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ae NAMES IU) =e) =15 |
A FEARFUL SLAUGHTER
Series Design: Dean Essig, Dave Powell
Game Design: Dave Powell, Boyd Schorzman
Game Research: Dave Powell
Map Design: Dean Essig
Playtesting and Proof Reading: Dan Cicero, Houndog
Cross, Tom DeFranco, Dave Demko, Dave Friedrichs, Dirk
Heinz, Chris Heizer, Bob Munns, Chip Pharr, Dave Powell,
Thomas Prowell, Boyd Schorzman
Artwork and Graphic Design: Dean Essig,
Editing and Layout: Multi-Man Publishing, LLC.
TABLE OF CONTENTS
Page Topi
21.0 Terrain and Map Notes
3 2.0General Special Rules
6 .0 Union Special Rules
8 4.0 Confederate Rules
10 5.0 Vietory Conditions
M1 6.0 Scenarios
31 Designer's Notes
34 Historical Notes
38 Random Eh
INTRODUCTION
In April, 1862, the war's true character emerged, While other
battles had already been fought, they had all been small af
fairs, The resulting casualty lists had been long enough to pro-
duce sorrow, but not shock. The news from Pittsburgh Land-
ing was altogether different. It was stunning. More than
23,000 men had been killed, wounded, or were missing.
Newspapers declared outrage at the loss of life. The London,
Times called it "a stupendous slaughter." It was a first glimpse
of the size ofthe bill of America's costliest war.
Operationally, it was CSA General A.S, Johnston's desperate
blow to restore Confederate fortunes in the West, Following
the disaster at Ft. Donelson, Johnston felt only a decisive
move could destroy the Union army and redeem Tennessee.
Ignoring worries over exaggerated reports of enemy strength,
Johnston said, “I would attack them if they were a million.”
‘Thus began the battle of Shiloh
LCD 7, lhe 2108
Sequence of Play
For the purposes ofthese rules, the Phasing Player i the player
‘whose turn isin progress while the non-Phasing Player isthe player
\whose tur is noe in progress)
First Player Turn
Command Phase
Order Issue
Attack Stoppage Checks
Initiative Determination
Immediate Orders Attempts
Informal Orders Attempts
Standard Initiative Attempts
Delay Reduction
New Order Acceptance
Random Event Determination
Movement and Close Combat Phase
Straggler Recovery Marker placement
Movement and Close Combat
‘Ammo Resupply
Fire Combat Phase
Non-Phasing Player Fire Combat
Phasing Player Fire Combat
Rally Phase
Straggler Recovery
Rally
Second Player Turn
The Second Player repeats the above steps (now as
the Phasing Player)
Game Turn End Phase
Advance the Turn markerA Frarru. SLavaHTEer
General Note on Terminology
‘There are three types of die/dice rolls required in A Fearful
Slaughter. The first is a single die roll netting a result of 1-6
(indicated in the rules by the term dr). The second is two dice
rolled and summed netting a result of 2-12 (indicated in the
rules by the term DR). The final type is two dice read with the
colored die as the “tens” and the white die as the “ones” net-
{ing a result of 11-66 (indicated in the rules by the term D66).
Any modifiers applying to a dr are indicated by the term dem
while modifiers to a DR are indicated by the term DRM. Play.
ers take care to note the correet type of die/dice roll required
by the various rules sections, charts, and tables.
Exceptions to the rules are indicated in italics within brackets
and are preceded by “EXC:”. For example, (EXC: Informal
Orders; 2.46].
Examples of play or game mechanics are preceded by “EX:”
and are indicated by slightly smaller text
1.0 TERRAIN AND MAP NOTES
1.1 Slopes and Extreme Slopes
Three features represent elevation change in the game. The
thin contour lines represent simple elevation changes and are
not considered Slope hexsides. The thick contour lines are
considered Slopes. Crossing one of the thick lines constitutes
crossing a regular Slope hexside, while crossing two or more
Of the thick contour lines along a single hexside is considered
crossing an Extreme Slope hexside. The contour lines are
drawn to generally conform to the hexsides, but do not always,
‘cover the entire hexside. It will usually be obvious during the
course of movement when contour lines are crossed, and how
many apply to a given move, However, in the rare instance
‘were ambiguity exists, a unit's movement can be assumed to
follow a straight path from approximate hex center to approxi-
mate hex center. There is no additional effect (beyond Ex-
treme Slope penalties; see the Terrain Effects Chart) for cross-
ing more than two thick contour lines on a single hexside.
1.2 Slope Hexes
In addition to the more common hexside elevation, Slope and.
Extreme Slope features, there are Slope hexes. Slope hexes,
are included to more accurately reflect the effects of a steep
hillside on moving troops, especially when moving laterally
(e., across) the face of the hill. Slope hexes have no effect on
line of sight. The presence of a Slope hex reflects only that
there is a steep gradient in the hex and nothing specific about
visibility,
2 es
FSS 7.03,
1.3 Runs
Runs are small in-hex water features provided for historical
reference and visual cues for determining terrain elevations
They have no effect on play.
1.4 Orchards
Any hex that containing > one complete Orchard Tree Sym-
bols is an Orchard hex. See CWB Series rule 19.3 for Orchard
effects on LOS /EXC: the first (only) Orchard hex in any hex
along a line of sight is ignored for purposes of LOS: the sec-
‘ond and all subsequent Orchards affect LOS per CWB
19.36]
1.5 Fields and Fences
A Field hex is any hex containing either no Woods or Woods
and a Fence. A hex with both Woods and a Fence is consid-
cred to be Clear terrain for movement purposes. The Woods
within such a hex affects LOS normally. A hex containing
Woods (with no Fence) is considered Forest for both move~
‘ment and LOS. Fences themselves only exist to more clearly
depict the boundary between the open field and surrounding
trees. Fences have no effect on play.
EX: A unit moving fom B40.24 to 839.25 must pay the MP cost for entering
‘Wasa while moving fom BA0.24 to BA. 25 pays Clear MP cot
1.6 Woods and Thickets
‘Thickets are Woods with more dense undergrowth. Units oc-
ccupying a Thicket hex suffer a -1 shift when firing, and a -2
shift when checking morale. Note: the -1 shift for fire combat
effects the firing unit, not the target
Design Note: Shiloh was a well-farmed area, and the normal
woods were typical open-range farming style trees. These
stands of trees were fairly open with litle undergrowth and
relatively easy on troop movement. There were however, a
number of areas where the undergrowth had dense, tangled
thickets. These areas were much more difficult to move
shrough and visibility was somewhat hindered.
1.7Bi
All buildings are included for historical reference only, and.
have no effects on play.
atta btn Hom Te aes, Wap ieA Peakrul SLavenTEer
RSS 7.09
1.8 The Tennessee River
‘The Tennessee River is considered impassable to all units
EX: gunboats, Union units being ferried: see 1.10]. Partial
river hexes are considered both land and river hexes for move~
‘ment and combat (ie., gunboats may enter riverbank hexes),
1.9 Swamp
‘Swamp hexes represent tangled thickets that, atthe time of the
battle, were compounded by the recent heavy rains. Most of
the local creeks had overflowed their banks producing a com-
bination of dense vegetation and standing water. Any unit at-
tempting to exit a Swamp hex must first make a dr <4, On a
ddr > 5, the unit(s) must end movement in the current hex. All
nits attempting to leave a Swamp hex in a single Movement
Phaye must make one combined dr.
1.10 The River Ferry
Union units (only) may cross the Tennessee River via river
‘erry. Unit(s) beginning Movement Phase in a River Ferry hex
may spend their entire movement allowance and move to the
other River Ferry hex. The normal stacking limit of a River
Ferry hex is 24 strength points. The river ferry can transport
troops in both directions in a single turn
1.11 Camp Hexes
(Camp hexes are set up hexes for Union units. The tent symbol
in each Camp hex has a specific facing. ALI units associated
with that Camp hex must be set up with this Facing only. Oth-
erwise, Camp hexes have no effect on play [EXC: random
events; 4.6].
1.12 Map Assembly
“There ae two maps in the game. Map Ais the norh map and
Map B i the south map. They match along the long axis, ith
a Yinch overlap
1.13 Fords
‘A ford exists in all stream hexes also containing a trail.
1.14 Indian Mounds
Indian Mounds are included for historical interest only and
have no effect on play.
2.0 GENERAL SPECIAL RULES
2.1 Half-Regiments
i
21a Designation, Half-regiments are units with a state desig-
‘ation followed by "a" or "b"
EX: the 15 Michigan of the Army of ho Tonnosse has wo counts: 15 Mie
‘and 15 Mich b
21b Restrictions and Use. Half-tegiments are treated as sep-
‘arate units for combat and morale purposes. Each unit has its
own line on the regimental roster sheets, and is marked off
separately on the brigade sheets when wrecked. The two units
need not remain adjacent (hut they must remain within com-
mand radius of their Brigade commander if they are not).
Half-regiments (of the same unit) may always stack together,
even in violation of normal stacking rules. No other unit may
stack with the two units if doing so would violate normal
stacking rules. Half-regiments may merge with each other
Half-regiments may only merge with their other halves, and
only if stacked together at the beginning of the Movement
Phase. Remove one unit and add its strength to the other unit,
Units may not merge if it would increase the surviving unit's
strength to more than the printed strength, or if either unit had
enough stragglers so that the recovered total would be larger
than the printed strength. Once merged, the units may not sub-
sequently *split apart.”
Design Note: A number of regiments were nearly full size at
Shiloha rarity in Civil War Battles. Given their numbers,
‘many would occupy two full hexes while in line formation.
Rather than introduce extended lines into RSS, these units
hhave been broken down into sub-units for ease of play.
2.2 Alternate Orders Types
In addition to the normal methods of command, there are two
alternate sets of orders available to both players. The first are
Immediate Orders (issued via special army commander init
tive, and an exception to CWB 10.2.c), and the second are In-
formal Orders (issued via a form of brigade commander ini-
‘iative). Attempting to issue either type of alternate order is
considered the equivalent of an initiative attempt for the pur-
poses of CWB 10.2..
2.2a Immediate Orders. Army commanders issue Immediate
(Orders using a modified form of initiative (CWB 10.2), Aemy
commanders receive initiative on a dr less than or equal 10
their printed rating (anti-inititive is NA). A dr of 6 results in
the possibility of a loose cannon—make a subsequent dr, a re-
sult of 1-3 results in a loose cannon, any other result is no ef
fect. Army commanders may attempt this type of initiative
(only) once per brigade commander currently in its hex.A FearruL SLav¢HTER
‘An army commander receiving initiative may use it only 10
give an Immediate Order to any one brigade commander (pre-
designated prior to the attempt). Immediate Orders can only
be given to brigade commanders—all orders to corps and divi-
sion commanders must come via the normal orders process.
‘An army commander may attempt Immediate Orders once per
brigade commander in its hex per Command Phase (each
brigade commander may be subject to only one attempt per
Command Phase). Immediate Order attempts do not use com-
mand points and must be made before all other non-Immedi-
ate Order initiative attempts.
Immediate Orders are considered Brigade Goals and may not
be conditional on other orders or circumstances (e.g., an order
for Brigade A to attack when Brigade B attacks or moves is an
invalid Immediate Order). Loose cannon results from Immedi-
ate Order attempts effect any one brigade in the hex (enemy
player's choice if more than one is stacked with the army
‘commander when the loose cannon result is rolled).
EX: Beauregard begins tbe Command Phase stacked with Glade, Gibson
and Pood tre of his bigade commanders), Beauregard attempts to ssve a
Immediate Onde to Pond. The Immediate Order de isa 6 (possibility of &
Joos cannon) with a subsequent dr of 5 (no loose cannon), Beauregard the,
moms ssue an Tmmedite Onder to Gibson. The Immediate Order drs
1 resulting ina sucessful Immediate Onde. Tae CSA player writes @ new
Brigade Goal for Gibson (which is immedstely accepod). Finally, Beaure-
tard atempts an Immediate Onder for Gladden. The Immediate Order drs
note 6. this ie witha subsequent de of 2 (esuling in a loose cannon).
The Union payer chooses Gibson asthe loose cannon. Pond nd Gladden re
not affected by the lose cannon esl.
2.2b Informal Orders. Any brigade commander beginning a
Command Phase stacked with 2 1 unit from his brigade may
attempt to issue an Informal Order. Brigade commanders may
rake only one Informal Orders attempt per unit per Com-
‘mand Phase, each unit must be checked separately and may
only be subject to one Informal Orders attempt per Command
Phase, and all Informal Orders attempts must be made before
any standard initiative attempts (CWB 10.2). Informal Order
tempts sueceed only on a dr < the leader's initiative rating
RSS 25.0).
If successful, mark the unit with an Informal Orders marker.
So long as the unit does not expend movement points [EXC:
‘on the turn itis assigned Informal Orders a unit may move the
extent of its movement allowance (ignoring normal command
radius restrictions), and units under Informal Orders may al-
‘ways use movement points to change formation), it ignores
command radius, new orders applying to it's parent brigade, or
‘any ECRs that the parent might be forced to make.
SS 7.03,
Any unit marked with Informal Orders expending movement
points (other than on the turn it us marked with an Informal
Orders marker; see above) loses its Informal Orders status (re-
‘move the Informal Orders marker) and all regular command
and movement rules apply immediately [EXC: if assigned
new Informal Orders].
EX: Ammen (with a leader ating of 23) begins the Command Phase sacked
‘ith 24 Obi and9 Ind The Union player ad desires 0 ise fra Or-
der to both nis, The Informal Orders drs ae 2 and (Fo the 24 Ohio and 9
Ind vespectively). The 24 Ohio is marked wit an Informal Orders muvker an
the 9 Ind is not 24 Ohio may now move its full movement allowance inthe
‘upcoming Movement Phase without being restricted by command rads. The
D fod doesnot receive Informal Odes his turn (though may ty sain in a
fre toni t begins the Command Phase sacked with Ame) and aust
rermin within command rave normally, 24 Ohio moves int blocking o>
‘don and changes formation to line. Once the 24 Ohio ends ts movemett for
this turn ic may move not again aed retain its Informal Orders status except
to change formation (Remember, Morale Table and/or CC reteas donot x
pend movement points and therefore would not force removal of the Informal
‘Orders marker). Ammen could ie tothe 24 Oo and issue ansber set of le
formal Onders i desired (even if 24 Obio is sll under he previous Informal
(Orders ache.
2.3 Attack Stoppage
‘Attack stoppage checks are made for all orders groups indi-
vidually. For example, if Sherman's Division of four brigades
hhad three separate orders (such as a divisional order to attack
with two brigades to re-capture Shiloh Church and two
Brigade Goals to MeDowell and Stuart to assault separate ob-
jectives), each turn, Sherman would have to make three sepa-
rate attack stoppage checks—one for the division order, and
‘one for each Brigade Goal
Brigades check for attack stoppage as divisions of one
brigade. Thus, a wrecked brigade checking for stoppage
‘would roll on Table Three. Use the brigade commander's ini-
tiative rating for stoppage checks. All formations failing an at-
tack stoppage check revert to no-orders status.
Design Note: In the CWB Series rules, a division under Divi-
sional goals can revert to the Corps order voluntarily simply
by moving back into command range of the Corps comman-
der. This mechanic offers a loophole to players who find them-
selves hampered by the divisional orders at start, oF who want
to circumvent various divisional attack stoppages. In the RSS
Series rules, a new section closes this loophole by more
clearly defining no-orders status for these units. As noted
above, now only units with valid orders to do so (or initiative)
may rejoin an attack or let a divisional/brigade goal lapse. At
Shiloh, this status applies equally to brigades that have failed
stoppage cheeks or fulfilled orders conditions.
ata Rta. Th ae: ly rpc se 8A FEanrul SLAUGHTER
FSS 7.03
2.4 Withdrawal from EZOCs
Any unit that leaving an EZOC must check morale before it
begins moving. A BL, SH, DG, or R result is marked appro-
priately, but it may not move except to retreat as required by
the morale table (EXC: BL unit(s) may enter CC with one unit
whose EZOC it occupied at the start of the Movement Phase].
Design Note: Withdrawing a formed unit under fire was a
complex business, and all but beyond the skills of many of the
‘raw troops and commanders at Shiloh. Retreating in the face
of the enemy vas likely to dissolve into chaos, and did so in
several instances. This rule recreates the difficulties in con-
ducting controlled retreats.
2.5 Rout and Stragglers
Any infantry or cavalry unit failing to rally (CWB 24.5) suf-
fers an immediate 1 straggler loss.
2.6 Random Events
Too much of what occurs in « Civil War battle lies beyond the
realm of predictability. At Shiloh this was especially true,
aiven the raw nature of both the troops and the commanders.
In order to introduce a number of these events to the game
table in a suitably chaotic manner, a Random Events Table for
ceach side is included on map A.
2.6a Checking for Random Events (RE). At the end of each
friendly Command Phase, make a DR on the phasing side's
Random Events Table (« DR 2 9 indicates « RE may occur—
‘make a subsequent DR to determine which RE occurs). Apply
any result(s) immediately. Since random events occur last in
the Command Phase sequence—this means that although
leader casualties will nt affect atack stoppage rolls until next
turn (they have all been made for the current turn), nothing
can be done about « Random Event imposed attack stoppage
until next turn atthe eariest)
2.6b Random Events and Scenarios. All scenarios use ran-
dom events, though not all events will apply to all scenarios.
If a RE is rolled that doesn't apply, treat that result as No
Event.
2.6c Random Events and Leader Loss. When leader loss is
called for by a Random Event Table, only leaders actually in
Play at the time of the event, brigade commanders < 4 hexes,
from an enemy unit, division commanders s 8 hexes from an
enemy unit, and corps or army commanders anywhere on the
‘map may be selected,
Design Note: some players will pursue personal vendettas
against specific leaders when the any chance arises, In order
to prevent this kind of assassination, we suggest that no single
Matting LLC Hepane,Se Aeme 208
enemy leader may be targeted for a Random Event leader
loss a second time until all currently eligible leaders have
been targeted at least once. This does not imply that no leader
can be targeted twice until ALL leaders on the board have
been targeted once, only that of those currently exposed, all
‘must have been selected as potential losses at least once.
2.6d Random Event Target Selection. Some Random Events
call for a choice among attacking divisions, or among various
leaders. In each case, randomly determine the final unit(s) f=
fected. Any convenient means may be selected so long as each
division/leader/ete. has an equal chance of being selected,
2.6e Attack Stoppage RE. RE Attack stoppage results have
no effect on Defensive Onlers or any order not yet accepted.
2.7 Breastworks
No units may build breastworks
2.8 Surrender
Any DG or R unit completely surrounded by enemy units
and/ot EZOCs receiving a retreat result immediately surrea-
ders. Mark off all remaining strength points as permanent
losses, Friendly units negate enemy Zones of Control for this
purpose, Surrendered units may not be recreated by recover-
ing stragglers
Design Note: The confusing nature of the battle combined
With the relative inexperience of the men and their comman
ders resulted in a number of units being captured outright.
Often the units simply did not realize that they were in danger
‘and attempted to retire too late. Other times, men were 100 ex-
hausted to fight on and lay down their arms. Later battles
would show much more mature battlefield commanders and
soldiers. Though the number of units surrendering en masse
dropped to almost zero, the bloodshed did not—both sides
were learning how to fight.
2.9 Camp Re-Supply
In addition to normal supply rules (RSS 28.4), units may at-
tempt resupply in camp hexes. Units of both sides may use
camp hexes for resupply. Any unit beginning a friendly Move-
‘ment Phase in/adjacen-to a camp hex (not also containing an
enemy unit) desiring to attempt resupply must make a de. A
result of I results in the Low/Out-of Ammo marker being re-
moved. A result of 6 causes 1 straggler loss tothe attempting
unit, All other results are no effect. Each unit must be done
separately, no unit may make more than one attempt per turn,
and all attempts must be made before any unit making an at
tempt expends movement points. Resupply attempts may be
done if eitherrboth the unit and camp hex are in an EZOC.A Fearru. SLaveHTER
3.0 UNION SPECIAL RULES
3.1 Army Command
Ee
Grant is the overall Union commander. In scenarios where
Grant is not (yet) in play, no Union division commander as-
sumes command, In these cases, only individual initiative may
bbe used to provide new orders or alter existing orders, No unit
commander may use initiative to give orders to a unit or com-
‘mander outside of his normal command span [EXC: Informal
Orders; 2.2b]. If Grant arrives and is subsequently killed or
wounded, the senior surviving division commander in play
(see the officer seniority list) assumes command and may
{issue orders as an army commander.
3.2 Divisional Command
“There are no Union Corps. Each division is considered a sepa-
rate command and the army commander (normally Grant) is-
sues orders directly to the division commander, Each division
HQ is treated as a Corps HQ similar to RSS Rule 10.5b,
3.3 Attachments
33a Divisions, No division may be attached to another divi-
3.3b Brigades. Up to one brigade of any division may be at-
tached to another division. Brigades may be given Brigade
Goals (RSS 10.5).
3.3¢ Other Units. Combat units exist as part of three eche-
Tons; brigade, division, and army. Units may only be reas
signed or detached as outlined below.
(a) Units assigned to a brigade may not be reassigned
or given Brigade Goals. They may be given Infor-
smal Orders (2.26)
(b) Units assigned to directly 10 @ division (ie. they
have no brigade affiliation) trace command to their
Division HQ. Divisional infantry regiments may be
assigned 10 any brigade within their division. To do
so, the units must begin a friendly Command Phase
stacked with their division commander. From that
point on, treat the regiment as a permanent part of
tat brigade (je, it taces command radius to the
new brigade commander, ete). Once assigned, such
units may not later be reassigned. Artillery and
Cavalry units may trace command to any brigade
commander within their division, and need not be
re-assigned 10 do s.
SS 7.08,
(©) Units with neither a brigade nor divisional affitia-
tion may be assigned to any division. To do so, the
units must begin a friendly Command Phase
stacked with either the appropriate division com-
mander or with the army commander. The army
commander, if used, does not write any orders or
expend Command Points t make this reassign-
ment, Infantry assigned in this matter may not later
be reassigned (EXC: to a brigade in the new divi-
sion; see (b) above]. Antillery units may be freely
reassigned as desired. If not currently assigned (0
any other unit, army troops are considered in com-
mand if they are within 6 hexes of AS5.14, Army
units tracing command to ASS.14 are automatically
considered to have a defensive order to defend
Pittsburgh Landing,
(@) In all cases, the scenario special rules take prece-
dence over the rules contained in (a)-(c)
3.4 Union Supply
‘RTeam
-~
‘Trains
The Army of the Tennessee has two supply wagons and one
tain. The Army of the Ohio has one supply wagon and one
train, Any wagon or train may supply any unit ofthe appropri
ate army. In addition, the Pittsburgh Landing hex functions as
a supply source for both Union armies.
3.5 Union Alert
‘The wo Alert Schedules below indicate the units which be-
come fully active (in game terms). In all scenarios using an
historical CSA set up, use the Historical Alert Schedule. In
scenarios allowing a free CSA set up, use the Optional Alert
‘Schedule, Any unit not activated by the Alert Schedule is non
‘Alert [EXC: a non-Alert unit immediately becomes alert fol-
owing resolution of any fire attack conducted against it, after
defending in a close combat attack, or when it has LOS 10 any
‘enemy unit within 2 hexes].
Historical, Aer ScHEDULE
Turn Unir(s)
At start Powell/L/6/T
6:15 am, 21 MofI/6/T, 16 lowa/6/T
15 Mich/A Tenn
630 am, v6rt
645 a.m, 53 Ohio/3/S/T
7S am. 3/5/T, rest of 6/T
7:30am, Remainder of 5/T
8:00 am, Any one division
8:30 am. Any one division
9:00 a.m. All remaining units
ue Res ont Ca Qty Wai 3,A Fearrul SLaveaTER
ASS 7.03
Ornionar. Ateer ScHepuLE
‘Turn Unis)
At Start Any 1 Rgt of 6T
6:15am, Any 3 Ret
6:30am, Any 1 Bde of S/T or 6/T
645 am. Any 1 Ret
75am. Any 2 Bdes of 1/1, 5/T,
and/or 6/T
730m. Remainder of S/T and 6%
8:00 am. Any 1 Division
830m, Any 1 Division
9:00 a.m, All remaining units
All times listed are for April 6th.
3.5a Effects of being non-Alert.
(a) Non-Alert units must face the direction indicated by
their camp symbol (ie., facing must be the same di-
rection as the tip of the tent).
(b) Non-Alerted units defend normally and can con-
‘duct defensive fire through frontal hexes,
(©) Non-Alert units may neither move nor change fac~
ing.
(4) Non-Alert units suffer an additional -6 column shift
when checking morale when fired upon (note, this
cffect will occur only on the fist fire atack—they
will be Alert for any subsequent attacks)
Design Note: Despite a great many waming signs, the Union
Anny was strategically surprised at Shiloh. On the tactical
level, this surprise had litle effect, however: Instances of units
simply being overrun by an unexpected enemy force were
practicalty nonexistent. Mast units had sufficient preparation
to fallin and form up before the attack was upon them.
3.6 Gunboats
i
Gunboats have an unlimited movement allowance, may only
‘move into or through river or riverbank hexes, and may attack
enemy units via direct fire support (and also interdict straggler
recovery; see below). A gunboat may fire at any unit in LOS
as if it were an artillery battery (EXC: gunboats do not use
ammunition, but are marked Low Ammo on any unmodified
combat resolution DR of 11 or 12 during resoluion of an at-
tack using any portion of a gunboats firepower; any gunboat
receiving a second Low Ammo result is immediately removed
rom play]. Additionally, no enemy unit may recover strag-
eles if it is within 25 hexes of a gunboat (regardless of LOS).
Gunboats never check morale, never suffer losses, and cannot
Sa Rt LLC 3 Hage De, 7. Nee M208
be destroyed (though they may be removed if they run out of|
ammunition; see above). Any unit fired on by a gunboat re-
ceives an automatic -6 morale modifier applied tothe ensuing
morale check. A gunboat may conduct a close combs attack
Ys. an enemy unit in a riverbank hex by moving into that
riverbank hex and following the normal Close Combat se-
‘quence [EXC: the gunboat does not check morale, the defend:
ing unit checks morale at -10, no CC Odds Table dr is re
quired —the gunboat always wins).
Design Note: The seemingly invincible gunboats will have
‘only a limited effect on play. Seldom indeed will the foolish
CSA unit stray to the river bank while a gunboat is patrolling
the river. Ina practical sense, the gunboat rules serve to limit
the freedom of movement of CSA units to prevent odd encir-
cling movements along the river. Additionally, the Low Ammo
procedure reflects the need for the gunboats to occasionall
refill their stacks of ammunition.
3.7 Union Minor Variants
3.7a Wallace is on time, Lew Wallace and his division arrive
‘when Grant expects them. At Noon, April 6th, the entire 3/T
division arrives at either entry hex G or H (Union player's
choice), At 11:00 a.m. April 6th, the Union player must write
aan order for the 3/T division. (Note that this order is written 1
hhour before Wallace arrives.) This order is considered imme-
diately accepted, costs no orders points, and applies only to
3/T. This option costs 6 VP.
Design Note: Wallace’s march is one of the great controver~
sies of the battle. Grant blamed Wallace for being late, Wal
lace claimed that he was only marching for the flank of the
‘army where he thought he was needed. Whatever the truth, the
end result was the loss of an entire division for the first day of
Jfighting. This option assume that Grant's orders were more
precise, and no time was lost counter-marching.
As a lower-cost alternative to this entry, the Union player may
leave the entry of 3/T to chance. Beginning with the Noon,
April 6th turn, make a D66. On a result of 64-66, The 3/T di-
vision enters play (randomly determine whether it enters at
hex H or G). Upon arrival, the Union player must immediately
write an order for 3/T, which is automatically accepted, costs
‘no points, and applies only to 3/T. If the location is G, the
‘Union player may instead choose to switch the arrival to entry
area H, but with an automatic delay of 16 turns. This option
costs only 3 VP.
Design Note: This alternative is really designed to preserve
the uncertainty that Grant felt. He spent most of the day ex-
ecting Wallace momentarily. With a random entry, it is as
likely that Wallace will arrive even later, so let the Union be:
ware in using this option.A FEARFUL SLAUGHTER
3.7b All of 3/T Arrives. When the 3/T division arrives, allow
all the optional units to enter with their appropriate com-
‘mands. The divisional troops enter with the HQ. This option
costs 1 VP,
Design Note: Several units were left to guard Crump's Land
ing when Wallace marched. Wallace could have chosen to take
his whole command, not wanting to leave such a small force
exposed to capture
3.Je Sherman wakes up. Accelerate the Union Alert Sched-
ule. Use the Optional Alert Schedule (regardless of CSA
setup) and Double the number of units alerted each turn. This
option costs 10 VP.
EX: On he 6:15 am-aur, three regimens would normaly be alered. Using
this option, sx egiments would be alerted. At 7:30 am. in adtion to the
rast of S/T and 6/7, any one aidonal division canbe alerted, and at 8:00,
dum, any wo divisions can be aletd
Design Nowe: Sherman came under heavy criticism for his in-
adequate preparations, He refused to accept early reports that
the enemy was near until he finally was fired upon himself.
Once engaged, of course, he did an outstanding job. The army
could have been prepared much sooner to meet the Rebel ad-
vance, had he heeded the warning signs available.
3.74 Buell Brings it AM. When Buell arrives, the rest of the
Army of Ohio optional forces arrive with him. 15/6/0 Brigade
arrives with Wood at 2:00 p.m. April 7th, 1/0 Division arrives
at 6:00 am. April 7th, ¥O Division arrives at 8:00 a.m, April
7th. The Union player may choose to bring on part oF all of
each Division, Each optional brigade of the Army costs 2 VP.
Division leader, division HQ. and troops for UO and 3/0 enter
ano additional VP cost when atleast one brigade of their di-
vision enters play.
Design Note: A large number of Buel's troops were either act
ing as rear area garrisons or were simply unable to reach the
{field in time. The seven additional brigades this option brings
‘are a powerful force, mitigated by the fact shat they arrive on
the 7th.
3.7e Night or Buell. Ignore the historical entry times for all
Army of Ohio units except Buell and the Army of Ohio HQ,
Instead, at the start of each friendly Command Phase, the
Union player makes a DR on the following table. A result
Within the range indicated allows the Army of Ohio to enter.
Beginning with next hour turn, any one division of the Army
of Ohio is available for entry. Each turn thereafter, the Union
player may land up to 24 strength points of Army of Ohio
‘oops at Pittsburgh Landing. Each hour turn thereafter, one
additional division of the Army of Ohio is available for land:
ing (the 24 strength point per turn limit still applies). Units in
‘excess ofthe limit are held off-map until they can enter.
ssn sn ting Le
SS 7.03
Te D6
Before 3:00 p.m. April 6th 66
3:00 pm. 07:45 p.m. April 6th 65-66
8:00 p.m. to Midnight, April 6th 64-66
‘Any turn on April 7th 61-66
Orders:
The first arriving division is ordered to move to ASS.14 and
defend within 8 hexes of that hex. All other divisions are to
report to army HQ and await further orders.
This option costs a variable number of VPs, depending on
when exactly the Army of Ohio arrives. For each hour (or por-
tion thereof earlier than 5:00 p.m. the army arrives, the CSA,
player receives 2 VP. For each hour (or portion thereof) after
10:00 p.m, thatthe army arrives, the Union player receives 1
YP. Note, this option ean be combined with 2.7d above, pay
ing the appropriate costs to each side as required
EX: Ifthe army of Ohio aived at 1:15 pm. Apel tb, this would give the
CSA player 8 VP for being 3 hours and 4S minis cal. Ifthe Acmy arrives
1-445, this would stil give the CSA player 2 VP, for being pst of an hour
carly,
Design Note: Buelt's advance was delayed by many factors,
not the least of which was the bridging of the rain-swollen
Duck River. By April Sth the lead elements of the army had
made finally made contact with Grant near Savannah
Nonetheless, the overall timing was still very iffy. For exam-
le, had Johnston managed a better march from Corinth, they
‘might have attacked a day early. That would have likely meant
‘no Buell at Shiloh.
4.0 CSA SPECIAL RULES
4.1 On-Map Army Command
Beauregard is the overall CSA commander (EXC: if Beaure-
‘gard is notin play; Johnston is the army commander]. When-
ever both Johnston and Beauregard are in play, Johnston may
issues orders only by Army Commander Initiative (2.2). If
Beauregard is killed or wounded, Johnston immediately ss-
sumes command of the army.
4.2 Johnston
Johnston bas two ratings. The first rating is used for all orders
functions, including Army Commander Initiative, The second.
rating is used for any morale modifiers and rout recovery
rolls, At the beginning of any CSA Movement Phase, the CSA.
player may declare Johnston to be Leading a Charge, For the
duration of the CSA turn, Johnston may use his morale bonus4 Feanrut SLaventer
—$<—<—— ass703
‘on any unit(s) in or adjacent to his hex. Once a this bonus is
declared > 1 CSA unit/stack must move adjacent to an enemy
unit. Any unit receiving Johnston's Leading a Charge morale
bonus subjected to enemy fire must make check for Leader
Loss (CWB 25.4) for Johnston even if Johnston is not in the
hex and regardless of whether or not casualties were sus.
tained.
4.3 Unit Attachment
43a
visions. No division may be attached to another corps,
4.3b Brigades. No brigade may be attached to another divi-
sion or corps. Brigades may be given Brigade Goals.
4.3e Army Troops. Army troops may be assigned to divisions
and brigades as described in 2.3c, may be given Informal Or-
ders, or may be given orders directly by the army commander,
If not currently assigned to any higher unit, they may not
4.4 CSA Movement Restrictions
No CSA infantry unit may enter column or use road move-
ment before 9:00 am. on 6 April. No CSA Cavalry unit may
‘move adjacent to or fire on any non-alerted Union unit
4.5 The S/2/1 Brigade
‘S/2/1 Brigade has two commanders. When the Brigade enters
play, Stephens is in command, and acts in all ways as a nor
mal brigade commander, He remains in command of $/2/1
tuntil he either a) becomes a casualty or b) Maney arrives and
‘moves within command radius of the brigade. If Stephens be
comes a casualty before Maney arrives, he is replaced with a
normal repl Ieader (who is then removed when Maney arrives
ind moves within command radius of the division). Once
Maney arrives, Stephens relinquishes command of the
brigade, but remains in play and can use his leader rating for
all morale benefits for any unit in the brigade with which he is
stacked,
4.6 CSA Minor Variants
4.64 No Movement Restri
‘costs 5 VP.
ons. Delete rule 4.4, This option
Design Note: This option assumes that the CSA did a much
better job of scouting the Union positions and the local road
network, This option tends to lead 10 a great deal more Union
troops being surprised in their camps (i.e,, non-Alert.
int Pig LLC Hebe 87 Mei 200
4.6» Free CSA Deployment. The CSA Player may set up his
starting units anywhere southwest of the line B6.13-B13.01
line inclusive). The historial setup for Scenario 6.9 provides
the exact line (hex by hex). Units may be in any formation,
but are still subject to the restrictions of 4.4 /EXC: if also
using option 4.6a}. This option costs 6 VP,
Design Note: Most experts agree thatthe initial CSA troop de-
ployments greatly exacerbated tactical confusion and all but
‘guaranteed that unit cohesion would be lost when the line ad-
vanced. This option allows players more freedom to use deep
columns and better tactical control for effective corps orders
implementation.
4.6c Fort Donelson Garrison. Beginning with the 8:00 a.m, 6
April turn, the CSA player must make a DR at the start of
every Command Phase. On a DR > 10, all units of F Corps.
‘may enter at entry area A on the next CSA Movement Phase.
F Comps enters with orders to report to the Army HQ and
await further orders (alternatively, the Rebel Player may
choose to enter F Corps at 1:00 PM. April 6th). Some, none,
or all of F Corps may enter once activated by the above DR.
Each Brigade entering play costs 2 VP EXC: I/E/F and
2IF cost | VP each]. The CSA Player may replace Floyd
with Buckner by paying an additional 3 VP. If this change in
leaders is conducted, Wharton commands Floyd's division
while Buckner would command both the Corps and his divi
Design Note: These units represent the remaining troops of the
Ft, Donelson garrison. Had the aftermath of Ft. Donelson
been less extreme, these units could have easily been reorga-
nized in time for use at Shiloh,
4.6d Army of the West, Beginning with the 1:00 p.m. 6 April
turn, the CSA player must make a DR at the start of every
‘Command Phase. On a DR > 10, The Army of the West enters
con the next CSA Movement Phase. The Army of the Westen:
ters with orders to move to the Army HQ and await further oF
ders, Alternatively, the Army of the West enters automatically
‘on the 6:00 p.m. 6 April turn. Some, none, or all of the Army
‘may enter once activated by the above DR. Each Brigade that
centers play costs 2 VP [EXC: Pike's brigade costs 1 VP]. The
Army of the West is considered Corps for all purposes, not
an army, and Van Dorn does not function like an army com-
‘ander in any way.
Design Note: This is perhaps the most speculated ‘what-if of
Shiloh, Van Dorn's self-styled Army of the West could have ap-
eared on the field had a great number of circumstances gone
exactly right
4.6e Island #10 Abandoned. Beginning with the 6:00 am. 6
April turn, the CSA player must make a DR at the start of
‘every Command Phase. On a DR 2 10, MeCown's Division
(M Division) enters play on the next CSA Movement Phase.A Feanrul SLaveHTer
McCown's Division enters with orders to move to the Army
HQ and await further orders. Alternatively, MeCown’s Divi-
sion enters automatically on the 10:00 a.m. 6 April turn.
‘Some, none, or all of the division may enter once activated by
the above DR. Each Brigade that enters play costs 2 VP,
Design Note: Island Number 10 was near New Madrid, Mis-
souri. Fort Pillow was some 40 miles north of Memphis on the
Mississippi River. Both of these outposts held garrisons that
could have made it to the battle had they been called upon
while the army was preparing to move.
5.0 VICTORY CONDITIONS
Unless specified by the specific scenario information, use the
schedule of VP awards below.
Each player totals his victory points for enemy losses, cap-
tured terrain, enemy wrecked formations, and special awards
for lost batteries, leaders, or wrecked cavalry units, Subtract
the CSA total from the Union total to produce the final VP
Tally (which may be a negative number). Consult the victory
conditions for the specific scenario to determine the level of
victory,
‘All losses are cumulative. For scenarios that start after the be-
ginning of the battle, pre-scenario losses are listed as well as,
any wrecked units. All of these losses count for victory, and
should be added into the total losses for the scenario,
5.1 Terrain Capture VP
In order to claim VP for a hex, the player must have been the
last side to occupy the hex with @ non-Routed combat unit
(leaders and supply trains/Wwagon are not considered combat
units). Control of a field is defined as having no non-Routed
enemy combat unit(s) in any hex(es) of the field, while > 1
cone friendly non-Routed combat unit occupies a hex of the
field. Control VP are determined only at scenario end unless
specified otherwise. In scenarios only using one map, only VP
hexes forthe map in play are considered.
CsA
Hi ‘Awanp
A402 2
AZT
A362
ASLI2
46.14
AS0.13
AS6.12
43.05
BS5.01
BI218
BI9.29
‘UNION
‘Awano
Ass 7.03
CSA Usiox
Hex: AwaRD AwaRn
B22,32 3 2)
831.05 5
B35.25, i 1
1835.33, 2 1
B38.30 1 I
42.26 1 i
Ba4.27 1 1
48.22 1 1
5.2 Casualty VP
Each side receives victory points for losses inflicted on the
enemy. Each loss should be recorded on the track with the
‘markers provided. In scenarios that start with Previous losses,
record those losses on the track before play begins. Only per
‘manent losses count for VPs, not stragglers. VPs are awarded
as shown below, with Union VPs awarded for CSA losses and
vvice versa. Each enemy battery eliminated is worth /s VP.
ve CSA Union
Awanp Losses’ Losses
0 0-40 0-50
I 41-75 51-85
3 76-105 86-120
6 106-140 121-160
9 141-165 161-190
12 166-180 191-225
16 81-205 226-260
20 206-235, 261-300
4 236-260 301-335,
28 261-285 336-370
32 286-320 371-405
36 321-350 406-440
41 2351 2441
4 Ifthe CSA player enters 2 72 Optional nis, se the
Union Losses columa to determine VP awards for
CSA lowes
5.3 Wrecked Formation VP
Wrecked brigades, divisions, and corps result in VP for the
enemy. Each wrecked brigade and each wrecked cavalry unit
(regardless of size) is worth 1 VP to the enemy. For the pur-
poses of wrecked status determination, stragglers and perma
nent casualties count, In addition, the CSA player receives VP
for wrecked Union divisions and the Union player receives
VP for wrecked CSA corps and divisions based on the follow-
ing table.
ate stn eT Gey Nap
10A Fearru. SLaven Ter
SS 7.09
CSA VP for Wrecked Divisions:
1 Tenn - 2 VP
2 Tenn - 2. VP
3 Tenn-2 VP
4 Tenn -2 VP
5 Tenn-2 VP
6Tenn- 1 VP
1 Ohio - 2 VP
5 Ohio
6 Ohio- 1 VP
1vP
Union VP Wrecked Corps or Divisions:
1 Corps - 3 VP
2 Comps-4 VP
3 Comps - | VP
Res Corps - 1 VP
West - 4 VP.
F Corps -4 VP
M Division -1 VP
6.0 SCENARIOS
‘A setup designation of 10 indicates that all noted units begin
the scenario marked with an Informal Orders marker (2.2b),
6.1 Stuart's Brigade
(One of Sherman's Brigades fought a lonely battle, far from the
rest of the division, Separated from their parent command by
Prentiss’ men, the three regiments of Stuart's Brigade made a
desperate stand south of the Peach Orchard, and ever after
‘ward felt they had saved the army from destruction, This is an
ideal introductory scenario,
General Information
Map Area: Map B, south of XX.25 and east of 46.XX_
First Turn: 11:30 a.m.
Last Turn: 1:00 p.m,
Total Turns: 7
First Player: CSA.
Union Information
Set Up:
2US/T Brigade
‘4 Ohio—B56.16
Stuart, 55 II—BS1.20
71 Ohio—B49.21
Orders:
2/S/T is to defend the Larkin Bell Field and prevent a Confed.
erate advance up the Hamburg Road.
Mi tn Rtg LLC Heute 7 Nw ML 218
ul
Artillery Ammunition: Unlimited
Previous Losses: None
Wrecked Regiments: None
Eliminated Uni
None
Reinforcements: None
CSA Inform:
Set Up:
C/2/2, Girardey Bty/3/22—wii 2 of BS2.12
7 Miss (8), 9 Miss (6), 10 Miss (5)
Orders:
Chalmers’ Brigade is to capture the Larkin Bell field and de-
siroy Stuart's Brigade. Girardey is attached to C/2/2,
Artillery Ammunition: Unlimited
Previous Losses: 7 Miss - 1 SP, 1 Straggler, 9 Miss - 1 SP, 1
straggler, 10 Miss - 1 SP, | straggler
Wrecked Regiments: None
Eliminated Units: None
Reinforcements: None.
Victory Condito
‘The side with the most VP at game end is the winner, VP are
determined by the following schedule (only),
VP per wrecked enemy regiment
3 VP per wrecked enemy brigade
3 VP for Larkin Bell Field
6.2 "Take your damned Regiment
back to Ohio!"
Despite Sherman's feeling that no attack was forthcoming, the
Rebel approach was not entirely unexpected. A number of
units sent out patrols. The fighting began quite early as a skir-
rishes between small bodies of troops broke out up and down
the line, This scenario covers those initial clashes and the frst
significant attack on Sherman's line. The fighting was very
fragmented. Consequently, some units that were present only
for a short time are omitted due to cither the transitory nature
of their presence or the fact that they were not committed 10
fighting in this sector. Also, McClernand’s portion of this fight
carried on into the early afternoon and onto map A, well be-
yond the scope of this scenario.A Fearrul SLaveHver
General Information
Map Area: Map B, west of the 32.XX hex row
First Turn: 6:00 a.m. Apeil 6th
Last Turn: 11:00 a.m. April 6th
Total Turns: 21
First Player: CSA
Union Information
Set Up:
we
E, 2 ll Bty—B22,32
aut
17 —B24.31
29 TIB26.30
Raith, 43 II—B28,29
49 1N—B30.28
Sherman, 5 Tenn HQ—B22.30
Thieleman Cav—B23.31
2,3/4 Tll Cav—B27.26
6 Ind Bty—B11.32
B, | ll Bty—B23.30
E1 Ill Bty—B22.26
sr
McDowell—B13.33
6 lowa a,b —B8.32
46 Ohio a,b—B10.32
40 —B13.31
31ST
77 Ohio a, b, Hildebrand—B20.28
53 Ohio a,b—B22.23
57 Ohio—B24.26
ast
48 Ohio, Buckland—B17.30
70 Ohio a.b—B19.30
72 Ohio a.b—B16.30
vor
Peabody, 25 Mo—B29.22
12 Mich—B30.20
21 Mo—B31.20
Powell—B16.14
Orders:
Powell/I/6/T has a Regimental Goal to defend the road from
BI7.14 10 B29.2..
1/677 has orders to defend the line of it's camps
oxnssnasua nding tc
FSS 7.03
has orders to support Sherman's Division.
Once the rest of 1 Tenn arrives, it joins the division
5 Tenn, once active, has orders to defend in place,
Alerted Units:
At Stat—Powell/ /6/T
6:15 am—2I Mo/l/6/T
6:30 am. —U6rT
6:45 a.m.—$3 Ohio/3/S/T
7S am—3S/T
7:30 a.m.—test of 5 Tenn Division
8:00 a.m.—I Tenn Division
All einforcements arrive alerted.
Artillery Ammunition: 75,
Previous Losses: None.
Wrecked Regiments: None
Eliminated Units: None
Reinforcements:
Hex Time Units
B25.35 8:00am, MeClernand, 1 Tenn HQ, 21/7,
DIM, 14 Obio Bry
25.35 8:15am. VI/T,D2M1By
Orders:
1 Tenn Division has orders to defend the line of the Hamburg-
Purdy Road.
CSA Information
Set Up:
Johnston, Beauregard, A Miss HQ and Supply—B5.01
Hardee, 3 Corps HQ and Supply —B 10.06
cms
2 Tenn—B6.13
24 Tenn—B7.13
Cleburne, 15 Ark—B8.12
5 Tenn, 6 Miss—B9.12
23 Tenn—B10.11
Trigg Bty—B7.12
Hindman, Calvert Bty -B8.11
Hubbard Bty—B9.11
WHR
27 Tenn, 16 Ala—BIL.I1
Wood, 44 Tenn, 8 Ark—B11.10
9 Ark Bn, 55 Tenn—B12.09
3 Miss Bn—B13.13
Ga Dragoons, Harper Bty—B11.07
a aime Tres QW 8A FEarruL SLAUGHTER
SS 7.03
smH3
7 Ark ab—B13.09
Shaver, 2 Atk—B13.08
‘Swett Bty, Miller Bty—B12.07
6 Atk—B14.07
3. CSA—B14.06
Bragg, 2 Corps HQ and Supply—B7.03
Pu
38 Tenn ab—B2.11
16 La, Orleans Gd—B3.11
Pond, Ketchum Bty, Jenkins Cay—B3.10
18 La—B4.10
Crescent ,b—B4.09
ANID
17 La, Conf Gd—B5.09
Ruggles, Washington Bty—B5.08
Anderson, 20 La—B6.08
9 Texas, | Fl Bn—B6.07
Orders:
3 Corps is to capture Lost, Review, and Woolf Fields.
CCIHIS has a Brigade Goal to capture Shiloh Church
2 Corps is to capture Woolf and Review Fields.
/1/2 has a Brigade Goal to capture Ben Howell Field
Antillery Ammunition: 60
Previous losses: None
‘Wrecked Regiments: None
Eliminated Units: None
forcements:
‘Time Units
6:30am, R/I/I Brigade
7:00am. 32/1 Brigade
Ordet
RII/I has a Brigade Goal to capture Lost and Review Fields.
{2/1 has a Brigade Goal to capture Shiloh Church, then ad-
‘vance and capture Woolf Field,
Victory Conditions
The side with the most VP at game end is the winner. VP are
determined by the following schedule (only).
1 VP per wrecked enemy brigade
2 VP cach for Lost Field, Review Field, and Shiloh Church.
a att Lure, Se, Ae M206
6.3 Prentiss Attacked
Prentiss’ initial position in Spain Field was the brunt of several
heavy attacks. He was finally dislodged around 9:00 a.m, The
remnants of his command fell back to the Sunken Read,
General Information
‘Map Area: Map B, east of the 22.XX hexrow, west of the
42.XX hexrow, and south of the Hamburg Purdy Road,
First Turn: 7:30 a.m, April 6th
Last Turn: 10:00 a.m. April 6th
‘otal Turns: 11
First Player: CSA
Union Information
Set Up:
6T HQ—B38.20
Prentiss, 1 Minn Bty—B34.17
5 Ohio Bty—B35.17
ver
25 Mo—B27.21
Peabody, Powell (6)—B28.20
12 Mich—B29.20
21 Mo (10)—B30.19
16 Wisc a—B32.15
16 Wise b—B33.15
u6rr
Miller, 18 Mo—B35.15,
61 Ill—B36.15,
18 Wisc a—B37.16
18 Wise b—B38.16
15 Mich a/ATenn (out of ammo)—B37.19
15 Mich b/ATenn (out of ammo)—B36.19
Orders:
6T has orders to defend in place.
15 Mich is attached to 6/T
Special Rules: All Union units begin the scenario Alerted.
Union units may exit the map by crossing the Hamburg-Purdy
Road. Any unit that does so is removed from play and is not
considered eliminated for VP purposes.
Artillery Ammunition: Unlimited.
the 15 Mich a & b can resupply on any turn that the Union
player rolls «1 or 2 on one die. No other unit can resupply.
Previous losses: Powell
straggler
1 SP, 1 straggler, 21 Mo - ISP, 1
Wrecked Regiments: NoneA Fearru. SLavaHTeRr
Eliminated Units: None
Reinforcements: None.
CSA Information
Set Up:
wis
27 Tenn, 16 Ala—B22.17
Wood, 9 Ark Bn, 44 Tenn, 8 Atk—B23.17
3 Miss Bn (4), 55 Tenn—B24.16
S/HB
7 Ark a(6), 7 Ark b—B27.17
Shaver, 2 Ark—B28.16
6 Ark (8), 3 Conf—B29.16
Gia
26 Ala, 1 La—B28.12
Gladden, 22 Ala, 25 Ala-
21 Ala—B30.11
Robertson Bty—B27.10
B29.12
cnn
5 Miss, 52 Tenn—B31.09
Chalmers, 10 Miss, 9 Miss—B32.08
Withers, 7 Miss—B33.09
Gage Bty—B30.06
Orders:
W/HI3 has a Brigade Goal to clear the road defended by 1/6/T
and capture Lost Field
S/HI3 has a Brigade Goal to capture Barnes Field.
2/2 has a Divisional Goal to capture Spain Field, the ridge
east of Spain field, and advance to the Hamburg-Purdy Road.
Artillery Ammunition: Unlimited
Previous losses: 3 Miss/W/H/3 - 1 SP, 1 straggler, 7 Atk
alS/H/ - | straggler, 6 Ark - 1 SP, 1 Straggler.
Wrecked Regiments: None
Eliminated Units: None
Reinforcements: None
‘Victory Conditions
‘The side with the most VP at game end is the winner. VP are
determined by the following schedule (only).
1 VP per wrecked enemy brigade
1 VP for Spain Field,
2.VP each for Lost Field and Barnes Field.
4
RSS 7.09
6.4 Opening attack
‘This scenario covers the entire initial Rebel attack, from first
light through about noon on 6 April
General Information
Map Area: Map B,
First Turn: 6:00 a.m. April 6th
Last Turn: Noon, April 6th
Total Turns: 25
First Player: CSA
ut
E, 2 Ill Bty—B22.32
svt
17 T—B24.31
29 I1l—B26.30
Raith, 43 I—B28.29
49 II—B30.28
Sherman, 5 Tenn HQ—B22.30
Thieleman Cay—B23.31
2,3/4 Ill Cav—B27.26
6 Ind Bty—B11.32
B, 111 Bty—B23.30
EL Ill Bty—B22.26
S/T
McDowell—B13.33
6 Towa ab —B8.32
46 Ohio a,b—B10.32
40 MI—B13.31
2s/T
Stuart—B51.22
55 IIl—B51.20
54 Ohio—B49.22
71 Ohio—B47.21
315i
77 Ohio a, b, Hildebrand —B20,28
53 Ohio a.b—B22.23,
57 Ohio—B24.26
srr
48 Ohio, Buckland—B17.30
70 Ohio a,b—B19.30
72 Ohio a,b—B16.30
Prentiss, 6 Tenn HQ—B38.20
a Patti oe Cee ly Wap 86 Feanrvi StavenTer
SS 7-03,
1/2 Mil Cay—B41,22
5th Ohio Bty—B36.19
1 Minn By—B37.20
Wore
Peabody, 25 Mo—B29.22
12 Mich—B30.20
21 Mo—B32.19
16 Wisc a,b—B34.19
Powell—B16.14
2161
Miller, 18 Mo—B35.18
61 IN—B37.18
18 Wise a,b—B39.18
Orders:
Powell/1/6/T has a Regimental Goal to defend the approach to
1/6/T's camps, delaying the enemy advance as much as possi-
ble while avoiding destruction,
12 Mich/1/6/T has a Regimental Goal to join Powell/1/6/T
and then to delay the enemy advance as much as possible
while avoiding destruction.
5 Tenn, once active, has orders to defend in place.
2/SIT has a Brigade Goal to defend the Union left flank and
prevent the Confederates from outflanking the Sunken
Road/Peach Orchard line to the east.
6 Tenn, once active, has orders to defend in place.
Alerted Units:
At start—Powell/1/6/T
6:15 am.—2 Mo/l/6T
6:30am,
6-45 am.—S3 Ohio/3/5/T
7:15 am—3/S/T, rest of 6/T
7:30 am—test of S/T
8:00 a.m.—All remaining units
Artillery Ammunition: 100
Previous losses: None.
Wrecked Regiments: None
mated Units: None
15
Reinforcements:
Hex ‘Time
B3935 6:30am. VA Tenn - out of ammo
B2535 8:00am, MeClernand, 1 Tenn HQ, 2/1/T,
D ill, 14 Ohio Bry
BIS35&:ISam, I/I/T,D 21 Bry
B3935 9:00am. 1M4/T, 23 Mo/6/T
B4A35 9:15am. A/T (less 1M/T, CavidtT)
B44.35 10:15 am, McArthur, 9 I, 12 1/2/2/T,
AIM Bry/2T
839.35 10:30 am, rest of 2/7 (except cav and rest of
2rry
Orders:
15 Mich is o join 6 Tenn Division.
I Tenn Division is to defend the line of the Hamburg-Purdy
Road.
V4rT is to join 1 Tenn Division.
23 MoI6/T isto join 6 Tenn Division.
4 Tenn Division is to defend the Sarah Bell Field,
22/7 has a Brigade Goal to support Stuart and 2/5/T
2 Tenn Division is to defend the Sunken Road and Duncan
Field,
A Information
Set Up:
Johnston, Beauregard, A Miss HQ and Supply—B5.01
Hardee, 3 Corps HQ and Supply—B10.06
cms
2 Tenn—B6.13
24 Tenn—B7.13,
Cleburne, 15 Ark—B8.12
5 Tenn, 6 Miss—B9.12
23 Tenn—B10.11
‘Trigg Bly—B7.12
Hindman, Calvert Bty -B8.11
Hubbard Bty—B9.11
wiHi3
27 Tenn, 16 Ala—B1L.LL
Wood, 44 Tenn, 8 Ark—B11.10
9 Ark Bn, 55 Tenn—B12.09
3 Miss Bn—B13.13
Ga Dragoons, Harper Bty—B11.07
SIHI3
7 Ark ab—B13.09
Shaver, 2 Atk—B13.08
‘Swett Bty, Miller Bty—B12.07
6 Atk—B14.07
3CSA—B14.06
‘ta Man ning LCA Frapru. SLavanrer
cnn
1 La—B15.06
26 Ala—B15.05,
Gladden, 25 Ala—B16.04
22 Ala- B16.03
Robertson Bty—B15.03
21 Ala—B17.03,
Bragg, 2 Corps HQ and Supply—B7.03,
Pra
38 Tenn a,b—B2.11
16 La, Orleans Gd—B3.11
Pond, Ketchum Bty, Jenkins Cav—B3.10
18 La—B4.10
Crescent a,b—B4.09
AIL
17 La, Conf Gd—B5.09
Ruggles, Washington Bly—B5.08
Anderson, 20 La—B6,08
9 Texas, | Fl Bn—B6.07
Gn
1 Ark ab—B7.07
19 La, —B7.06
Gibson, 4 La—B8.06
13 Laa,b—B8.05
se,
Girardey Bty—B8.04
Clinton Cav/2/2—B7.04
17 Ala—B9,05
Jackson, 2 Texas—B9.04
18 Ala—B10.03,
19 Ala—B11.03
cn
Withers, Gage Bty—B10.02
Chalmers, 52 Tenn, 5 Miss—B11.02
9 Miss, 10 Miss—B12.01
7 Miss—B13.01
Orders:
CC/E3 has a Brigade Goal to capture Shiloh Church
3 Corps is to capture Lost, Review, and Woolf Fields.
Withers/2 Corps has a Divisional Goal to capture Spain,
Barnes, and Davis Fields
Gi2/2 has a Brigade Goal to capture Spain, Barnes, and Davis
Fields.
P/1/2 has a Brigade Goal to capture Ben Howell Field
Ruggle2 Corps has a Divisional Goal to capture Woolf and
Review Fields.
16
RSs 7.09
2 Comps is to accompany one of the above divisions. That
‘order then becomes the Corps order. all other 2 Corps units
with separate goals continue on those goal.
Artillery Ammunition: 100
Previous Losses: None
Wrecked Regiments: None
Eliminated Units: None
Reinforcements:
‘As per the CSA Reinforcement Schedule
Vietory:
Union Massive 15 or more VPs
Union Major 8t0 14 VPs
Union Minor 307 VPs
Draw 2102 VPs
CSA Minor -Tto-3 VPs
CSA Major “1410-8 VPs
CSA Massive -15 or less VPs
Historically, the Scenario was a draw, with I VP.
6.5 Hornet’s Nest
By midday, Union resistance in the center and right solidified
along the Sunken Road, stretching between the Peach Orchard
‘and Duncan Field, Here men of three Federal divisions - Pren-
tiss' 6th, W.H.L, Wallace's 2nd, and Hurlbuts 4th - formed a
solid line that became known ever after as the Hornet's Nest.
‘The position held out until almost 6:00 p.m., finally falling to
repeated Rebel attacks and in the face of heavy odds,
General Information
‘Map Area: Both
i 1:00 a.m, April 6th
6:00 pm. April 6th
‘Total Game Length: 29 Turns
First Player: CSA
Union Information
Set Up:
Grant, ATenn HQ—A4I.12
A Tenn Supply Train—A55.14
A Tenn Supply Wagon—A55.13
A Tenn supply wagon—B44.31
8 Ohio Bty—A57.09
F 21 Bty—A55.12
HIM Bty—A54.12
B 2 Ill Bty—A52.12
11 Tl Bty—A38.17
ast dig. Hone Th ane, Quy Wap 18A Fearrul SLavenTer
ASS7.00
10—15 Mich a (5), 15 Mich b—w/i 3 of A55.14
vr
1 Tenn HQ—A27.10
C&S Ill Cav, 1/4 Ill Cay—A26.10
D1 Ill Bty@), D2 Ill Bry(2)—A26.09
E2 IM Bty(2)—B29.11
4 Ohio Bty—eliminated
var
McClernand, Hare, 13 lowa a(5) 13 lowa b(5)—A26.05,
18 MI(3) 11 Towa a(2) 11 Towa b(4)—A27.06
1O—8 I1(7)—A36.01
ane
Marsh, 45 I11(5) 48 T11(7)—A29.04
20 TI(6) 11 1113)—A28.04
3a
Repl leader, 49 111(6) 29 I(3) 17 1N(4) 43 11(2)—
27.05
wn
W. Wallace, 2 Tenn HQ—A39.01
A&B 2 Ill Cav, US Cav—w/i 1 of A39.01
ie
Tuttle, 12 Iowa, D 1 Mo Bty—B37.31
7 Howa—B37.32
2 lowa, K 1 Mo Bty—B36.32
14 Towa —B38.30
22T
McArthur, 9 Ill—B47.25
12, A 1 Ill Bty—B46.25,
13 Mo—A24.07
10—14 Mo, 81 Ohio—w/i 1 of A36.28
32T
8 Towa a, H | Mo Bty—B38.29
8 lowa b—B39.30
‘Sweeny, 58 II—B35.33
7 IN—B35.34
52 Ill a & b—B37.34
57 Ill a & b—B38,33,
50 T—B48.24
ar
Hurlbut, 4 Tenn HQ—B44,27
5 Ohio Cav—B45.26
7
wart
Williams, 28 I—B43.24
32 Ill, C 1 Mo Bty—B44.23
3 lowa—B45.24
41 Ill, 2 Mich Bty—B42.23
art
Veatch, 46 I11(6) 25 Ind(3)—A29.05
14 I(8) 15 II4)}—A30.08
s/4rT
17 Ky, 25 Ky—B41.24
Lauman, 44 Ind, 13 Ohio Bty—B41.25
31 Ind—B41.26
sit
5 Tenn HQ—A30.11
Thieleman, 2&3/4 Il Cav—w/i 1 of A30.14
B 1 Ill Bty—A27.10
106 Ind Bty(1)—wii 1 of ASS.14
usr
McDowell, 46 Ohio a & b—A24.06
6 lowa a & b—A23.07
40 I1N(6)—A24.07
sit
Stuart, 55 I—BS3.20
54 Ohio—B54.19
71 Ohio—BS1.21
ast
Sherman, Buckland, 48 Ohio(6) 72 Ohio a(1)—A25.06
TO—70 Ohio a(6) 70 Ohio b(4)—A28.11
all other units of 5/T not listed are eliminated.
or
Prentiss, 6 Tenn HQ—B40.29
11 II Cav—A43.05
15 Towa a & b—A30.08
16 Iowa a & b—A29.09
23 Mo, 5 Ohio Bty(4)—B40.27
err
Repl leader, 12 Mich(7)—B38.28
21 Mo(1) 1 Minn Bty(4)—B38.30
25 Mo (3)—B39.28A Fearrvt StaveHTer
206rT
Miller, 18 Wise a(2) 18 Mo(2)—B39.28
61 TC) —B38.32
Orders:
All units marked IO have informal orders.
I/T is ordered to counter-attack to recapture Shiloh Church
2, is ordered to defend the Sunken Road line
2AT has a Brigade Goal to defend the Union flank near the
Peach Orchard
13 Mo/2/2/T is attached to 1/5/T
8 Iowa a & b/3/2/T are attached to 1-2-T
AIT is ordered to defend the Sunken Road line and the Sarah
Bell Field
S/T is ordered to counter-attack to recapture Shiloh Church,
2USIT has a Brigade Goal to defend Larkin Bell Field and the
Union flank
617 is ordered to defend the Sunken Road line.
15 Iowa a & b, 16 Iowa a & b, have orders to defend Jones
Field,
Previous Losses: 66
Wrecked Regiments: 1/1/T 2, 3/1/T
B/S/T 5, 41ST - 4
OI - 5, 21677 - 4
3, 24-2, UST -1,
Eliminated Units: All units of 6/T not initially set up on map
Reinforcements:
As per the Union Reinforcement Schedule.
CSA Information
Set-up:
Beauregard, A Miss HQ and Supply—B15.19
Johnston—B35.20
Polk, 1 Corps HQ—B20.29
1 Corps Supply, Mise Cav/1 Corps—B19.29
ul
Stewart—B26.32 (Clark is wounded)
RI
13 Tenn(7) Bankhead Bty(4)—B31.34
Russell, 11 LA() 22 Tenn a(5) 22 Tenn b(4)—B30.33
12 Tenn a(S) 12 Tenn 6(5)—B29.33
18
ASS 7.03
san
13 Ark, Stanford Bry—B26.32
Repl Leader, 5 Tenn a and b—B25.33
4 Tenn a(S) 4 Tenn b(4)—B24,32
33 Tenn(11)}—B24.33,
wn
Repl Leader, 15 Tenn(6) 154 Tenn a(3) 154 Tenn b(2)—
B28.32
Blythe Tenn(4) 2 Tenn(2) Polk Bty(4)—B27.33
spn
Cheatham, Stephens, 9 Tenn, Smith Bty—B35.27
7 Ky—B34.27
6 Tenn—B36.26
1 Miss Cav/1 Corps—B35.25
Brewer Cav/l Corps—B27.31
2 Corps
Bragg, 2 Corps HQ and Supply—B35.19
12
Ruggles
B23.34
AID
Anderson, 17 LA(4) 1 FL Bn(1)—B22.33
20 LA(4) 9 Texas(1) Washington Bty—B23.34
Conf Gds Bn—eliminated
cnn
All units w/i 1 hex of B33.23
PA
JO—38 Tenn a & B—A5.O1
10—Crescent a & b—A6.01
16 LA—A17.04
Pond, 18 LA—A18.03
Orleans Gd, Ketchum Bty—A19.03
2
cnn
Gage Bty—B52.12
Withers, 52 Tenn—BS4.16
Chalmers, 5 Miss, 10 Miss(5)—BSS.16
7 Miss(7), 9 Miss(6)—B56.15
enn
(note, unit formed in square formation, set up facing all
directions)
25 Ala(3)—B37.20
Repl Leader, 22 Ala(6) Robertson Bty—B38.20
21 Ala(4)—B39.20
26 Ala(2) 1 La(2)—B38.19
Maa Pig Te Games Qs Wap 188A FEarrul SLAU@HTER
987.08
yor Cobb Bty—B23.33
2 Texas—B50.16 Byrne Bty—B21.32
19 Ala—BS1.15 Morgan Cav—B21.31
Jackson, 18 Ala—B52.15
17 Ala—B53.15 Assorted Cav units
Girardey Bty—B51.12 10—Jenkins/ I / 2, Clanton/2/2, Adams/A Tenn, Ga
Dragoons/W/H/3—w/il hex of B58.08
3 Comps 10—Wharton a & b/A Tenn—B13.33
Hardee, 3 Corps HQ and Supply —B30.28
Hindman wounded, no repl Orders:
All units marked 10 have informal orders.
coms 1 Corps has orders to atack and capture Jones Field with 1/1
5 Tenn(4) 23 Tenn(6) Hubbard Bty—B25.27 Corps Division.
211 Corps has no orders.
‘DN is attached to 1/1 Comps
2 Comps has no orders.
1/2 Comps has a Divisional Goal to defend Woolf Field, Ben
Howell Field, and Shiloh Church.
Cleburne, 24 Tenn(8) Calvert Bty—B26.25
15 Ark(6) Trigg Bty—B26.26
6 Miss, 2 Tenn—eliminated
S/H/3 2/2 has a Divisional Goal to attack and capture Larkin Bell
7 Atk a(4) 7 Ark b(4) B29.31 Field
Shaver, 2 Ark(5) 6 Ark(7)—B30.30 G/2/2 has no orders, and is not part of 2/2 attack, above,
10—3 Confi3)—B36.19 3 Corps has no orders.
Miller Bty—B31.28 Res Comps has orders (0 attack and capture Sarah Bell Field,
Swett Bty—B31.29 and Peach Orchard
‘TiRes Corps has a Brigade Goal to defend Woolf and Ben
ar Howell Fields, and Shiloh Church
Repl leader, 27 Tenn(3) 3 Miss Bn(3)—B27.30
44 Tenn(2) 9 Ark Bn(1) 8 Atk(3) —B28.29
Artillery Ammunition: 70,
16 Ala(4) 55 Tenn(2)}—B31.30 Previous Losses: 76
Harper Bty—B31.27
Res Corps Wrecked Regiments: R/I/I - 1, S/M/~ 1, W2/1-4, A/1/2-
Breckinridge, Res Corps HQ—B39.17 4,GI22-4, SIIB -2
Res Corps Supply —B34.16 CHB 3, WI 6
BiRes Eliminated Units: None
9 Ark—BAL.18,
Reinforcements:
Eee ea vacson Bry BAL.17 ‘As per the CSA Reinforcement Schedule.
Bowen, 10 Ark, 2 Conf—B42.17
1 Mo—B43.17
Vietory:
Union Massive 18 or more VPs
siRes Union Major ‘120 17 VPs
22 Miss, 28 Tenn—B36.16 Union Minor 6 to 11 VPs
Statham, 15 Miss, 20 Tenn—B37.16 Draw 5105 VPs
45 Tenn, 19 Tenn—B38.15, CSA Minor 11 10-6 VPs
Rutledge Bty—B36.15, CSA Major -17t0-12 VPs
McClung Biy/A Tenn-B35.15 CSA Massive -18 or ess VPs
ae Historically the scenario was a draw, with -3 VPs.
4 Ky—BI8.34
Trabue, 6 Ky, 31 Ala—B19.34
5 Ky, 4 Ala Bn—B20.33
3 Ky, Crews Bn—B21.33
Man iin LAC age Se et M2168 os asain LE
19& Fearrc. S.aveaTer
6.6 The Final Drive
Beauregard's order to halt and not make the final attack on
Grant's battered forces has been both hailed as the only realis-
tic choice, and reviled as the fatal decision that doomed the
‘South's independence. This scenario examines that question
directly: could Grant have been driven into the Tennessee
River? When the fighting stopped, the situation was very con-
fused, No brigade was intact, and many regiments had drifted
to the rear or to find a campsite. After the war, the myth
sprang up that one more determined push would have finished
the fight, Here the CSA player has a chance to try that final,
determined push - everyone gripped with the same urgency, in
‘an all or nothing final drive on the landing
General Information
Map Area: Both
First Turn: 5:00 p.m, April 6th
Last Turn: 8:00 p.m. April 6th
‘Total Game Length: 11 Turns
First Player: CS,
Union Information
Set Up:
Grant, A Tenn HQ, Buell, A Ohio HQ—A48.15
8 Ohio Bty—A57.09
Tenn
McClernand, 1 Tenn HQ, 1/4 Ill Cay, C&S 1 Cay—
Ad2.19
D LIN Bty(3)—A41.19
vir
Hare, 8 II(5) 18 IHI(L) 11 Jowa b(2)—A46.13
13 Towa a(3) 13 Iowa b(4) H I Mo Bry/2 Tenn—A47.13,
2
Marsh, 45 111(3) 48 11I(1)—A37.19
sure
Repl ldr, 49 11K6)—A41.15
17 Ma) —Aa2.14
43 TII(1) 46 2/4/14) —A43.15
29 IL) B 2 Ill Bty/A Tenn—A50.12
2rTenn
W. Wallace, 2 Tenn HQ
US Cay—A36.23
A&B 211 Cay—A36.21
eliminated,
Lore
Tattle, 2 lowa(7) 7 Lowa(5) 3 lowa/I/4/T(1)—A45.14
a asta tig
RSS 7.08
22st
McArthur, 13 Mo(3) 9 1112) A 1M Bty(1) —A44.14
81 Obio(7)—A37.18,
14 Mo, [1 Ill Bty/A Tenn—A38.17
12 1G)—A40.18,
32st
Repl ldr, 7 117) D 2 Ml Bty/1 Tenn(1) K 1 Mo Bty—
AS4.11
50 111(6) H 1 Ill Bty/A Tenn—A55.12
2) $7 IN b@)—ASL.12
52 Ml a(2) 52 1 b(@3)—AS1.14
4ffenn
Hurlbut, 4 Tenn HQ—AS5.14
5 Ohio Cav, 2 Mich Bty(1)—AS4.14
ware
Repl Idr, 28 MCI) 41 MICA) 32 IN) 15 MV2/A/T(L) E 2
TH Buy/t Tenn(2)—A48.12
2a
Veatch, 14 III(4) C 1 Mo Bty(2)-—A53.12
aan
Lauman, 31 Ind(5) 44 Ind(1) 25 Ky(2) D 1 Mo Bty/2
Tenn(2)—A49.13
5/Tenn
Sherman, 5 Tenn HQ—A44.16
‘Thielemann Cay, 4 Ill Cav—A45.17
vst
Repl Idt, 46 Ohio a(2) 46 Ohio b(3) 6 Iowa a(2) 6 lowa
(1) 40 N12) —A52.12
sir
Repl ldr, 54 Ohio(1) 11 Towa a/I/1/T(1)—A56.12
3ST
Hildebrand, 53 Ohio a(3) 70 Ohio a/4/S/T(4) A 1 TIL
Bty/A Tenn—A40.15,
ais
Buckland, 48 Ohio(6) 72 Ohio a(1) B 1 Ill Bty—A38.16
70 Ohio b(6) 6 Ind Bty(1)—A39.16
6rTenn
Prentiss, 6 Tenn HQ—eliminated
16 Iowa a(2) 16 Iowa b(4)—A41.17
sn tg Het eC ey Wn 88A Feakrul SLavenrer
SS 7.03,
5 Ohio Bry(3)—A47.15
11 Cav—A50.16
15 Towa a(1) 15 Towa b(2)—AS7.14
1 Minn Bty(4)—AS7.10
4/Ohio
Nelson, 4 Ohio HQ—AS7.12
10/40
Ammen, 9 Ind, 6 Ohio—A58.11
36 Ohio, F 2 Ill Bty/A Tenn—A56.11
24 Ohio—A61.11
Gunboat Tyle—any hex of the Tennessee River
A Tenn Supply Train, 2x A Tenn Supply Wagons—w/i 3
hexes any Union unit,
Orders:
There are no regular orders. Instead, every Federal unit is con-
sidered to have an order to defend Pittsburgh Landing and the
final Union Tine. All units are considered in command if they
remain north of the Axx.10 hexrow, and east of the line de-
fined by Tilghman's Branch and Owl Creek.
Note: By this time, formal command had collapsed. Men
were rallied on a scraiched-together line, Grant and bis re-
‘maining division commanders assembled, readied for one last
stand. The proximity of the Landing itself aided this line; both,
formed troops and stragglers instinctively drifted there, and
everyone understood the importance of holding it. Hence,
every soldier in that final Tine, from Grant down to the rear
rank privates, knew what the orders were implicitly, without
needing a great deal of direction beyond a hastily barked com-
mand to *stop here, and face that way
Artillery Ammunition: 40
Previous Losses: 208
Wrecked Regiments: 1/1/T- 5, 2/1/T -4, ¥/1/T- 4, U/2/T -2,
2OIT - 2, HDT - 8, WAIT - 4, 2IA/T 4, 3/4IT - 4, LIST = 5,
DST -3, SIE - 5, 4/S/T - 4, LIGIT- 6, 2167T -4,
Ur -s
Eliminated Units: None
Reinforcements:
AS per the Union Reinforcement Schedule between 5:00 p.m
and 8:00 p.m.
mu
CSA Information
Set Up:
Beauregard, A Miss HQ and Supply—B22.30
McClung Bty—A50.01
Adams Cav—B38.30
Wharton a Cav—A34.09
Wharton b Cav—A34.08
Polk, | Corps HQ and Supply, Misc Cay—B35.33
Brewer Cav—A33.10
1 Miss Cav—A43.05
mw
Clark wounded, Stewart commands division
RIL
Russell, 22 Tenn a(4) 22 Tenn 6(3)—A26.05
12 Tenn a(4) 12 Tenn b(3)—A26.04
13 Tenn(6)—A26.06
11 LA(4)—B22.23
Bankhead Bty—A25.03
sili
Repl Lar, 33 Tenn(7), 4 Tenn a(3) 4 Tenn b(2)—A30.08
5 Tenn a(4) 5 Tenn b(4)—A26.03
13 Ark(@3)—B22.23
Stanford Bty(2)—A52.04
22
Cheatham—w/i 4 of B7.04
yon
Repl Lr, 15 Tenn(4) 154 Tenn a(2) 154 Tenn b(1)—w/i
4 of B8.04
Polk Bty(4)—B21.24
Blythe Miss(2)—B17.28
spi
Stephens, 6 Tenn(4) 9 Tenn(6)—w/i 1 of B7.04
Maney, Smith Bty(3)—B48.27
7 Ky(4)—B47.28,
Bragg, 2 Corps HQ and Supply —A41.02
v2
Ruggles, Washington Bty/A/1/2- 444.03
Jenkins Cav—A44,01
Anz
Anderson, 17 LA(I) 9 Texas(1)}-—A46.06
20 La(2)—A45.07A Fearru. SLauaHTER
cn
Gibson, 4 LA(S) Ketchum Bty—B33.23
13 LA a(4) 13 LA b(2) —B33.24
1 Ark a(2) 1 Ark b(3)—B34.23
19 LAC) —B20.08
P/U
Pond, 16 LA(3) 18 LA(2) A34.12
Orleans Ga(2)—A34.11
Crescent a(4) Crescent b(4)—A40.04
38 Tenn a(3) 38 Tenn b(4)—A41.04
2n
Withers, Gerardy Bty/J/2/2—A50.05
Clanton Cav—A56.01
cnn
Chalmers, 7 Miss(3) 9 Miss(4)
Gage Bty—AS3.05
5 Miss(5)—A54.05
10 Miss(2)—A56.02
A53.06
Gn
Repl Ldr, 22 Ala(4) 1 LA()—A47.06
21 Ala(3)—B44.26
Robertson Bty—B45.26
25 Ala(2)}—B46,25
wor
Jackson, 17 Ala(5)—A51.06
19 Ala(4)—A50.06
18 Ala(4)—B49.22
Hardee, 3 Corps HQ and Supply —B22.32
cms
Cleburne, 5 Tenn(1) 24 Tenn(8) 15 Ark(4) Hubbard,
Trigg, Calvert Btys—w/i | A37.08
23 Tenn(6) 6 Miss(1)—w/i 1 BS.02
SHS
Shaver, 2 Ark(2) 6 Ark(4) 7 Ark a(1) 7 Ark b(2) Miller,
‘Swett Brys—w/i 1 B31.28
wrHi3
Wood, 27 Tenn(3) 9 Ark Bn(1) 8 Ark(3) Harper, Ga
Dragoons—w/i 1 439.01
16 Ala(4) 3 Miss Bn(3)—w/i 1 B6.01
Breckenridge, Res Corps HQ—AS0.02
2
FSS 7.03
BiRes
Repl Lar, 1 Mo(S) 9 Ark(1) 10 Ark(2) Watson, Hudson
Btys—w/i | A51.03
SiRes
Statham, 15 Miss(1) 22 Miss(4) 19 Tenn(2) 28 Tenn(2)
45 Tenn(1) Rutledge Bty—w/i | A48.02
1 Tenn Cav a(4) 1 Tenn Cav b—B44,30 4
TiRes
Trabue, 31 Ala(3) 4 Ky(4) 5 Ky(2) 6 Ky(2) Morgan Cav,
Crews Bn(1)—wfi 1 AS4.03
3 Ky(S) Byrne Bty, 4 Ala Bn(2}—B24.31
Orders:
2 Comps (except P/1/2) has orders to attack and capture Pitts-
burgh Landing
Res Corps has orders to attack and capture Pittsburgh Land-
ing
No other units have any orders.
Alternate Orders
Al units on the map have orders to attack and capture Pitts
burgh Landing.
Artillery Ammunition: 25,
Previous Losses: 173
Wrecked Regiments: R/I/I - 5, S/l/1 3, J2/1 - 5, S/2/1 - 3,
GMD - 5, A/D - 5, PII2- 4, GID - 5, C22 - 4, 22-4,
CIU3- 5, W/L - 6, TiRes - 6, B/Res- 4,
Victory Conditions:
Union Massive 18 or more VPs
Union Major 1210 17 VPs.
Union Minor 61011 VPs
Draw “S105 VPs
CSA Minor “11 10-6 VPs
CSA Major “1710-12. VPs
CSA Massive -18 or less VPs
Historically the scenario was a draw, with -3 VPs.
6.7 "No enemy nearer than Corinth"
Titled by another quote Sherman would live to regret, this see
nario examines the entire first day's fighting.
a Mn sing ae Te Came, ay Wap i 854 Fearrul SLAUGHTER
ss 7.03
General Information
lap Area: Both
First Turn: 6:00 a.m, April 6th
Last Turn: 7:00 p.m. April 6th
‘Total Game Length: 53 Turns
First Player: CSA
Union Information
All Union information is the same as in Scenario 6.9, except
that only those reinforcements scheduled to enter before 7:00
p.m, April 6th enter play.
CSA Information
All CSA information is the same as in Scenario 6.9, except
that only those reinforcements scheduled to enter before 7:00
pam. April 6th enter play.
Victory Conditions:
Union Massive 18 or more VPs
Union Major 120 17 VPs
Union Minor 61011 VPs
Draw “S105 VPs
CSA Minor “11 10-6 VPs
CSA Major “17 0-12. VPs
CSA Massive -18 or less VPs
Historically the scenario was a dravs, with -3 VPs,
6.8 "Lick 'em tomorrow"
Grant’ failure to take even rudimentary precautions against an
attack must be considered one of the larger mistakes of his
military career, but the resultant disaster did allow one of his
‘greatest atributes as a commander 10 shine through: his iron
will. Where many might have given up, Grant joined with
Buell in counter-attacking on the 7th, driving the enemy off
the field
General Information
Map Area: Both
First Turn: 5:00 a.m. April 7th
Last Turn: 6:00 p.m. April 7th
Total Game Length: 53 turns
First Player: Union
Union Information
Set Uj
Grant, A Tenn HQ—A48.15
A Tenn supply train, 2x Tenn supply wagons—w/i 1 of
49.16
14 Wia & b—A44.09
15 Mich a(7) 15 Mich b—AS4.14
B 21M Bty—AS0.12
HL IN Bty—ASS.12
an ing LLC WS Hegel
F 2111 By—A56.11
8 Ohio Bty—AS7.09
‘McClernand, 1 Tenn HQ—A46.16
C&S Il Cay, 1/4 Ill Cav—wii | of A46.16
E 2 Ill Bty(2)—A48.12
D1 MBty3)—A4l.19
D2 Bty(2)—AS4.11
wrt
8 Tl (8)—A45.15
Hare, 11 lowa a(5) 11 Towa b(5)—A46.14
18 1(6)—A47.14
13 Towa a(5) 13 Towa b(5)—A48.13,
nt
‘Marsh, 45 I11(6) 48 II(5)—A44.15
11 12) 20 TS) —A43.16
3
Repl ldr, 17 TIS) 29 I1(3)—A44.17
49 N(7) 43 (4) —A45.17
2 Tenn—all units wii 5 of 446.22
WELL. Wallace is dead, 12 Iowa is eliminated.
A LILBtyG) H 1 Mo Bry(3)
1/2IT—2 lowa(9) 7 Towa(6) 14 Towa(4)
2/2FT—9 TCS) 12 IK) 13 Mo(7) 81 Ohio(8)
3/2/T—Repl Idr, 7 I(10) 8 Towa a(3) 8 Towa (2) 50
MILO) 52 Il a(5) 52 Ml b(6) , $7 IL a(S) 57 MH b(S) 58
m4)
L. Wallace, 3 Tenn HQ—A37.22
3/11 TI Cay—A35.27
3/5 Ohio Cav—A35.26
13/T
Smith, 1] Ind a & b—A37.19
8Moa & b, 9th Ind Lt Bty—A37.18,
24 Ind a & b—A38.18
28/T
Thayer, 23 Ind a & b—A37.20
68 Ohio a & b—A36.20
58 Ohio a & b—A37.21
1 Neb—A38.20A Feapro. SLavaHTeR
33T
Whittlesey, 20 Ohio—A37.23
76 Ohio a & b, 1 Mo Bty—A35.23,
56 Ohio a & b—A36,.21
78 Ohio a & b—A36.22
Hurlbut, 4 Tenn HQ—AS1.15
5 Ohio Cay, 2 Mich Bty(1) C 1 Mo Bty(2)—w/i 1 of
ASLIS
vat
repl Idr, 3 Towa(6) 32 1118).
28 116) 41 T(8)—AS0.13
49.14
art
Veatch, 15 111(6) 14 1i(8)—A51.13
46 IlI(8) 25 Ind(S)—AS2.13
314
Lauman, 44 Ind(6) 25 Ky(3)—A53.13
31 Ind(9) 17 Ky(3)—A54.12
Sherman, 5 Tenn HQ—A41.16
Thielemann Cay, 4 Ill Cav—w/i I of A41.16
usr
Repl Idr, 46 Ohio a(4) 46 Ohio b(5) 6 Ind Bty(1)—
39.16
40 III(6)—A40.18
6 Iowa a(5) 6 lowa b(4)—A40.19
srr
repl Idr, 55 114) 71 Ohio(S) B 1 Ill Bty—A38.16
54 Ohio(6) [1 Ill Bty/A Tenn—A38.17
3/5
Hildebrand, 53 Ohio a(6) 53 Ohio b(5)—A41.16
57 Ohio(6)—A41.17
77 Ohio a(5) 77 Ohio b(4)—A42.17
ait
Buckland, 70 Ohio a(8)—A39.14
70 Ohio b(7)—A39.13
48 Ohio(10)—A39.15
72 Ohio a(4) 72 Ohio b(3)—A40.12
6 Tenn—all units w/i 5 of AS2.18
All leaders are Repl leaders.
1 Minn Bty(4) 5 Ohio Bty(3)
15 Towa a(6) 15 Towa 6(6) 16 Towa a(6) 16 Towa b(7) 23
Mo(1)
RSS 7.03
1/6/T—21 Mo(6) 25 Mo(5) 12 Mich(9) Powell(6) 16
Wi a(8) 16 Wi (6)
2IG/T—18 Wi a(5) 18 Wi b(4) 18 Mo(6) 61 1116)
Buell, A Ohio HQ and Supply—A55.13
Nelson, 4 Ohio HQ—A52.10
10/4/0—wii 1 of AS4.09
19/40 —w/i 1 of A49.10
22/4(0—wii 1 of AS1.09
Crittenden, 5 Ohio HQ—A47.11
G 1 Ohio Bty, H&M 4 US Bty—wii I of A47.11
11/5/0—wii 1 of A46.10
14/510 —wii 1 of A45.09
Gunboats Lexington, Tyler—any hex of the Tennessee
River.
Orders:
1 Tenn has orders to defend in place.
2 Tenn has no orders,
3 Tenn has orders to attack and capture Glover and Jones
Fields,
4 Tenn has orders to defend Pittsburgh Landing.
5 Tenn has orders to attack and capture Cavalry and Jones
Fields
6 Tenn has no orders,
4 Ohio has orders to attack and capture the Sarah Bell Field.
5 Ohio has orders o attack and capture Davis Field.
Artillery Ammunition: 75,
Previous Losses: 208,
Wrecked Regiments: 2/1/T-1, 3/1/T-2, 1/2/T-2, 2/2/T-1,
3/27F-3, 2A/T-L, 2ISIT-2, 4577-1, 1677-1, 1/60
Eliminated Units: 14 Ohio Bry/1 Tenn, 12 Iowa/1/2/T, 13
‘Ohio Bty/4 Tenn, E 1 Il Bty/S Tenn,
Reinforcements:
Per the Union Reinforcement Schedule
CSA Information
Set UI
Ri
Russell, 22 Tenn a(7) 22 Tenn b(7)—A27.11
12 Tenn a(6) 12 Tenn b(6)—A27.12
Cheatham, 13 Tenn(9)}—A26.11
ee tig. ee Te Ga Quay WageSS 7-08,
si
Stewart, 13 Ark(4)—B38.26
5 Tenn a(6) 5 Tenn b(6)—B41.24
4 Tenn a(6) Gerardey Bty/I/2/2—A27.06
4 Tenn b(6)—A26.05
33 Tenn(9)—A26.10
set
Repl Idr, 2 Tenn(5)—B4:
Blythe Bu(4)—B43.23
154 Tenn a(5) 154 Tenn b(4)—B44.23
15 Tenn(7)—B39.25
sri
Maney, 9 Tenn(8) 1 Tenn Bn(2) McClung Bty/A Tenn—
840.28
Stephens, 6 Tenn(7)—A27.13
AD
Anderson, 20 La(7) 9 Texas(4)—A31.03
1 FI Bn(3) Conf Gds(1}—A31.02
17 La(5) 11 La/R/V/1(7)—A31.01
Gan,
4 La(8)—A29.04
Gibson, 1 Ark a(5) | Ark b(5)—A30.08
Ruggles, 13 La a(5) 13 La b(4)—A30.02
19 Lat) Washington Bty/A1/2—B37.25
Pri
16 La(5) 18 La(6)—A29.17
Pond, 38 Tenn a(6) 38 Tenn b(6)—A30,16
Orleans Gd(4)—A30.15
Ketchum Bty—A30.14
Crescent a(6) Crescent b(6)—B36.20
cr
Chalmers, 7 Miss(7)—B52.21
9 Miss(6) 10 Miss(S)—BS1.22
5 Miss(7) 52-Tenn(2)—B50.21
Gn.
Repl Idr, 21 Ala(7)—B49.22
26 Ala(3) Robertson Bty—B48,22
25 Ala(S)—B38.24
1 La(S) 22 Ala(6)}—A26.13
JN
19 Ala(7)—B47.23
2 Texas(2)—B46.22
eh Sn ie LL gD, 7. Ale M8
cmHy3
2 Tenn(4) Bankhead Bty/R/1/1—B38.27
Cleburne, 15 Ark(7)—A27.05
23 Tenn(9)—A28.04
24 Tenn(8) 5 Tenn(5)—A28.05
S/H/3
Shaver, 6 Ark(8) Smith Bty/S/2/1(3)—A27.07
7 Ark a(S) 7 Ark b(4)—A27.08
2. Ark(7)—A26.07
WH
Wood, 44 Tenn(2) 16 Ala(6)—A27.09
9 Ark Bn(2) 27 Tenn(5) 8 Ark(5)—A27.10
Harper Bty—B38,28
BiRes
10 Ark(S) 2 Conf(2)—B37.31
repl Idr, 9 Ark(5) Hudson Bry—I
1 Mo(8)—B38.29
SiRes
15 Miss(4) 20 Tenn(3) Stanford Bty/S/1/1(2)—B34.31
Statham, 19 Tenn(S) 22 Miss(6)—B35.31
45 Tenn(4) 28 Tenn(4)}—B36.31
TiRes
3 Ky(6) 31 Ala(S)—A32.01
4 Ky) —A33.01
Trabue, 5 Ky(5) 6 Ky(6)—B33.34
4 Ala Bn, Crews Bn(3) Byrne Bly—B33.33,
Higher commands
Withers, Clinton Cay/2/2—B41.22
Hardee, 3 Corps HQ and supply —B36.19
Breckinridge, Res Corps HQ—B34.26
Polk, 1 Corps HQ and supply—A25.01
Bragg, 2 Corps HQ and supply—A23.08
Beauregard, A Miss HQ and Supply—B19.29
Set up south of Bxx.25, west of B25.xx:
‘Wharton a(7) Wharton b, Adams Miss Cav of A Miss;
1 Miss Cav, Brewer Cav, Mise Cav of 1 Corps; Polk
Bty/J/2/1(4) 7 Ky/SI2/1(7)
Jenkins Cav/2 Comps, Gage Bty/C/2/2, 18 Ala/I2/2(8)
Calvert, Hubbard, Trigg Btys and 6 Miss(3) of C/H/3:
Swett and Miller Btys, 3 Conf(4) of S/H/3
3 Miss Bn(S) 55 Tenn(4) Ga Dragoons of W/H/3
Watson Bty/B/Res, Rutledge Bty, | Tenn Cav a(6) 1
Tenn Cav b/S/Res
Morgan Cav/T ResA Fearrvl SLaveHTER
‘onfederate tactical organization had all but collapsed.
by the second day. The above set-up reflects the Rebel line as
it was formed early in the morning, but atthe start of this sce-
nario, it was still assembling. Unit commanders mostly gave
up on divisional and corps control, settling for simply cob-
bling together a line, As such, any orders for the units are an
approximation, at best
All units may trace radius to any brigade commander. Each,
comps leader has a sector of the Tine, and units within that sec-
tor can be considered in commane! while there.
1 Corps: Duncan Field to Jones-Sowell Field
2 Comps: Glover, Jones, Sowell, and Crescent Fields.
3 Corps: Sarah Bell Field, Larkin Bell Field, Davis Field, and
the Peach Orchard.
Res Corps: Davis to Duncan Fields, including the Sunken
Road,
No CSA unit may move for the first four turns, except for
those unis in Glover or Jones Fields. Units in the free-set up
‘zone may move towards the battle line, and join any part of it
Artillery Ammunition: 50
Previous losses: 173
Wrecked Regiments: $/2/1-1, A/1/
2/2-1, CIM/3-1, W/HI3-2, B/Res-1, SIR
/2-2, C/2/2-1,
1
Eliminated Units: Cobb Biy/T/Res, 17 Ala/J/2/2
Reinforcements:
Per the CSA Reinforcement Schedule
Victory Conditions:
Union Massive $1 or more VPs
Union Major 35 10.50. VPs
Union Minor 2010 34 VPs.
Draw 51019 VPs
CSA Minor “10104 VPs.
CSA Major 2010-11 VPs
CSA Massive -21 or ess VPs
Historically the scenario was a Union Major Victory, with 43
VPs,
Design Note: The victory conditions for scenarios covering
April 6th are much different from those covering both days.
Simply put, the Union reinforcements dramatically ilt the bal-
cance, and it is highly unlikely that the Confederates can hang
onto much—if any—of the field. Historically, the Union army
pretty much swept the map on the 7th, with all Confederate
forces exiting t0 go back to Corinth to avoid destruction.
Hence, victory conditions for the Confederates in any full two
SS 7.08,
day game will reflect how well they can hang on in spite of
this massive Federal force, and do not really measure how
well they do on the 6th.
Also, players may debate how major the Federal victory was.
think that it was substantial, though the fruits of that vietory
were thrown away by the combined uncertainty of Halleck,
Buell, and Grant, The Federals were so stunned that the
Rebels even attacked that they immediately became paranoid
‘about a repeat. Tactically, however, the Confederate army had
‘been badly mauled and lost all cohesion in the immediate af
termath of Shiloh, while the Federals had several organized
divisions at their command with which to pursue. Ihave tried
to judge the immediate effects of the batle on each army, not
the way in which the campaign was conducted after Shiloh.
6.9 "Water our horses in the
Tennessee River"
The Battle of Shiloh, 6-7 April, 1862
General Information
‘Map Area: Both
First Turn: 6:00 a.m. April 6th
Last Turn: 6:00 p.m. April 7th
‘Total Game Length: 125 turns
First Player: CSA,
Union Information
Set up:
McClernand, 1 Tenn HQ—A27.01
C&S Cav/IT—A27.02
1/4 IML Cav/IT—A35.09
E, 2 Ill Bty—B22.32
D, 1M Bty—A25.05
D2 Bty—A27.12,
14 Ohio Bty—A25.06
we
Hare, 11 Lowa a,b—A30.08
13 Lowa a,b—A30.10
18 M—A30.12
8 —A30.14
aT
45 Il—A25.01
48 M—A26.03,
20 M—A26.05
Marsh, 11 Il—A27.08
‘Mo ii. Hc Te Gey Mae sce 88;
AFEaRFUL S.a0¢HTeR
ASS 7.03,
3uT
17 —B24.31
29 M—B26.30
Raith, 43 I—B28.29
49 IlL—B30.28
W. Wallace, 2 Tenn HQ—A53.13
US Cav/2/T—A35.22
A&B/2 Ill Cav/2/T—A41.19
A, 111 Bty—A42.15,
H, | Mo Bty—A56.18
D, 1 Mo Bty—AS1.13,
K, 1 Mo Bty—
var
‘Tuttle, 2 lowa—A45.15
14 Towa—A47.15
7 lowa—A49.16
12 lowa—A52.18,
aur
McArthur—A39.16
14 Mo—A38.17
13 Mo—A37.19
9 ML—A40.16
12 M—A40.18
81 Ohio—A47.09
aT
Sweeny, 52 Ill a,b —A44.15
71N—A48.17
8 Towa ab—A44.19
57 Ill ab—A44.21
50 I—A44.23,
58 IIL—A42.23
Hurlbut, 4 Tenn HQ —A44.02
5 Ohio Cay—B46.28
C, 1 Mo Bty—A51.02
2 Mich Bty—A41.08
13 Ohio Bty—B45.32
wart
Williams, 3 lowa—A41.04
41 M—A42,02
32 IIL—A44.01
28 IL—B44.33
a tn Ping LLC eg, 7, ee M18
2
wart
Veatch, 25 Ind—A44.12
14 T—A38.11
15 Ill—A37.08
46 —A42.11
3arr
Lauman—A47.02
31 Ind—A45.03
44 Ind—A46.02
17 Ky—A48.02
25 Ky—A49.02
Sherman, 5 Tenn HQ—B22.30
Thieleman Cav—B23.31
3/4 TI Cav—B27.26
6 Ind Bry—B11.32
B, 1 I Bty—B23.30
E 1 Ill Bry—B22;
sft
McDowell—B13.33
6 Iowa ab —B8.32
46 Ohio a,b—B10.32
40 W—B13.31
usr
Stuart—B51.22
55 I—B51.20,
‘54 Ohio—B49.22
71 Ohio—B47.21
35ST
77 Ohio a, b, Hildebrand—B20.28
53 Ohio a,b—B22.23
57 Ohio—B24.26
asst
48 Ohio, Buckland—B17.30
70 Ohio ,b—B19.30
72 Ohio a,b—B16.30
Prentiss, 6 Tenn HQ—B38.20
1/2 Il Cay—B41 22
Sth Ohio Bty—B36.19
1 Minn Bty—B37.20
16 Iowa a,b, out of ammo—A49.13A Fearrul SLaveH TER
vert
Peabody, 25 Mo—B29,22
12 Mich—B30.20
21 Mo—B32.19
16 Wisc a,b—B34.19
Powell—B16.14
err
Miller, 18 Mo—B35.18
61 I—B37.18
18 Wise a,b—B39.18
Army troops
A Tenn Supply Train, 2x A Tenn wagons—A55.14
B, 2 Ill Bty—AS2.12
H, LMM Bty—A54.12
F,2 ll Bly—ASS.12
8 Ohio Bly—AS7.09
15 Mich a,b—AS6.11
Orders:
Powell/1/6/T has a regimental goal to defend the approach to
V67T's camps, delaying the enemy advance as much as possi
ble while avoiding destruction,
12 Mich/1/6/T has a regimental goal to join Powell/1/6/T and
then to delay the enemy advance as much as possible while
avoiding destruction
Tenn, once active, has orders to support Sherman's Division.
2 Tenn, once active, has orders to move to the Sunken Road
‘nd defend that line
4 Tenn, once active, has orders to support Prenti
5 Tenn, once active, has orders to defend in place.
SIT has a brigade goal to defend the Union left flank and
prevent the Confederates from outflanking the Sunken
Road/Peach Orchard line to the east.
6 Tenn, once active, has orders to defend in place.
16 Towa has orders to move to join 6/T. It may resupply.
15 Michigan has orders to join 6/T.
Other Army Troops have no orders
! Division
Artillery Ammunition: 150
Previous Losses: none
‘Wrecked Regiments: None
Eliminated U:
Reinforcements:
Per the Union Reinforcement Schedule
etna tig
SS7.03
CSA Information
Set Up:
Johnston, Beauregard, A Miss HQ and Supply—B5.01
Hardee, 3 Corps HQ and Supply —B 10.06
CHB
2 Tenn—B6.13,
24 Tenn—B7.13,
Cleburne, 15 Ark—B8.12
5 Tenn, 6 Miss—B9.12
23 Tenn—B10.11
‘Trigg Bty—B7.12
Hindman, Calvert Bty -B8.11
Hubbard Bty—B9.11
WHS
27 Tenn, 16 Ala—B1L.I1
Wood, 44 Tenn, 8 Ark—B11.10
9 Ark Bn, 55 Tenn—B12.09
3 Miss Bn—B13.13
Ga Dragoons, Harper Bty—B11.07
SmHI3
7 Atk a,b—B13.09
Shaver, 2 Ark—B13.08
Swett Bty, Miller Bty—B12.07
6 Ark—B14.07
3 CSA—B14.06
Grn
1 La—B15.06
26 Ala—B15.05
Gladden, 25 Ala—B16.04
22 Ala- B16.03,
Robertson Bty—B15.03,
21 Ala—B17.03,
Bragg, 2 Corps HQ and Supply—B7.03
Pre
38 Tenn a,b—B2.11
16 La, Orleans Gd—B3.11
Pond, Ketchum Bty, Jenkins Cav—B3.10
18 La—B4.10
Crescent a,b—B4.09
aa ig one Te ene ly epee 186A Feanrut SLavegte!
RSS 7.03
AID
17 La, Conf Gd—B5.09
Ruggles, Washington Bty—B5.08
Anderson, 20 La—B6.08
9 Texas, | Fl Bn—B6.07
Gn
1 Ark a.b—B7.07
19 La—B7.06
Gibson, 4 La—B8.06
13 Laab—B8.05,
Wan
Girardey Bty—B8.04
Clinton Cav/2/2—B7.04
17 Ala—B9.05
Jackson, 2 Texas—B9.04
18 Ala—B10.03,
19 Ala—B11.03,
cn
Withers, Gage Bty—B10.02
Chalmers, 52 Tenn, 5 Miss—B11.02
9 Miss, 10 Miss—B12.01
7 Miss—B13.01
Orders:
‘CIM - Brigade Goal to capture Shiloh Church
3 Corps - capture Lost, Review, and Woolf Fields,
Withers/2 Comps - Divisional Goal to capture Spain, Barnes,
and Davis Fields.
Gi2/2 - Brigade Goal to capture Spain, Barnes, and Davis
Fields
P/1/2.- Brigade Goal to capture Ben Howell Field
Ruggles/2 Corps - Divisional Goal to capture Woolf and Re-
view Fields.
2 Corps - accompany one of the above divisions. That order
then becomes the Corps order. all other 2 Corps units with
separate goals continue on those goals.
Each order must roll separately for attack stoppage.
Design Note: Despite having been there for two days, and
having monitored the Union camps for a month, the Confeder-
ates lacked both good maps and a detailed sense of how the
Union camps were laid out. The actual attack orders were
very vague —merely to attack, capture Pittsburgh landing,
and drive the enemy into the river. In practical terms, this
‘meant that the Rebel troops needed constant correction and
redirection once actual comact was made. Hence, the orders
given here are fragmentary and limited in nature.
ki 113g Se. Meni M2108
29
Previous Losses: None
Wrecked Regiments: None
Reinforcements:
Per the CSA Reinforcement Schedule
Victory Conditions:
Union Massive SI or more VPs
Union Major 35 10 50 VPs
Union Minor 200 34 VPs.
Draw Sto 19 VPs
CSA Minor -10104 VPs
CSA Major -20to-11 VPs
CSA Massive -21 or less VPs
Historically the scenario was a Union Major Victory, with 43
VPs
6.10 What might have Been
A Fearful Slaughter contains many options, including free de-
ployment, extra troops, and variable reinforcements. Undoubt-
edly players will want to experiment with these options on
theit own. Incorporating many of the major changes, however,
can lead to some significant modifications to existing set-ups
and reinforcements. Here, we have tried to incorporate most
of those changes already, $0 as not to burden the players un-
duly - jump right in. This scenario is primarily an alternative
Confederate deployment and incorporates several of the more
intriguing options. Be forewarned that this scenario strongly
favors the Confederates.
General Information
Map Area: Both
First Turn: 6:00 a.m. April 6th
Last Turn: 6:00 p.m. April 7th
Total Game Length: 125 turns
First Player: CSA
Special Rule:
‘The Confederate movement restrictions of 3.4 are NA.
Union Information:
‘All Union information is the same as for Scenario 6.9.
CSA Information
Set Up:
Johnston, Beauregard, A Miss HQ and Supply—B5.01
Polk 1 Corps HQ and Supply, Mise and Brewer Cav—
wii | of BOL
am nating& Pearru. SLaven Ter
Clark, R/I/1—w/i 1 of B15.02
S/V/—wii 1 of B12.01
Bragg, 2 Corps HQ and Supply —B7.04
Ruggles, Jenkins Cav—B 12.08
A/L2—wfi 1 of B12.08
G//2—wfi 1 of B10.06
P/1/2—wii 1 of B8.04
Hardee, 3 Corps HQ—BS.08
3 Corps Supply—B6.01
Hindman, C/H/3—w/i 2 of B6.10
S/H/3—w/i 1 of B5.08
W/HI3—w/i 1 of B3.05
Orders:
1 Corps—Advance via the Bark Road to the Eastern Corinth
Road, and attack to capture the Spain, Barnes, Davis, and
Sarah Bell Fields,
2 Corps - Attack up the Corinth Road to capture the Rea, Lost,
Review, and Duncan Fields
3 Corps - Advance through the Fraley and Widow Howell
Fields to capture Shiloh Church, Ben Howell Field, and Woolf
Field.
Artillery Ammunition: 150
Previous Losses: None
Wrecked Regiments: None
Eliminated Units: None
Reinforcements:
April 6
Time Area Orders Units
60am. A MDivision
7:00am = A 1 Cheatham, 1/2/1, 1 Miss Cav
Tlsam. A ——-1_S/2/I(less Maney, 1 Tenn Bn)
TaSam. A 1-2/2 Corps
9:00am. A 2 Breckinridge, Res Corps HQ,
‘TiRes
QSam. A 3_B/Res, McClung Bty/A Miss.
930am. A 1 S/Res (less 19 Tenn)
10:00am. A * FComps
1:00pm. C4 Adams Miss Cav
1:00pm. A *_—_ Army of the West
RSS 7403
Time Area Orders Units
1:30pm. HS Whartona& bCav
200pm. B61 Tenna & bCay,
19 Tenm/S/Res, Maney,
1 Tenn Bu/S/2/1
7 April
Time Area Orders Units
60am. A 7 47 Tenma&b
Order
* M Division, F Corps, and Army of the West are all op-
tional troops. Times listed aro when the CSA Player be-
gins rolling for entry. See Rules 3.6c, 3.6d, and 3.6e for
full details on arrival times and costs. All units have or-
ders to move to the Army HQ and await further orders,
1 Move to join Corps
2. Res Corps has orders to move to B12.08, halt, and await
further orders.
3. Move to join Corps. McClung is attached to Res Corps.
4 Adams Cav is ordered to move to BSS.18 and await fur-
ther orders,
Wharton's Cav is ordered to move to A6,01 and await fur
ther orders
6 19 Tenn/S/2/1 is ordered to join it's brigade. 1 Tenn Cav is
ordered to march down the Bark Road, up the Hamburg
Rad to B49.22 and await further orders. Maney and 1 Tenn
Bn are ordered to rejoin $/2/1.
747 Tenn is ordered to move to the Army HQ and await
further orders. Once there, it may be re-assigned to any
brigade.
Victory Conditions:
Union Massive $1 or more VPs
‘Union Major 3510 50 VPs.
Union Minor 20 to 34 VPs
Draw ‘Sto 19 VPs
CSA Minor “10 to4 VPs
CSA Major 20 to-11 VPs
CSAMassive — -21 or less VPs
Historically the scenario was @ Union Major Victory, with 43,
VPs.
Design Note: Alternatively, players can choose to simply
recreate the First Day's fight using this situation. Use the time
limits and victory conditions of Scenario 6.7. Also, players
‘may elect to give the Union player a 15 VP handicap when
using this scenario, to offset the advantages the Confederate
{forces have here.
Mee Rin The i iy Wap i 84 Fearru. SLavenTer
SS 7-08,
6.11 The Shiloh that Was
‘This scenario is the most historically accurate possible—thus
it sacrifices a great deal of player control as a result. Players
‘undertaking this scenario are advised 10 do so with the under-
standing that a number of special rules limit player control
and introduce chaos into the mix on a much larger scale than
in any of the other scenarios.
General Information
Map Area: Both
First Turn: 6:00 am. April 6th
Last Turn: 6:00 p.m. April 7th
Total Game Length: 125 turns
First Player: CSA
Scenario Special Rules:
The following rules apply to both sides,
6.11a, Contiguous Command. In clear hexes, trace brigade
command radius normally. In woods and thickets, however,
all units are within command radius of their Brigade comman-
der only if they are stacked with him, adjacent to the his hex,
‘or adjacent to a another unit who is adjacent to his hex. In
other words, a brigade's command radius can only be traced
through contiguous occupied hexes.
Note: it is not necessary for all hexes to be occupied by units
of the same brigade, an exception to the series rule that allows,
‘command radius to be traced into but not through a hex con-
taining units of other brigades.
6.11b. Regiments and Command Control. Regiments within
brigade command radius may move normally with their com:
mand, Regiments that are not within command radius of their
normal Brigade commander but are within command radius
of another Brigade commander automatically attach them-
selves to that brigade. Such attachment lasts until the unit is
no longer within command radius of that Brigade commander
{at which point the unit must attempt to rejoin its unit unless it
is within command radius of another Brigade commander—in
which case i ataches itself to that Brigade commander). Reg-
iments not within command radius of their Brigade comman:
ddr that are within radius of > 2 other Brigade commanders,
attach to one of the commanders at random. In all cases, ifthe
unit is within command radius of its Brigade Commander, re-
gardless of the presence of other Brigade Commanders, it
‘must stay with its unit (unless detached via normal orders
methods)
6.1le. Regiments out of Command. Regiments not within
command radius of any Brigade Commander have their move
‘ment restricted. Such units may only move if a) they begin
their movement stacked with a friendly leader, or b) their
‘movement is directed by a Random Eveat.
6.11d Retreats. The enemy player controls all retreats. Units
that are forced to retreat must do so in as straight a line as pos-
sible, even if it means retreating through other friendly units
Other units may NOT displace to avoid retreating units, in-
stead they must remain in the hex and adopt the morale state
of the retreating unit,
6.11e Random Events. RE possiblity occurs on a DR of 6
(instead of 2 9 normally), On a RE DR > 6, make a subse-
quent DR on the RE Table and implement the results,
Union Information:
Al Union Information is the same as for Scenario 6.9
CSA Informatio
AILCSA Information is the same as for Scenario 6.9
Victory Conditions:
Players can choose to play either the first day or both days
using this scenario. If playing only April 6th, use the victory
conditions found in Scenario 6.7. If playing out both days, use
the victory conditions in Scenario 6.9.
SHILOH DESIGNER'S NOTES
Half-regiments
Shiloh was an early-war battle, and a large number of units
were larger than the norm for later ACW engagements. Some
regiments were so new they were nearly full strength, and
would take up two full hexes if deployed in line, Tt became
impossible to recreate historic frontages without either using
extended lines or going to half-regiments (we hesitate to call,
them battalions because there was no formal designation as
such.) Extended lines always created some problems in the
CWB, and there is actually some historical justification for
using Separate counters instead: in a number of instances, the
regiments detached companies on independent missions or to
fight elsewhere, creating in effect a two-battalion unit, Even
When in a single line, the Lt. Col. often took command of the
other end of the formation, because it was too long for one
‘man to control. Finally, the newness of these units meant they
lacked a certain drill proficiency, and some of the more com
plicated evolutions that extended lines typically represent
Were beyond these units,
Powell and the Patrols
Essentially, we decided not to include the various Union pick
ets in the historical game. They remain an option to counter
Free Confederate Set-up Scenarios. However, Powell and
Moore's skirmishes were larger than that of mere pickets
Powell’s patrol amounted to some 350 men in several compa:
nies of the 12th Michigan and 25th Missouri, while Moore's
advance included the remainder of the 12th Michigan, All
told, this force represented an advance guard of almost 1000A Fearrul SLavaa ver
men, (oo large to simply dismiss as pickets. Besides, they had.
a significant delaying effect on the Confederate advance in
that sector,
We decided to make Powell a permanent counter, and reduce
the 12th Michigan and 25th Missouri appropriately. This
proved a more realistic solution than creating a system of de-
tachments to handle the situation. Powell, the man who dis-
covered the enemy force and may well have saved the Union
army from total surprise, deserves at least the recognition of
his name on the counter, all the more so given the fact that he
was a casualty of the battle. As far as I know, he is no relation,
Immediate Orders
Players may question the methods by which the normal orders
process is bypassed in this game. Simply put, Shiloh was a
very unusual battle, and senior commanders intervened di
rectly in the lower echelon command quite a bit. Army com-
‘mander initiative and immediate orders are both methods
‘whereby a player can intervene immediately in a crisis situa-
tion, albeit at the cost of fragmenting his own command struc
ture. Beware of using this rule too liberally, as it can have real
consequences later in the game, when you are trying to man.
age some sort of larger effort. The random events table will
‘impose some of these things on you anyway, some good, some
bad. Adding to the problem can backtire,
‘This does not mean that we are abandoning the traditional or-
drs structure found in the CWB and RSS - far from it. It does
‘mean that we try and recreate the historical conditions of the
battle, including both the positive and negative aspects of this
kind of command. One of the biggest effects will simply be
that the more brigade goals you create, the more stoppage die
rolls you have to make, creating an overall disjointed effect.
This can be very frustrating, especially either early on in the
game, where a bad die roll can really screw up the opening at-
tacks, or late in the day, when you are massing for that final
drive and the troops just don't seem to want to keep going.
Grant benefits the most from these rules, because he has the
best rating. However, it will be his army that is the most
‘mauled by the end of the day, mitigating his 2/3 chance of
success. Also remember that any commander has a chance of
loose cannon, which is not meant to indicate poor judgment so
‘much as simply reflect how hard it was on the field to figure
‘out what was happening.
‘The immediate orders really exist for to recreate those dra-
‘matic stands that occurred repeatedly. The image of some des-
perate brigadier impassionedly telling some regimental com-
‘ander to "hold at all costs” is too good to pass up, and 100
‘important in the actual battle to ignore. The postwar regimen.
{al literature is full of florid descriptions of desperate, lonely
stands that ‘saved’ the Union army, only to go unrecognized in
the aftermath. While doubtless a great deal of hyperbole can
32
RSS 7.09
be found in these war stories, there is also a lot of truth. To
steal a phrase, April 6th was a day that needed a great deal of
saving for the Federals
Note that the Rebel army has two army commanders, and that
the only way Johnston can issue orders is via initiative, at
Teast as long as Beauregard remains in action. This might
seem odd at first (given that Johnston was actually in com-
‘mand), but it reflects the choices Johnston himself made, He
chose fo roam the field at will, providing direct inspiration and
personal attention at moments of crisis. Beauregard was to te-
‘main at HQ and direct the flow or reinforcements forward—in
effect acting as the army commander in the game terms,
Confederate Movement Restrictions
AC first glance, this rule seems very arbitrary. In fact, it reere~
ates an important aspect of the Rebel attack: the lack of ade-
quate recon. Despite having been in the vicinity for two days,
the Rebels still had only a vague idea of where the Union
‘camps were. The plan called for the Army to advance in a se-
ries of supporting lines. Of course this fell apart once the
‘movement started, but the Rebels tried very hard to maintain
alignment and proper distance for the first few hours of the
battle.
Similarly, the Confederate cavalry is prohibited from attacking
un-alerted Union units at all. This prohibition does not have a
direct historical precedent, It is designer meddling, pure and
simple, to come up with an easy way of preventing wholly
ahistorical cavalry ‘commando’ raids on unsuspecting Feder
als. Historically, almost all the cavalry were assigned flank
‘guard duties to make sure the Rebels weren't surprised in turn,
‘What few mounted troops that entered the actual fight tended
to roam around fairly aimlessly behind the attacking infantry,
Joking for something to charge. They did, in fact, manage
several charges, but all in the afternoon, well after the Feder-
als were fully alerted.
Gunboats
In all honesty, a simple one line rule could probably take care
of the gunboats’ historical impact. The prevention of straggler
recovery within 20 hexes is sufficient to send the Rebels back
to historically respectful distances from the landing. The di-
rect fire stuff is merely window dressing, but will have one
potential benefit - it guarantees that the Rebels will not be able
to block the landing directly. Not including the gunboats was
not really considered, however - both designers are too much
enamored of “big iron" not to put them in, One simplification
was the reduction of the gunboat armament to one type of
‘cannon, simply called a Naval Gun (NG) on the chart. In real-
ity, each boat cartied a mix of rifles and smoothbores.
Sah Mn Ring. Th Ga ey Ne se& Feanrvt StavenTer
ASS 7.03
‘Technically, field artillery might have gotten lucky and dam-
aged a gunboat in a duel. In practical terms, the gunboats were
0 intimidating that the very few attempts in this part of the
war by field guns to fight naval cannon were soon ended by a
few shots from the gunboats.
‘Swamps and Thickets:
1 was lucky enough to find a whole masters thesis devoted to
nothing but the terrain effects at Shiloh, That work led t0 the
terrain rules for these two types that you see now. Normally
the streams were also tangles of vines and small trees anyway,
but the addition of floodwaters really complicated crossing
these usually small trickles. The most famous example of
swamps effecting the batile is of course Cleburne's unfortu-
nate foray into them around the Shiloh Branch, After some
pondering of how to best recreate the unique impact of the
swamps, we followed the lead of the guys at XTR: we bor
rovsed the idea for rolling to exit such hexes from their game
on Shilob of several years ago.
In two spots, dense thickets of vegetation hindered the attack
without any attendant water - these are the Thicket hexes in
the game. All the research indicates that these two areas
around Woolf Field and along the Sunken Road - were the
only sites where such tangled growth was significant enough
to really effect the fight. We don't know why for sure: one
possible reason is that these areas were recent clear-cuts or
abandoned fields, and the re-growth was particularly fierce. In
any case, they posed significant problems for troops trying {0
cross them,
Otherwise, the woods were remarkably clear. A number of ar-
Lillery units managed to gain limited line of sight at targets
1000 yards or more away. The Federals in the camps of Stu-
art's Brigade could see the Confederate Flags of the regiments
foverrunning Prentiss’ camps, also several hundred yards dis-
tant through forested areas. The trees were just budding out,
and the lack of ground cover from open range farming made
for quite surprising lines of sight in some places.
‘The Historical Scenario
Shiloh was a batle of rank amateurs. Despite the presence of
aan entire Rebel army on their front for almost 24 hours before
the attack, the Federals were surprised when that attack came.
For their part, the Rebels advanced with only the sketchiest
notion of the actual Federal deployment. Once the battle com-
enced, virtually every brigade in both armies fragmented,
with units joining other commands, leaving the field for
ammo or to escort prisoners, massive straggling, and general
contusion. A number of brigade commanders lost track of
their commands, and at least one, Jackson, did not rejoin his
‘men until Tuesday back in Corinth, having become totally lost
by Sunday afternoon,
It became clear early on that any effort to fully capture this
chaos would simply prevent the average gamer from exercis-
ing any control over his army, reducing him to being litle
‘more than a middleman for a long series of random event
rolls, However, It has been my intention all along to recreate
the historical battles as much as possible in the RSS, and
Shiloh is no exception. Boyd and I both feel that the history is
‘an important aspect of these projects, and should not be
shorted
Hence the historical scenario, In it we placed all the special
rules and modified random results that we felt necessary (0
recreate the historical mess. If you play it, you will clearly see
the progressive splintering of each side's army, and the loss of
control. We urge you not fo think of it as a competitive game,
but instead a group historical exercise which can be enjoyed
for the unfolding picture it paints,
drawal
(One of the things brought out in the early testing was that the
Union testers were effectively conducting a phased with-
drawal each turn - they would fall back into woods, just far
enough to minimize losses and exposure to enemy fire. In ef-
fect, they were trading space for time, and creating, a signifi-
ccant disparity in losses. Good gaming, yes, but poor history.
‘Too many regiments were too green, to big, of too poorly led
{to manage this kind of tactical finesse - instead, they formed
lines and blazed away until one side or the other cracked.
Hence the morale check. Even a BL or Shaken will halt a unit
in i's tracks, and likely cause real problems for a player at-
tempting to avoid flanking issues while trying this tactic
[ike the effect so much that I am going to try it out in all the
RSS games, with the only difference being in the later games,
SH or BL unit may still move normally, adopting the morale
state at the end of the move. This variation reflects the greater
flexibility of veteran teoops. I hope others will ty it
The Morale Ratings
One of the first things that players will note upon examining
the counter sheet for the frst time is that there are a wider va-
riety of unit morale ratings than have been the case in the
prior two games in the series, Both This Hollowed Ground
and This Terrible Sound pitted experienced Armies against
each other. At Shiloh both armies, but especially the Confed-
erate forces were fighting in their first major action.
We decided that command range requirements, combined with
tough terrain would produce the appropriate amount of conf.
sion when brigades were committed to action. When you
commit your green brigades to combat you will quickly dis-
cover that some regiments will hold up well under fire, some
will cut and run virtually at the first shot, while others will
merely falter. What to do with the brigade commander? Con-A Fearru. Siavantee
tinue the now fragmented attack leading from the front while
‘many if not the majority of the regiments in the brigade suffer
in the rear out of command control? Or halt the momentum of
the atlack to reform the brigade—risking an attack stoppage?
In any event things will not be nearly so predicable as with
more experienced forces. The goal is to reduce uniformity of
player control,
SHILOH HISTORICAL NOTES
As in the two previous games in the RSS, the basic outlines of
the Shiloh story have been told many times. Rather than re-
peal a basic overview again, we have elected to focus on sev=
eral short stories, if you will: some of the more fascinating as-
pects ofthe campaign that deserve highlighting
Grant and Lew Wallace
Grant probably wrecked Lew Wallace's military career after
Shiloh. Wallace's failure to reach the field early in the fight
became, by extension, the reason Grant gave forall of the re-
verses suffered on April 6th. After the battle, Wallace was not
court-martialed, but was instead had his command re-orga-
nized out from under him. He commanded rear areas or was
left with no command for almost two years.
‘This was a hard fate for a man who's star had risen so dramati-
cally in the first year of the war. An Indiana state senator with,
both Mexican War and militia experience, Wallace was ap-
pointed the State Adjutant General at the outbreak of war, He
proved an excellent administrator, more than filling the state's
‘quota under Lincoln's first call for troops. He then resigned to
lake command of the 11th Indiana Zouaves, determined this
time to make it to the front. (Hostilities ceased before he saw
action in the Mexican War.) He quickly rose to brigade and di-
vision command, experienced combat in West Virginia and at
Fort Donelson, and by March, 1862, was the youngest Major
General in the Union army.
‘On April 6th, Wallace's division was not with the rest of the
army. Instead, it was several miles downstream, at Crump's,
Landing, detached from the main body. Wallace, worried
about the isolated nature of his command, arranged to famil-
iarize himself with the roads between Crump's and Pittsburgh
Landings, ensuring a rapid response if trouble arose. He also
greatly improved one of the roads, which ran close to the river
and was often swampy and impassible. Once properly pre-
pared, there were two main routes by which Wallace could
join the army or vice-versa: the River Road and the Shunpike,
‘The latter route took Wallace not to the landing, but to Sher~
man's position at the Southeast corner of the army’s camps,
‘When Grant sailed past Crump's Landing on the way to the
bate on the 6th, he briefly conferred with Wallace about the
distant sounds of battle, Both agreed it was a general engage-
‘ment, and then Grant steamed on, leaving Wallace with orders
RSS 7.02
to "hold himself in readiness" to march. Grant would send
more specifics as to destination once he arrived at Pittsburgh,
Landing and assessed the situation.
What followed was a classic misunderstanding. Once he ar
rived at the battle, Grant verbally ordered an side to return to
‘Crump's Landing and bring up Wallace. The aide, fearing he
might not correctly relay Grants wishes, asked for and got a
written nove from Rawlins, Grant's Chief of staff, directing
Wallace to come up to the tight of the army and form on it
With that hasty note, Baxter, the courier, took boat down:
stream,
At 11:30, Baxter arrived at Wallace's HQ. There, Wallace in.
{erpreted the order to mean he should join Sherman, who was
the right of the army. The order did not specify either a route
oor a clear destination: Wallace was not ordered to Pittsburgh
Landing. Hence, Wallace chose to march on the Shunpike,
then to the Purdy Road, and join Sherman's extreme right
flank near Shiloh Church.
Wallace's next action, however, was somewhat curious, De-
spite the urgency of the order und the clear sounds of battle
heard upriver, Wallace first let his men eat, incurring another
hhalf hour delay. There a second courier from Grant arrived, a
cavalry lieutenant who had ridden up the River Road, sent by
Grant shortly after Baxter was dispatched. This courier found
‘Wallace's men eating, and came away with the impression that
‘Wallace refused to move without written orders, a charge Wal-
lace always denied. Since Wallace already had writen orders
at this time, it seems likely that the Lieutenant was mistaken,
and interpreted Wallace's decision fo let the men eat first as a
refusal (0 march. While not true, it was the impression con-
veyed back to Grant when the Lieutenant returned to Shiloh.
About noon, Wallace marched out via the Shunpike. At the
same time, Grant sent another aide, Captain Rowley, to insist
Wallace come up and provide the written orders if necessary
Mystified, Rowley and a small escort rode the length of the
River Road to Crump's Landing without finding Wallace, Fi-
nally, they overtook the division on the Shunpike at about
2:00 p.m. Wallace had halted the men for a res.
Rowley was able to convey to Wallace the extent of the problem.
‘Sherman was driven back, and the whole army was in danger of
being pushed into the river. Wallace had to come to Pitsburgh
Landing immediately. There was nothing to do but retrace steps
bback to Crump Landing, and then march down the River Road,
atrip of about 6 miles from where Wallace was currently halted.
In another bad decision, Wallace decided that instead of merely
turning the whole column about in place, he needed to counter-
‘march so that the head of his command would remain in front
Given that the length of the column was about three miles, this
turned out to be a time consuming choice. Rowley fairly seethed
at the delays, and even Wallace admitted later that the process
as exceedingly slow.
arin. Te Gat Qs Wi in 84AFeaarut SLaveHTeR
SS 7.03
Al told, it was nearly 7:00 p.m, when Wallace's mea finally
crossed Snake Creck. They halted after crossing the creck,
taking up positions along Grant’ final line. They saw no fight-
ing on April 6th, though they did advance at dawn on the 7th
fighting most of the 2nd day.
Grant, who had come under intense criticism for Shilob,
blamed Wallace for many things. The general tardiness and
the confusion over the written orders became, in Grant's mind,
intentional failures of leadership from Wallace, rather than the
kind of typical command confusion that they more likely
were. Certainly Wallace hurt himself with the decision to
ccounter-march and the lack overall lack of haste
Fate intervened to give Wallace one last chance at glory, when
he defended Washington at the battle of the Monacacy in
1864, With half the force of the attacking Rebels, Wallace
‘gamely defended the line of the Monacacy River for most of a
day, buying time for Grant's reinforcements from Virginia to
arrive in Washington DC and finally secure the capital from
Rebel attack. This feat partially redeemed him, but Wallace
never really recovered from Shiloh.
‘And, of course, Wallace wrote Ben Hur, A story of the Christ,
providing him with fame of a more lasting kind.
Death and Night
“Death and Night.” This phrase, inscribed on the Daughters of
the Confederacy Monument put up to the Confederate Sol-
diets at Shilot, sums up the classic romantic illusion so cher-
ished by Southerners in the memorial period: that Sidney
Johnston, had he only lived, would have carried the day and
driven Grant into the river. His fall triggered the confusion
that led, ultimately, to the delay that doomed the South: Grant
survived the night, Buell arived, and the war went on,
Did the South come that close? Modern scholarship and
more dispassionate look at the facts suggests otherwise. The
Confederate officers had largely lost coutrol of their men as an
‘organized force by the time Johnston fell, and it is unlikely
that had he survived, he would have had any better grasp of
the situation than the nearest Brigadier did. A number of units
‘had actually left the field by late afternoon, either marching
off when they ran out of ammunition, or sent back escorting
prisoners, or simply deciding that they had done enough and it
was time to camp for the evening.
Grants final line was well braced with canton, had a number
of fresh troops up - namely a brigade from Buell and Ws
lace’s tardy command - and was imbued with a sense of all or
nothing on that river bank that night.
By contrast, when Beauregard called off the last attack, his
men were widely scattered, he had only two brigades that
were in any immediate condition to attack, and more impor-
35
tantly, close enough to mount an attack quickly, and he had al-
most no sense of where any of his men were. Bragg, Polk, and
Hardee - the three ranking commanders on the front lines ~ all,
hhad little or no knowledge of where the bulk of their com-
mands were either. This condition was created by the con-
fused and vicious fighting of the day, not by Johnston's fall,
and had he not been shot it would not have changed the dispo-
sitions of the troops. Simply setting up the scenario for the
final attack should soon convince most gamers of the impossi-
bility of Southern success here: die-hards should be won over
after the first few turns, Regardless of Johaston’s circum-
stances, the South's bolt was shot, and Grant's men were un-
likely to be driven into the river.
Duplicate Regiments
‘As usual in the Confederate order of atl, there are a number
‘of duplicate regiments, These are not mistakes - all these units
did exist, and with the numbers shown here. There are two
15th Arkansas Regiments in the bate, one with Cleburne (his
‘own regiment before elevation to brigade command) and one
under Col. Gee in Pillow's Division of the Fort Donelson
troops. There are also two SSth Tennessee regiments, one
raised by Brown (surrendered at Island No, 10) and one raised
‘by MeKoin, found in Wood's Brigade, Hardee's Corps.
‘Stephens and Maney
In all the official reports, and in Reed's detailed study for the
Park at the win of the century, the Second Brigade, Second
Division of First Corps is called "Stephens" after i’s comman-
Ger. In fact, Stephens was not the commander, Col. Maney
was. At 6:30 a.m. on the 6th, Maney was sent to guard Lick
Creek, and Stephens took command of the rest of the brigade
as next ranking Colonel. Maney rejoined his brigade at about
2:30 p.m,, and remained in command forthe rest of the battle.
The game accurately portrays this command shuffle, How-
ever, the official designation of the brigade remains S/2/1, be
‘cause every official report calls it that, and to do otherwise
would confuse the historically minded trying to follow the ac-
tual battle on the game-map. Additionally, Stephens turned
out to be a pretty good officer. When Maney arrives, the Con-
federate player ends up with two good commanders for this
brigade (assuming neither has been lost) which translates into
a small morale bonus - consider it a gift of fate
Bains' Battery, Vinden Mississippi Artillery
This battery is listed in all the OOB records as present at
Shiloh, attached to Gibson's Brigade, Ist Division of 2nd
Comps. In fact, it was not yet fit for field service and remained
behind at Corinth, One section of two guas did serve with
‘Stanford's Battery, probably the two 12 pound howitzers.A Fearru. StavaHTEeR
V/A Mo Arty/3/T Division
Also known as Buell's independent Mo By, this unit actually
contained 6 guns, but left one behind at Crump's landing on
April 6th. The optional unit includes the extra gun,
‘The Unfortunate Colonel Raith
Raith was a last-minute replacement of another temporary
acting brigade commander, Col. Reardon, who was in turn re~
placing the absent Colonel Ross. Reardon was supposed to be
‘commanding the Brigade (or more properly he was the tempo-
rary acting commander as senior remaining Col. in the
brigade, commanding the 29th Illinois Regiment) but chose to
inform the brigade of his “ill-health’ the morning of the bat-
tle—after gunfire was clearly audible, and the enemy was
within a few hundred yards of the brigade. Seniority put Raith
in charge as the battle was developing that morning, Mind you
at no time did Reardon tell Raith he was in charge. This piece
of cheerful news came from the Brigade Adjutant whilst Rear-
don headed for the landing and points north never to be seen
nor heard from again,
‘The whole command apparatus of this brigade did quite
poorly. Essentially Raith wandered about the battlefield out of
touch of the Brigade Adjutant (who was sent on a task better
suited for an orderly- oops there weren% any of those around
since Reardon's abrupt departure had left the brigade HQ un-
ear on who was in charge) and the rest of the brigade for
some time after he had been hurriedly informed he was in
‘command.
‘When Raith did finally show up for the war in the vicinity of
‘Waterhouse's battery the brigade had been in action holding
there for some time on their own, Raith chose to lead his
brigade from the front, and of course was killed quite grue~
somely: appliqued to the front of his troops. The entire
brigade promptly ran at the sight of the red mist (see Sher-
‘man’s report), resulting in Waterhouse’s battery losing three
‘guns.
WAHL. Wallace
You will note that the 2nd Division of the Army of the Ten-
nessee under a decidedly average Brigadier General William
HLL. Wallace have particularly strong brigade commanders.
‘The recently promoted General Wallace was grotesquely
wounded in the battle (head wounds in the mid-19th century
were usually fatal) and we credit his Brigade commanders
with successfully helping to shore up the Union center at a
critical time. Their actions bought precious time along the
tight of the Hornet's Nest. The unfortunate General Wallace
was recovered, still alive, after the battle, but died in his wife's
arms some few days later.
‘exo ee mai 2
FSS79 —
Optional Confederate Forces
‘The optional troops come from three major groups: the men
lost at Fort Donelson who should have been withdrawn, the
smaller force surrendered at Island No. 10 who also should
have been withdrawn, and whom Beauregard actually did in-
tend to withdraw before disaster struck, and finally Earl Van
Dorn's composite Army of the West
Fort Donelson
‘The troops at Donelson represented more than 15,000 men
Jost to Johnston at a critical phase of the war. The only reason
the garrison did not get out was the failure of nerve of the top
commanders, Buckner no less than the others. Floyd and Pil-
Jow earned the greater notoriety for fleeing, but it was Buckn-
e's pessimism and refusal to listen to Forrest that made sur-
render inevitable, Here it is assumed that the garrison
followed Forrest and escaped that night in February, giving
Johnston an extra army corps at Shiloh. Minus the black mark
‘gained by leaving their men in the lurch at Donelson, how-
ever, Floyd and Pillow doubtless would have retained com-
‘mand, decreasing the relative value of this force. As a final
tidbit, the option to place Buckner in command, ditching
Floyd, is tossed in as a sop to those players who cannot bear
to have Floyd and Pillow in charge of anything,
Island No. 10
In March, toe brigades of men were left to ganison the Mississippi
River noth of Memphis. At Island Number 10 and New Maid, Job
P. McCown had command of the equal of two brigades of infantry, a
‘numberof cavalry, and a large fore of heavy atilerymen manning the
river batters. One additional brigade was downstream at Fat Pillow.
This was about half the garson that was present in ate February, but
the restof the men had gone to join Jolnston at Corinth
‘Beauregard clearly recognized that the remaining force was too small
to effectively defend the position, but too large to risk as a delaying
force. Beauregard ordered the garrison abandoned in late March, but
the movement was too slow and ancxher 5-7000 troops were captured
by the Federals. Here itis assumed they got away prompdy.
Army ofthe West
Originally, Albert Sidney Johnston asked Fart Van Doen, the newly ap-
pointed commander ofthe Trans-Mississpp, to join his forces at
Corinth, Van Dorn ever aggressive, had already embarked on one of
the most sh offensive moves ofthe war: he took his polyglot of
Arkansans, Texans, and Missouri State Troops back to nonhwest
‘Arkansas to fight the bate of Elkhorn Tavern. Deep in the remote
‘wilderness ofthe Boston Mountains, Van Doe would not have been
able to reach Johnston in time for Stile unless he moved right away,
abandoning any offensive notions wes ofthe Mississippi.
Mata Man HoT Ca iy Wags si 84 Pearrul SLaveHTER
SS 7-08,
‘The entice premise for this option is that Elkhorn Tavern was
never fought, and Van Dorn instead joined Johnston, This
larger assumption requires several smaller ones: that McCul-
loch and Mcintosh are not killed, that the Missouri State
‘Guard under Price would have been willing to leave Arkansas
+ and by extension abandon their home state - 10 swear into
Confederate service and fight east of the River, and that Van
Dorn would re-organize his army more efficiently than he did
for Elkhorn Tavern. In fact, the army you see in the game re-
quires some supposition: a couple of the brigades existed only
fleetingly; and at least two - Mill's 3/M/W and Pike's Indians-
never actually crossed the Mississippi at all. It is highly un-
likely thatthe Indians would have ever come east, but they are
included for local color. Moreover, many of the units did not
yet have regimental designations in March, 1862. Most in-
‘Stead were named for commanders, and some never had a for-
mal existence. By June, the Army structure stabilized and all
‘units were either assigned regimental numbers or merged into
proper commands. We have taken the small liberty of simply
backdating that reorganization by a few months. More sources.
‘were used to follow the obscure threads of this particular co-
‘nundrum than any other single aspect of the game.
‘One final note on the Army of the West: Ben McCulloch
never reached the rank of Major General, since his death at
Elkhorn Tavern precluded any further chance of promotion.
However, he was the second ranked brigadier in the entire
Confederate army upon his appointment, and had he lived to
«ross the Mississippi he would have almost certainly been ele-
vated. Since the options presented here postulate no fight at
Elkhorn, we have given him his long overdue promotion. In
the game he is rated as per his reputation; likely that was it
fated in real life a bit, but every game needs a few larger than
life characters.
Rating the Army Commanders
Shiloh was a very poorly controlled battle to say the least. The
‘Secessionists opted for an initial plan that was unintentionally
farcical in it?s impracticality. Given the terrain and the experi
ence level of the commanders and troops, there was simply no
‘way that Beauregard?s plan had any hope of succeeding as
planned, That Johnston either didn? recognize the unrealistic
nature of Beauregard?s scheme or didn?t choose to alter itis
certainly no endorsement of Johnston as a army commander.
‘The special rules on Johnston reflect what the designers per-
ceive to be his main atribute- during the battle he acted in
fect as an excellent brigade commander with army command
authority. Once the battle was joined there is no hint of overall,
control and guidance from Johnston,
Beauregard's rating is due primarily to his lack of ability to
control his army. His confusion and the lack of contro! over
Bragg during the first day is well known but also quite unde
standable, His absolute failure to even make a feeble attempt
at reorganization of the army over night before the second day
tn Ring LLC age ee. Ae 2108
37
‘of battle is virually indefensible. When dawn broke on the 7th
of April 1862 the Union Army under Grant was able to con-
duct cohesive operations and the Secessionist Army under
Beauregard was capable only of flight,
believe that Shiloh was Grant's (and probably Buell’s also)
finest hour. His mistakes were many, but in this battle they are
confined t0 the opening set up. The Union Army is surprised
and not well deployed to receive an attack, Onee he arrived on
the battlefield Grant was in his element, The defensive line he
constructed to defend the landing was extremely strong and
given the terrain, was as close to secure a position that could
be constructed. Finally, during the night while the Southern
commanders milled about in confusion and indifference,
Grant and Buell maintained control oftheir troops and reorgs:
nized. At dawn, Buell attacked shortly followed by Grant and
the Southerners were swept from the field in defeat
‘A Common Unit on a Bad Day
Finally we would like to relate the tale of Captain James PTi-
mony commanding battery D of the 2nd Illinois Light Ar.
tillery. The battery was assigned to the First Division, Ist
Brigade, Army of the Tennessee. To quote the report of Ezra
‘Taylor Chief of the Artillery for Sherman’ Division
"In order to do justice to all I cannot close this report without
mentioning the batter [sic] commanded by Captain Timony.
‘who were put in battery under my direction on Sunday, the
6th, under the most terrific fir, perhaps, that occurred at any
point or at any time during the fight. This occurred at the same
point on the field, in front of General McClernang's headquat-
ters, where the enemy had a full sweep of the field in front
‘with his batteries and a galling fire of musketry on our left. To
say that they fought bravely till their horses were literally
piled up, creating a barrier to the retreat of their guns, is a sim
pile statement of facts, and I doubt not the general command:
ing the First Division will give to them the credit due them.
Such bravery cannot but obtain its reward.”
(On the first day of battle battery D/ 2nd Illinois Lt Artillery
suffered 25 casualties and lost 53 horses as well as four out of
six guns and five out of six caissons, The brave Illinois cap-
tain and his battery as well as thousands like him were the rea-
son that General Johnston's Army was prevented from water-
ing its horses in the Tennessee.