Shenandoah can be a divisive title. If you play as the Federals, you really don't want to revisit the Valley Campaign of 1862. And if you play as the Rebels, you really don't want to revisit the Valley Campaign of 1864. This makes finding agreeable scenarios a bit harder for this title. It's undeniable that the 1862 ones and 1864 ones all seem to favor one side a little more than the other - but that does make sense given the history involved. But there are still some quality small and medium sized scenarios to play here. The title lacks any major battles; so if that is your thing then you will probably want to pass on this game.
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CONTENT
21 Total Scenarios Recommended
2 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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21 Turns
001 - 1st Battle of Kernstown
My Rating: Good
6,474
5,397
777
300
12
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
4,291
3,441
150
700
28
Description - (Historical) In early 1862, Union General George McClellan invaded the South by transporting over 100,000 men, by ship, and so began what has become known as the Peninsula campaign. This was a serious threat to the South, and it's heavily outnumbered army. To help relieve this imminent threat, and protect his flank, Confederate General Joseph E. Johnston, ordered General Thomas "Stonewall" Jackson to engage the Union army, advancing through the Shenandoah Valley, and prevent them from reinforcing McClellan. This first of these battles took place near Kernstown. Here, on the 23rd of March, Jackson sent his small army, of amount 4,000 men, to attack the larger Union force of nearly 9,000, commanded by Nathan Kimball. With no reconnaissance, this initial attack attempted to eliminate the Union artillery position on Pritchard Hill. As the Confederate commander, you must drive off the union positions south of Kernstown before Union reinforcements are brought to bear. As the Union, defend your initial positions, then prepare a counter-attack to repulse the rebels.
Analysis - You'd think the Federals would have a better chance considering they won this small battle historically. But it is a tough one for the Yankees to come away with a win because of the Rebel artillery advantage.
21 Turns
005 - 1st Battle of Kernstown V.1
My Rating: Good
9,038
8,432
406
200
8
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
8,857
8,017
140
700
28
Description - (What-If) This variant of the historical 1st Battle of Kernstown, introduces additional units that were not present for the battle. These forces are roughly equal in size. There are slightly more Union troops, but CSA troop quality is slightly better on the average.
Analysis - This expanded Kernstown setup features two "well-matched" forces. A fun little scenario to play for the Rebels - for the Federals, the absence of enough artillery is a problem here.
15 Turns
011 - McDowell May 8th
My Rating: Good
4,300
4,050
0
250
10
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
5,938
5,798
140
0
0
Description - (Historical) Five weeks after the Battle of Kernstown, a strategic Confederate victory, Confederate General Jackson marched his army west along the Parkersburg turnpike and soon encountered Union pickets near Rodgers' tollgate. The Union forces withdrew to McDowell. On May 8th, both sides, almost equally matched in numbers, looked for ways to flank each other. As a commander of either Union or Confederate troops, you must advance and drive your opponent from this field of battle.
Analysis - Two small forces collide here in the very steep and hilly terrain around McDowell.
25 Turns
015 - McDowell May 8th V.1
My Rating: Good
9,626
8,794
282
550
22
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
11,718
11,378
140
200
8
Description - (What-If) This variant of the Battle of McDowell introduces additional units and repositions the opposing forces. There are more Confederate troops, but more Union artillery, and the burden of attack is with the Confederates through difficult terrain The game length has been increased to 25 turns.
Analysis - These two well-matched forces are in for a struggle east of McDowell.
19 Turns
029 - 1st Battle of Winchester
My Rating: Good
6,124
4,187
1,587
350
14
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
12,303
11,202
601
500
20
Description - (Historical) Following the Battle of Front Royal and the defeat of the Union forces located there, Confederate Major General "Stonewall" Jackson led his army in pursuit of a retreating Union army. To delay Jackson's relentless advance, Union General Nathaniel Banks put into position two of his infantry brigades, some cavalry and artillery, at Winchester. This force numbered a little under 6,000 men. In contrast, Jackson was able to bring on the full force of his 13,000 man, Department of the Valley army. Now is your chance to deal a deadly blow to the Union's Valley mission, or complete your conquest of the Shenandoah Valley. Prepare your men, the battle begins!
Analysis - This smaller battle is more fun than you might imagine at first glance. The Rebels need to attack right away as they have a lot of points to gain and not a ton of time to do it in.
27 Turns
033 - 1st Battle of Winchester V.1
My Rating: Good
13,373
10,467
2,456
450
18
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
12,971
11,630
741
600
24
Description - (What If) This variant of the 1st Battle of Winchester, will include the arrival of Shield's Division.
Analysis - This battle begins with neither side having any advantage. If you are looking for a relatively fair battle then this is for you.
25 Turns
041 - Good's Farm V.1
My Rating: Excellent
14,736
10,467
3,169
1,100
44
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
13,571
11,630
741
1,200
48
Description - (What If) In the variant, both sides are at maximum strength for a full on battle with more turns to battle.
Analysis - This fun medium-sized meeting engagement battle is a great setup to play. Both forces converge south of Harrisonburg in a swirling free-for-all.
15 Turns
043 - Cross Keys
My Rating: Good
11,072
9,732
540
800
32
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
6,848
6,398
0
450
18
Description - (Historical) As the penultimate battle of "Stonewall" Jackson's Valley Campaign, Cross Keys was fought on the 8th of June. Victory or defeat would have far reaching consequences. Either Jackson will free the Shenandoah Valley from Union aggression, and allow Jackson's army to join with Lee to help defeat McClellan's army fighting in the Peninsula Campaign, or see a Union victory deny Lee's Richmond defenders with both the men and material needed to keep Southern hopes alive. Pick you command and lead your men to ultimate victory.
Analysis - This battle features Jackson's men arrayed defensively south of Cross Keys. To win they must beat back the attacking Federals and hold their lines. With just fifteen turns the Yankees haven't enough time to do much more than attack straight ahead.
25 Turns
049 - Cross Keys V.2
My Rating: Excellent
12,789
9,732
2,254
800
32
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
11,489
10,399
140
950
38
Description - (What If) In this variant, Jackson's Division will take position on the left flank, additional Union cavalry, and more battle turns have been added. Victory conditions have been adjusted.
Analysis - Two evenly matched sides fighting it out at Cross Keys.
15 Turns
053 - Port Republic
My Rating: Good
3,584
3,209
0
275
11
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
6,588
6,113
0
475
19
Description - (Historical) It's the final battle of the 1862 Valley Campaign. Confederate General Jackson was determined to dislodge the Union invaders from the Shenandoah Valley for at least the foreseeable future. On the 9th of June, the day after the Battle of Cross Keys, Jackson's men were directed to build a bridge over the Shenandoah River and attack the Union forces across the bottomland. Winder's brigade would lead the attack. Facing this assault, were about 3,500 men from Shield's Division, commanded by Union Brigadier General Erastus Tyler. As either the Union or Confederate commander, you will have the task of defeating your enemy and influencing the outcome of the war. Good Luck!
Analysis - This small battle is more challenging than it appears. Not an easy one at all for the Yanks but a fun, short one.
30 Turns
057 - Port Republic V.1
My Rating: Good
7,177
6,033
869
275
11
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
7,189
6,113
601
475
19
Description - (What If) In this variant, the remaining brigades of Shield's Division have been positioned, along with several cavalry units. More battle turns, and adjusted victory conditions are in place.
Analysis - This equal force matchup is quite good. But 30 turns seems a bit much.
15 Turns
061 - New Market
My Rating: Good
5,159
3,392
1,217
550
22
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
4,092
3,742
0
350
14
Description - (Historical) With Union General Grant's plan to strangle the South into submission, he ordered that the Shenandoah Valley and its rich farm lands be denied to Confederate General Robert E. Lee and his army fighting to defend Richmond and Petersburg. He ordered General Sigel and his army of about 10,000 to occupy the valley area. Defending this area was General John C. Breckinridge, with about 4500 men, including 247 cadets from V.M.I. On May 14th, the Union army was camped just north of the small village of New Market. With information of this Union movement, Breckinridge decided to move forward and attack his enemy on the following day.. In this battle, you must either repulse the Union invader, or drive the rebels further down the valley until all resistance has collapsed. Note that Imboden and the 18th Va had earlier moved off to the Union left flank, and did not engage during the battle. Do not underestimate your opponent, and watch your flanks.
Analysis - This fast moving smaller battle requires an old-fashioned frontal attack by the Rebels. The game should be decided quickly.
24 Turns
069 - Piedmont
My Rating: Good
7,228
5,315
1,313
600
24
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
8,363
5,902
2,261
200
8
Description - (Historical) In this variant of the Piedmont battle, additional Confederate regiments have been recalled to engage the enemy. They appear the the CSA right flank. So now the rebels slightly outnumber the Federals troops.
Analysis - The Confederates are given a very nice, large, and veteran, brigade in this scenario as a reinforcement on their right. Will it be enough to earn them the victory?
21 Turns
085 - Monocacy
My Rating: Good
5,862
4,904
783
175
7
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
11,601
11,176
0
425
17
Description - (Historical) Confederate Lt. Gen. Jubal Early, under orders from Robert E. Lee, invaded northern territory with nearly 15,000 men in early July 1864. This effort was intended to threaten Washington D.C., and draw troops away from Grant's Union siege of Petersburg. If successful, it could provide the opportunity Lee needed to counter-attack Grant, and even lead to the capture of Washington D.C. Even if just one of these events were to take place, President Lincoln's effort to be reelected would be severely undermined. This battle would be fought near Monocacy Junction. The Union forces, commanded by Lew Wallace, and his nearly 6,000 troops, were hoping to delay the Confederates long enough to help prepare Washington D.C. for the coming attack. Now, prepare for battle, and take up arms.
Analysis - This is a deceptively interesting scenario. On paper, and at first glance, you might think it is a slam dunk Confederate victory. But a wise Union player will likely utilize river crossings and other modifiers to amplify their own forces.
60 Turns
088 - Fort Stevens
My Rating: Good
16,046
14,483
38
1,525
61
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
13,238
12,238
0
1,000
40
Description - (Historical) On July 10th, 1864, Washington D.C., the Union capital, was astir with rapid movement. Confederate General Jubal Early was marching toward the city with the intent of capturing it and forcing General Grant to abandon his siege of Petersburg. If successful, it would seem doubtful that the Lincoln Administration could recover, and a new administration would likely seek a negotiated peace. But despite the capitals near panic, capture seemed unlikely. The defense of the city was of paramount importance, and steps were being taken to repel the Confederates. Generals McCook, and Wright were ordered to organize every able bodied man that could hold and shoot a rifle. These included 2,800 convalescents and 1,800 Quartermaster employees. For the Confederates, Early's army was approaching from the northwest. The road was so hot and dusty that nearly every man and beast was facing exhaustion and collapse. The question of whether they would be fit to fight, lingered on the mind the Confederate General. Now is your chance to win the war with a stout rebel yell, or counter it with a call to battle and victory over the rebels at the gates.
Analysis - This battle is pretty unique and unusual. Can the Rebels break through a strong Union line of defenses? You can play it and find out. At 60 turns though the battle probably lasts too long.
21 Turns
108 - Rutherford's Farm
My Rating: Good
6,913
5,740
973
200
8
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
6,796
6,196
400
200
8
Description - (What If) In this variant of Rutherford's Farm, additional troops will arrive and engage. The forces will be roughly equal in strength, about 7,000 each. The scenario is 3 turns longer.
Analysis - This is a straight-forward scenario with two colliding forces along a single road. But it does have some strategy as there are some parallel roads and enough time to try a flanking maneuver. The Rebs play with an advantage in terrain on their side of the board.
27 Turns
131 - Summit Point
My Rating: Good
16,247
13,520
2,327
400
16
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
17,350
14,324
2,176
850
34
Description - (Historical) The Confederates attacked a line of Union pickets in front of Summit Point, on the 21st of August. This attack by Confederate Gen. Richard Anderson, along with another same day attack by Jubal Early, were attempts to disrupt and disorganize the Union army in the Valley, now commanded by newly arrived, Union Maj Gen. Philip Sheridan.
Analysis - This is a nice little battle with lots of options. Maybe favors the Rebels a little more.
36 Turns
134 - Summit Point V.1
My Rating: Excellent
19,924
16,997
2,327
600
24
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
17,350
14,324
2,176
850
34
Description - (What If) In this variant of Summit Point, the 19th Corps will become unfixed and ready to counter-attack. Victory conditions have been adjusted and the game turns increased.
Analysis - The same setup as scenario 131 - except here the Union 19th Corps is released to join the battle. This changes everything. Yes, it does make it a more difficult battle for the Rebels. But it is still a fun scenario. Maybe play both scenario 131 and 134 against an opponent to see if either of you can win both?
30 Turns
146 - Berryville
19,584
18,684
0
900
36
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
17,128
16,653
0
475
19
Description - (What If) In this variant of the Battle of Berryville, the battlelines have been filled with the rebel divisions of Kershaw, Ramseur, Wharton, and Rodes, and the Federal 8th and 19th Corps. Who will make the first move?
Analysis - If you like battles where all the men are already deployed for battle and the two sides are evenly matched with a Draw status - here you go. The Yanks do have more favorable interior lines though and are more compact while the Rebs are spread out over a greater distance.
24 Turns
153 - 3rd Winchester
My Rating: Good
33,365
23,515
8,150
1,700
68
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
25,468
18,866
5,252
1,350
54
Description - (What If) In this variant of the 3rd Battle of Winchester, the additional Confederate divisions of Wharton and Kershaw have arrived to repel Sheridan's Federals. Victory conditions have been adjusted, but the rebels are still outnumbered.
Analysis - I used this scenario in a tournament and got very different interpretations as to its fairness and playability. In my book, that means it is a good scenario since players on both sides complained that it favored their opponents too much.
36 Turns
164 - Cedar Creek
My Rating: Okay
30,968
22,605
6,763
1,600
64
TOTAL
Infantrymen
Cavalrymen
Artillerymen
Cannons
19,851
16,955
1,621
1,275
51