle. The Federals still have a much larger force on the field though.
20 Turns
027 - Federal Advance III
My Rating: Good
48,737
48,237
0
500
20
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
20,136
18,411
400
1,325
53
Description - For several days, Union troops have attempted to break into and capture Petersburg, the cockade city. Tasked with defending the city, PGT Beauregard, brilliantly repulsed every Union attempt to enter the city. But Grant and Meade were not prepared to give up. If one more massive assault could be mounted and coordinated, then perhaps, this stubborn defense could be overwhelmed and defeated. Orders were sent out to all Corps Commanders, to assemble their men and take Petersburg before Lee's Army of Northern Virginia could march south and take up defensive positions around this most important city. Speed was essential, and failure on this 18th day of June 1864, would ensure a long siege and perhaps even force a change in leadership. The question of victory or defeat may be answered with a single question, which army was the least tired?
Analysis - The lopsided numbers here don't tell the whole story. The Federals need to gain a lot of points in a short amount of time to gain a victory here. With limited room to maneuver and few turns to do it in you can expect a very bloody brawl. A nice medium-sized battle without much thinking involved - just battle it out.
21 Turns
031 - Mahone's Attack
My Rating: Good
7,946
7,746
0
200
8
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
11,442
10,492
0
950
38
Description - (What If) In this variant of "Mahone's Attack," all units will start unfixed, the game length has been increased to 21, and the additional troops of CSA General Johnson's division has been added. With these additional troops and game length, so too have the victory conditions for the CSA been increased.
Analysis - An offensive scenario for the Confederates feels like a rarity by mid-1864. But here it is! Will Lee's veterans be able to win here?
18 Turns
032 - 1st Reams Station
My Rating: Good
4,207
0
3,957
250
10
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
7,125
3,525
2,975
625
25
Description - By late June 1864, an early conclusion with a victorious outcome had been decisively denied the Union. It was now evident to Grant and Meade, that a siege would be required to secure victory. The first step to a successful siege, is to cut the supply lines coming to the besieged. Grant ordered that the various railroads suppling Petersburg, should be destroyed . To accomplish this goal, he ordered Union cavalry, commanded by James Wilson and August Kautz, to proceed to Reams Station and begin the destruction of the Weldon Railroad. To thwart this plan, and save the vital supplies entering Petersburg, General Lee sent his own cavalry and infantry, commanded by W.H.F. Lee and William Mahone to Reams Station. This scenario will simulate the battle to defend the railroad.
Analysis - This smaller battle features Union cavalry fighting a mixed Confederate force of infantry and cavalry. It has a good setup and should offer both sides of number of options as to strategy. Try it out!
12 Turns
034 - The Crater
My Rating: Good
20,524
19,074
0
1,450
58
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
11,138
10,238
0
900
36
Description - The story of the Petersburg Mine can be told as a tragedy--or a grim comedy of errors. It was even a TV dramatization on Playhouse 90 in 1959, starring Richard Boone as Henry Pleasants. He was the commander of the 48th Pennsylvania, of Ambrose Burnside's Ninth Corps. The men of the 48th were coal-miners. An idea occurred to them not long after the quest for Petersburg became a siege. They could tunnel under the southern fortifications, stash a horrific amount of gunpower under them, and blow the rebs to Kingdom Come, and then walk over them to capture Petersburg. The idea went up the chain of command and was approved. The 48th dug the tunnel, and Ferrero's Afro-American Division trained for a month to be the assault force. Here the military world ran smack into the political world. US Grant and George Meade were afraid that one of two things might happen: That the blacks would be slaughtered, and the press would accuse them of using the blacks as cannon fodder; and/or that they, being of the "Inferior" race would simply fail in the mission. The division to replace Ferrero's was chosen by drawing straws. That division was burned out, and commanded by a drunken coward by the name of James Ledlie. The Mine exploded before dawn on July 30, opening a huge hole in the Confederate line, and the Ninth Corps went forward. In the end, all that Grant and Meade had feared came to pass, with the assault crushed and the black division practically annihilated when it finally assaulted when all hope of success was gone. Perhaps the Union commander can change history today.
Analysis - This is unusual little scenario in which a Union "explosion" occurs during the first turn (actually it just a Union reinforcement which arrives and triggers a number of routs at the center of the Confederate lines). This causes a gaping hole through which the Federals will quickly start pouring through. For the Confederates it is a race to contain the breakthrough and start pushing them back out. This is a fun and bloody scenario worth playing at least once.
18 Turns
044 - 2nd Reams Station II
My Rating: Good
16,104
12,857
2,647
600
24
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
13,604
6,187
6,742
675
27
Description - (What If) In this variant of the "2nd Battle of Ream's Station," the forces will enter the battlefield and engage each other in a classic meeting engagement. NOTE: If playing solitaire, best played as Union against CSA A/I.
Analysis - This "meeting engagement" battle has the makings of a good little game. Unfortunately the arrival schedule is rather confusing and the victory conditions for the Confederates are a bit tough. But still worth playing if you really enjoy meeting engagement scenarios. I left the map intentionally blank as the arrival schedule and locations are brutally complex to put on a map.
15 Turns
052 - Rocky Branch I
My Rating: Good
13,360
13,060
0
300
12
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
13,148
10,107
2,666
375
15
Description - (What If) On September 30th 1864, the battle for Peebles Farm was raging, but what if the forces engages at Peeples Farm had shifted to the west and engaged a few miles west of Fort MacRae, near the Rocky Branch Creek. Here again, Parke's and Warren's Divisions will engage Hill's Corps with Heth's and Wilcox's Divisions, along with the cavalry of Wade Hampton. The forces will very nearly be equal in strength.
Analysis - Two opposing forces in open fields colliding. Unique by late 1864 - but still fun! The Yanks have the advantage in guns and infantry but the Rebs have better quality men and cavalry support.
21 Turns
054 - Rocky Branch II
My Rating: Good
22,259
20,096
2,063
100
4
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
15,934
10,107
5,452
375
15
Description - (What If) This variant of Rocky Branch is a meeting engagement with 6 more turns for a total 21. Additional troops have also been added.
Analysis - This meeting engagement battle is pretty fun. The odd part about it is the lack of artillery for the Yankees. This creates an interesting dynamic as they must rely on their infantry to inflict heavier losses on the Rebels through standup fighting. Usually, this would lead to an easy Rebel victory, but because the Rebels have so many cavalrymen that are not suited to a standup battle, it adds an interesting twist to it all.
15 Turns
055 - Fort Archer I
My Rating: Good
12,275
11,975
0
300
12
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
13,148
10,107
2,666
375
15
Description - (What If) Fort Archer has been overrun by Union troops. General Lee has ordered General Hill to push back the Union troops, retake Fort Archer and drive Meade back to the east of the Weldon R.R. Union General Parke and Warren are to stop Hill and drive to the Boydton Plank road.
Analysis - Another quality small-scale scenario.
21 Turns
057 - Fort Archer II
My Rating: Good
17,350
17,050
0
300
12
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
14,672
10,107
4,040
525
21
Description - (What If) This variant of the Fort Archer scenario, is a meeting engagement with 6 more turns for a total 21. Additional troops have also been added.
Analysis - This meeting engagement is a straightforward battle with two well matched sides.
20 Turns
069 - Holly Point Church
My Rating: Excellent
21,011
14,893
5,518
600
24
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
20,661
15,323
4,413
925
37
Description - (What If) In this hypothetical scenario, the two armies will fight near an old spiritual meeting place called Holly Point Church. This is a meeting engagment. A victory for the Confederates may yet show the North, soon to have a Presidential election, that this war has gone on long enough.
Analysis - Very well put together meeting engagement battle. Evenly matched sides on a good map with just the right number of turns for the men involved. Play it!
31 Turns
071 - Holly Point Church II
My Rating: Good
15,193
14,893
0
300
12
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
11,557
11,007
0
550
22
Description - (What If) In this hypothetical scenario using the Holly Point Church map, the opposing Corps of Hancock and A.P. Hill are joined in a line of battle determined to sweep each other off this field, and or destroy the others capacity to fight. A decisive victory could swing the balance of the Petersburg siege. To start, the burden of attack is on the Union. The Confederates will be looking for an opportunity to counter attack.
Analysis - This scenario may run about five turns too long but it is still a good one. The Yanks have more men and units but just two artillery batteries. The Rebs are outnumbered but have more guns and better quality men.
17 Turns
077 - Hatcher's Run II
My Rating: Good
12,380
11,960
220
200
8
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
13,037
12,812
0
225
9
Description - (What If) In this variant of Hatcher's Run, Feb 5th, the complete division of Mahone has been brought onto the battlefield to help drive off the Union II Corps. The various brigades of Mahone's arriving troops, are scheduled to arrive at possible different times and locations. Not even Mahone can be sure of when or where they will arrive, or even if they will arrive. Each battle will be different from the last.
Analysis - This smaller battle forces the Confederates to attack the Federals who enjoy good interior lines and positioning. But the extra Confederate division in this scenario helps out and the two sides are headed for a good fight.
15 Turns
080 - Hatcher's Run
My Rating: Good
14,175
9,265
4,810
100
4
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
13,183
9,275
3,708
200
8
Description - On the second day of Hatcher's Run, Meade instructed Warren and Humphrey to engage the confederates, on their right flank, until they were behind their works. There was little fighting on this side of the battlefield. However, on the Union left, the confederates still had a mind to fight. CSA General Gordon pushed against the Federal front near Dabney's saw mill, and the Holly Point Church. The Union was determined to push back!
Analysis - This running battle appeared pretty unappealing at first. But it does present both commanders with a few strategic options with the battle hanging on the outcome of their decisions. So, I actually like it. Worth a play.
15 Turns
087 - White Oak I
My Rating: Good
11,947
11,447
0
500
20
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
8,140
7,840
0
300
12
Description - The day began with a directive from General Grant, "Owing to the heavy rain this morning, the troops will remain substantially as they are now,..." But this day will not end as the General directed. Initially, the divisions of Union Generals Crawford and Ayers, advanced several regiments with the intention of reconnoitering the Confederate positions. Soon after, CSA General Johnson saw an opportunity to attack and roll up the Union left flank, dangling "in the air." Within a short time, both Union divisions were in full flight, with the CSA in pursuit. To stop this rout, the Divisions of Griffin and Miles (3 regiments of Ramsey's brigade were on detached duty) were sent in with Mott on the right flank. As the Union commander, your task is to stop the rebel advance and push them back to their fortifications along the White Oak Road.
Analysis - This small battle is a thinking man's game. The two sides are stacked on each other's weaker flank. The Confederates have far better interior lines but they are outnumbered. A quick little contest with some thinking involved! Good.
21 Turns
089 - White Oak II
My Rating: Good
16,835
16,335
0
500
20
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
12,815
12,190
0
625
25
Description - (What If) This variant of the White Oak scenario is longer and adds additional units that will engage eoch other for control of the field. First, Grimes' Division from Gordon's Corps, will arrive from the northeast. Next to arrive will be Walker's (Pegram) Division). This division will likely arrive from the north.
Analysis - Part set-piece battle and part meeting engagement. Overall a nice medium-sized scenario.
15 Turns
104 - Sailor's Creek I
My Rating: Good
9,963
9,563
0
400
16
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
4,675
4,350
0
325
13
Description - (What If) This scenario variant will create a chasing engagement of the Lockett Farm battle. It will start one hour earlier and last three turns longer. The Union II Corps is in hot pursuit, and Gordon must turn around and face II Corps in order to protect the wagon train. NOTE: The CSA wagon train has been fixed to simulate that they must be defended or the battle is lost.
Analysis - This contest starts with the Confederates in column and able to turn and fight the Federals from the start. It will not be easy though for the Rebels here.
12 Turns
106 - Sailor's Creek II
My Rating: Good
6,318
4,683
1,135
500
20
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
4,412
4,412
0
0
0
Description - On the 6th of April, 1864, a large part of General Lee's army was confronted by Grant's pursuing army, at Sailor's Creek. This scenario depicts the battle fought by General Ewell's two divisions of Kershaw and GWC Lee, against General Wright's VI Corps at the spot known as Hillsman Farm. With no artillery to counter the Union artillery bombardment, Ewell held off a superior number of Union troops for several hours. Now is your chance to seal the fate of the Confederacy, for good or ill. Take Charge!
Analysis - Here is another scenario where every decision counts in this short battle.
24 Turns
118 - Prince Edward Road
My Rating: Excellent
29,973
24,369
2,655
2,950
118
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
14,689
9,767
2,572
2,350
94
Description - (What If) In this scenario, Longstreet will take a defensive stand along the Prince Edward road, a few miles east of Framville. In pursuit of his army is the Army of the James, and the VI Corps of the Army of the Potomac. If the Union can be stopped here, Lee and the entire Army of Northern Virginia will have the time needed to complete their task of joining Joe E Johnson's army in North Carolina. NOTE: There is only one victory hex, an exit hex for Union troops. To gain victory points, occupy the exit hex at (0,2) and use the "Remove from Map" feature, under the Command Window, or more simply, hit Crtl+X
Analysis - This one is sneaky fun. Because of the limited number of turns, and the sizable forces coming to blows, this gets interesting very quickly.
15 Turns
120 - 2nd Battle High Bridge
My Rating: Good
6,350
5,950
0
400
16
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
4,305
3,955
0
350
14
Description - With Gordon and Mahone across the High Bridge, the rebels were ordered to fire the bridge. But delays and errors prevented this order from being carried out successfully. Though the bridge was damaged, Union infantry was able to put the fire out and Barlow's 2nd Division of Humphrey's II Corps, was able to cross and continue the pursuit of the Confederates toward Cumberland Church and Farmville. In this scenario, Mahone, seeing that the destruction of the bridge was unsuccessful, turned his men around to confront the advancing Union infantry, and with luck and skill of arms, give it another try. NOTE: There is an exit hex for Union troops. To gain victory points, occupy the exit hex at (0,2) and use the "Remove from Map" feature, under the Command Window, or more simply, hit Crtl+X
Analysis - This quick little battle will pit two forces battling around a single river crossing point.
15 Turns
122 - Southside
My Rating: Good
6,350
5,950
0
400
16
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
4,675
4,350
0
325
13
Description - With the crossing of High Bridge, Gordon and Mahone took different roads to escape the Union II Corps. Gordon followed the Southside railroad towards Farmville. In his rear and in pursuit, was Barlow's 2nd Division. Here, Gordon will turn and fight, rather than be chased like a rabbit.
Analysis - Another defensive scenario for the Rebels with two well matched forces.
12 Turns
126 - Cumberland Church
My Rating: Good
16,334
15,734
0
600
24
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
17,149
15,159
1,590
400
16
Description - Following the disastrous results of Sailor's Creek (Sayler's Creek), General Robert E. Lee was still determined to escape Grant's trap, and join Joseph E. Johnson's army in North Carolina. To do this, he must out pace his Union pursuers. Thinking this could be done if his army could cross to the north side of the Appomattox River and then burn the bridges after they crossed, he was shocked and enraged that such a simple task failed to be accomplished. So with the High Bridge in Union hands, the pursuit continued. The exhausted and staving Confederates troops marched to the high ground around Cumberland Church. There they began to entrench and await the arrival of Humphrey's II Corps. Strangely, Humphrey found himself all alone, against what was left of the once proud and powerful Army of Northern Virginia. Here, with the opposing sides nearly equal in numbers, another battle will be fought.
Analysis - With just 12 turns in this one the Federals, who are outnumbered, will need to attack successfully to have any chance of gaining a victory. They will come at you fast and in compact formations so be ready. NOTE: There should be a House Rule to disallow the Federal player from making a quick rush on the Rebel artillery on turn one. Otherwise they will easily capture ALL of the Rebel artillery on the field. Without this House Rule barring such a move, the scenario probably isn't worth playing.
18 Turns
130 - New Hope Church
My Rating: Good
22,799
22,199
0
600
24
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
15,622
14,747
0
875
35