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MM06 Shiloh, Tennessee (2nd day) - April 7, 1862

Details
Written by: Mark McGilchrist
Category: Western Theater
Published: 23 June 2014
Last Updated: 23 March 2023
Hits: 6571
  • Banners: 12
  • Unofficial
  • Army: Union
  • Army: Confederate
  • Epic

Historical Overview
With the addition of Buell's men, the Federal force of around 40,000 outnumbered Beauregard’s army of fewer than 30,000. Beauregard, however, was unaware of Buell’s arrival.  Therefore, when William Nelson’s division of Buell’s army launched an attack at 6:00 am on April 7, Beauregard immediately ordered a counterattack.  Though Beauregard's counter thrust was initially successful, Union resistance stiffened and the Confederates were compelled to fall back and regroup. Beauregard ordered a second counterattack, which halted the Federals' advance but ultimately ended in stalemate. By this point, Beauregard realized he was outnumbered and, having already suffered tremendous casualties, broke contact with the Yankees to began a retreat to Corinth.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

 

Set-Up Order

Woods 41
Hills 10
Fences 2 2
terrain rough 2
Field 4
Homestead 1
Orchard 2
River bend 6
River straight 3
Fieldwork 4

 

Union Army
Ulysses S. Grant
Take 5 Command Cards
You Move First

   

 

Infantry  Cavalry  Artillery  General
19 2 5 6

Confederate Army
Pierre Beaureguard
Take 4 Command Cards

 

Infantry  Cavalry  Artillery  General
17 2 4 5

Victory
12 Flags

Special Rules
1. Pittsburg Landing is worth 2 Victory Banners to the Confederates

2. The Tennessee River is impassable.

3. Ammunition shortage: Confederate artillery uses 1 less die at all ranges.

Optional Campaign Rules:
Combining Day 1 & Day 2 as a campaign.
Winner is the players that scores the most combined banners in the Day 1 and Day 2 scenarios.

Breakthrough Map rules
One (or two Standard Card decks) and modified Rules similar Memoir44 Breakthrough.

Some cards allows additonal units anywhere on the board to move, but only to move, not battle.
These cards shows the "on the move" lettering and the number of additional units, which may be ordered,
Attack cards = "+1 on the move",
Probe cards = "+2 on the move",
Scout cards = "+2 on the move".

On the Move may be ordered in ANY section of the battlefield. They move as normal, but may not battle this turn.

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Posts in discussion: MM06 Shiloh, Tennessee (2nd day) - April 7, 1862
Garcia replied the topic:
#732
4 years 8 months ago
Unit muster is wrong, these are from the 1st day.
Should be:
Union: 17 Inf, 1 Cav, 4 Art, 5 Generals
Confederate: 13 Inf, 1 Cav, 4 Art, 4 Generals
Read More...

MM05 Shiloh, Tennessee (1st day) - April 6, 1862

Details
Written by: Mark McGilchrist
Category: Western Theater
Published: 23 June 2014
Last Updated: 23 March 2023
Hits: 6640
  • Banners: 12
  • Unofficial
  • Army: Union
  • Army: Confederate
  • Epic
  • Special: Temporary VB Objective Hex
  • Special: Reinforcements
  • Special: Reduced Players Command Cards

Historical Overview
Following his capture of Fort Henry and Fort Donelson, Grant’s army of 40,000 soldiers was ordered to move south, up the Tennessee River, to Pittsburg Landing. Buell was ordered to join him there with 35,000 troops. Once united, they could attack the important railroad junction at Corinth, twenty miles to the south. This would cut deep through the Confederate defense line in northern Tennessee.
With just over 42,000 soldiers, Johnston knew he must act quickly before Buell arrived. The Confederates attacked at daybreak on April 6 and threw back the Union line. At the center of the Union line stood the remnants of the Sixth division, under Prentiss, along with Wallace’s fresh Second division. They had taken up a strong position behind an oak thicket.
Initial rebel attacks were repulsed. During one of these attacks, Johnston was killed while urging several brigades forward.
Confederate soldiers dubbed the position the “Hornet’s Nest.”
By midafternoon, realizing that repeated infantry attacks were suicidal, General Daniel Ruggles amassed over 50 guns to bombard the Union positions. At about 5:30 p.m., with Union troops falling back on their left flank, the defense finally collapsed. Wallace was mortally wounded and Prentiss was captured along with 2,250 Union soldiers. As the victorious Confederate troops cheered, a defiant Prentiss called out, “Yell boys, you have a right to shout for you have this day captured the bravest brigade in the United States Army.”
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

 

Set-Up Order

Woods 41
Hills 10
Fences 2 2
Field 4
terrain rough 2
Homestead 1
Orchard 2
River bend 6
River straight 3
Fieldwork 4

 

Union Army
Ulysses S. Grant
Take 2* Command Cards (max 5)

 

 

Infantry  Cavalry  Artillery  General
19 2 5 6

Confederate Army
Albert Sydney Johnston
Take 5 Command Cards
You move first

 

Infantry  Cavalry  Artillery  General
17 2 4 5

Victory
12 Flags

Special Rules
1. A Confederate unit that occupies any hex in the first row of hexes on the Union side of the battlefield counts as one victory flag. When a Confederate unit occupies one of those hexes, place a flag token on the Confederate victory stand. As long as the Confederate unit remains on the baseline hex, it continues to count toward Confederate victory. If the unit moves off or is eliminated, remove the flag token from the victory stand.

2. Reinforcements - Units offmap (the Corps of LLWallace, and Beckinridge, plus General Johnson) may be placed on the friendly base line of 1 Section instead of playing a Command Card. Union reinforcements must enter on the Union Right section.
Not all must be placed (and perhaps could not all be placed) in 1 turn.
Union Reinforcements: Leader L.L. Wallace, 3 x INF, 1 x ART
Confederate Reinforcements: Leader A.S. Johnston, 2 x CAV,
                                                Leader Breckinridge, 4 x INF, 1 x ART

3. Any unit attached to General Johnson is automatically ordered in the Confederate turn. If Johnson is eliminated, Confederate Command is reduced to 4.

4. The 2 end hexes of the Hornet's Nest count as 1 Victory Banner each to the Confederates whilst occupied by a Confederate unit. The Pittsburgh Landing hex is worth 2 Victory Banners to the Confederates.

5. The Tennessee River is impassable.

6. Surprise. The Union starts with 2 Command cards, and draws 2 command cards at the end of each Union turn  until they hold 5 Command cards. Thereafter they draw only 1 Command card.

Breakthrough Map rules
One (or two Standard Card decks) and modified Rules similar Memoir44 Breakthrough.

Some cards allows additonal units anywhere on the board to move, but only to move, not battle.
These cards shows the "on the move" lettering and the number of additional units, which may be ordered,
Attack cards = "+1 on the move",
Probe cards = "+2 on the move",
Scout cards = "+2 on the move".

On the Move may be ordered in ANY section of the battlefield. They move as normal, but may not battle this turn.

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Posts in discussion: MM05 Shiloh, Tennessee (1st day) - April 6, 1862
Mark-McG replied the topic:
#466
10 years 1 month ago
the quick answer is the one that comes in the BattleCry EPIC VASSAL module.

17x13

it matches the EPIC BattleLore boards
e.g. www.battleloremaster.com/adventures/official/a4/17a.pdf

those boards are readily available and cheap
NimitsTexan replied the topic:
#465
10 years 1 month ago
This does not look like the M'44 Breakthrough board; which board is it?
Read More...

RB04 Jonesboro 1st Day - August 31, 1864

Details
Written by: Richard Borg
Category: Western Theater
Published: 23 June 2014
Last Updated: 23 March 2023
Hits: 6652
  • Unofficial
  • Army: Union
  • Army: Confederate
  • Epic
  • Units: Dismounted Cavalry
  • Banners: 14

Historical Overview
The Battle of Jonesborough (modern name Jonesboro) was fought August 31–September 1, 1864, during the Atlanta Campaign in the American Civil War. Two Union armies led by Maj. Gen. William T. Sherman maneuvered to draw the Army of Tennessee (led by John Bell Hood) away from their defenses at Atlanta, Georgia, where it could be destroyed.
Although Hood's army was not destroyed, the city of Atlanta was abandoned and then occupied by Union troops for the rest of the war.
The fall of Atlanta also had far-reaching political as well as military effects on the course of the war.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Set-Up Order

Woods 15
Hills 29
Homestead 2
River bridge 2
River bend 6
River straight 9
Entrenchment 6

Union Army
• Oliver Otis Howard
• Take 8 command cards.

 

Infantry  Cavalry  Artillery  General
15 5 5 6

Confederate Army
• Patrick Cleburne
• Take 8 command cards.
• You move first.

 

 

Infantry  Cavalry  Artillery  General
18 3 4 6

Victory
14 Flags

Special Rules
Flint River is only passable at the bridges

Stream is fordable

Dismounted Cavalry: Non moved Cavalry may battle 3-2-1; moved Cavalry battles 3 dice adjacent as normal.

Modified Epic Rules
1. You may play one ARMY card or 1-3 field cards.
2. Counter Attack may be counter an played ARMY or Field card of your opponent.
3. Some field cards, which allows you order units in 2 or 3 sections, counts as 2 or 3 played cards.
These cards are noticed as Field 2 or Field 3 cards.
4. Each section may get only a field card.
5. After turn, you may draw 2 cards (observe hand limit)
6. If you play at least one Scout card, you may draw 3 cards and keep 2 (observe limit of hands)
7. A field commanders, which get no card, are allowed to make a INI roll. Roll one die and order a unit, which symbol is shown. A flag forces one of your units to retreat. If a XSW is rolled, one unit loose one figure.

Modified Tactic Cards:
- Assault: up to 6 units in section
- Force March: up to 6 units in section
- Rally: Roll 1 die for each command card you hold (including the played rally).
For all symbols, a block of this unit symbol is recovered, in any/different section(s).

 

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Posts in discussion: RB04 Jonesboro 1st Day - August 31, 1864
Bayernkini replied the topic:
#333
10 years 10 months ago

Since the posts on BGG indicated that Big Battle Cry is intended to be played with M44 OL-style (not CCA Epic) rules, I would suggest the notes by modified accordingly.

Modify/adapt the MM44 rules to BC, send it to us and we add it :)

Once a great US president said, "don´t ask what your country can do for you, but ask, what you can do for your country"

so i would modify this great words to

"Don´t ask what your Website can do for you, but ask, what you can do for your Website ;)

Don´t Forget, that all C&C Websites are done from Alessandro and his supporters in their free time for no money

So anybody can add his own ideas, indifferent if this are new rules, Terrain tiles, units, to Keep such a website alive :)
NimitsTexan replied the topic:
#332
10 years 10 months ago
Since the posts on BGG indicated that Big Battle Cry is intended to be played with M44 OL-style (not CCA Epic) rules, I would suggest the notes by modified accordingly.
Read More...

JM01 Nashville - December 15-16, 1864

Details
Written by: Jim Megee
Category: Western Theater
Published: 24 February 2014
Last Updated: 23 March 2023
Hits: 6333
  • Banners: 6
  • Unofficial
  • Army: Union
  • Army: Confederate
  • Special: Sudden Death VP

Historical Overview
The Battle of Nashville was a two-day battle in the Franklin-Nashville Campaign that represented the end of large-scale fighting in the Western Theater of the American Civil War. It was fought at Nashville, Tennessee, on December 15–16, 1864, between the Confederate Army of Tennessee under Lt. Gen. John Bell Hood and Federal forces under Maj. Gen. George H. Thomas. In one of the largest victories achieved by the Union Army during the war, Thomas attacked and routed Hood's army, largely destroying it as an effective fighting force.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

 

Set-Up Order

Woods xxx
Hills xxx
Fences 1 xxx
Fences 2 xxx
Fences 3 xxx
Field xxx
Homestead xxx
Orchard xxx
Rough xxx
Town xxx
River bridge xxx
River bend xxx
River bend xxx
River pond xxx
River straight xxx
Fieldwork xxx
Entrenchment xxx

 

Union Army
George H. Thomas
Take 5 Command Cards
You move first

 

Infantry  Cavalry  Artillery  General
XX XX XX XX

Confederate Army
J.B. Hood
Take 5 Command Cards

 

 

Infantry  Cavalry  Artillery  General
XX XX XX XX

Victory
6 Flags

Special Rules
Fort Negley (marked hex with blue border): Cannons at Fort Negley cannot move. Firing on Fort Negley reduces die by 1.

Redoubts cannot move.

Both parts of Cumberland River are impassable

Sudden Death: If the CS captures the Nashville Town hex, the CS wins game immediately.

 

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Posts in discussion: JM01 Nashville - December 15-16, 1864
Bayernkini replied the topic:
#114
11 years 2 months ago
Add TAG´s:
- Sudden Death Victory Banner
Read More...

DV01 Franklin - November 30, 1864

Details
Written by: David Vander Ark
Category: Western Theater
Published: 24 February 2014
Last Updated: 24 March 2017
Hits: 5652
  • Banners: 6
  • Unofficial
  • Army: Union
  • Army: Confederate
  • Special: None

Franklin

November 30, 1864

Historical Overview
TEXT
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

 

Set-Up Order

Woods 3
Fences 1 1
Fences 2 2
Fences 3 1
Homestead 2
Orchard 1
River bend 3
River straight 2

 

Union Army
D. John Schofield
Take 5 Command Cards

Infantry  Cavalry  Artillery  General
10 - 1 2

Confederate Army
John Bell Hood
Take 4 Command Cards
You move first

Infantry  Cavalry  Artillery  General
11 - - 3

Victory
6 Flags

Special Rules
None

 

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Posts in discussion: DV01 Franklin - November 30, 1864
vanderad replied the topic:
#727
4 years 8 months ago
Yes, there was Confederate cavalry with Forrest in my original scenario design. I'm not sure why it was changed on this site. Thanks for catching this, I did not see that when the scenario was first loaded.

Dave Vander Ark
Garcia replied the topic:
#726
4 years 8 months ago
In the original scenario by David Vander Ark (from Rod Lilley's site) the unit with General Forrest is a cavalry unit.
Mark-McG replied the topic:
#331
10 years 10 months ago
[img
Map of attack
Mark-McG replied the topic:
#330
10 years 10 months ago
Hard to see that there would be a huge difference, the artillery is strength 3 instead of 2, and unless you depended on the all out attack card (which wasn't much loved), then it would play the same.

A bit of historical text wouldn't go astray though.
en.wikipedia.org/wiki/Battle_of_Franklin_(1864)
Bayernkini replied the topic:
#329
10 years 10 months ago
Sadly Battlecry is one of the less played C&C games.

I played it for sure, a long time ago with the new Edition rules/cards, but can´t remember the results :whistle:
vanderad replied the topic:
#328
10 years 10 months ago
I designed this scenario for the original game, not the 2010 release. I'm curious if anyone has any comments about the scenario?
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JH04 Big Black River Bridge - May 17, 1863

Details
Written by: Jean Baptiste Hebraud
Category: Western Theater
Published: 24 February 2014
Last Updated: 24 March 2017
Hits: 6208
  • Banners: 6
  • Unofficial
  • Army: Union
  • Army: Confederate
  • Units: Dismounted Cavalry

Big Black River Bridge

May 17, 1863

Historical Overview
The Battle of Big Black River Bridge, or Big Black, fought May 17, 1863, was part of the Vicksburg Campaign of the American Civil War. Union commander Maj. Gen. Ulysses S. Grant and the Army of the Tennessee pursued the retreating Confederate Lt. Gen. John C. Pemberton following the Battle of Champion Hill, in the final battle before the Siege of Vicksburg.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

 

Set-Up Order

Woods 12
Hills 13
River bend 4
River straight 10
Fieldwork 8

 

Union Army
McClernand
Take 5 Command Cards
You move first

Infantry  Cavalry  Artillery  General
10 - 3 3

Confederate Army
Bowen
Take 4 Command Cards

 

Infantry  Cavalry  Artillery  General
8 - 2 3

Victory
6 Flags

Special Rules
Dismounted Cavalry: Treat as Infantry, except that they have only 3 figures (Confed INF with white shirts and brown slouch hats).

Crossing River: The normal rules apply. In addition, roll 1 die every time a unit enters a river hex. Remove 1 figure if the symbol rolled matches the unit. Roll every turn that the unit remains on the river hex.

Swamp: Units that enter a swamp hex must stop. A unit battling from a swamp hex  rolls one less battle die. Swamp hexes block line of sight.

The three hexes of Gini lake are impassable.

Remove the Construct Fieldworks card from the deck before play begins.

 

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Posts in discussion: JH04 Big Black River Bridge - May 17, 1863
Bayernkini replied the topic:
#110
11 years 2 months ago
Add TAG´s:
- Dismounted Cavalry
Read More...
  1. JH02 Fishing Creek - January 19, 1862
  2. BB01 Champion Hill - Mississippi - May 16, 1863
  3. DS02 Missionary Ridge - November 25, 1863
  4. 029 Perryville, Kentucky - October 8, 1862

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