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
|
Union Army
Ulysses S. Grant
Take 5 Command Cards
You Move First
19 | 2 | 5 | 6 |
Confederate Army
Pierre Beaureguard
Take 4 Command Cards
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.
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
|
Union Army
Ulysses S. Grant
Take 2* Command Cards (max 5)
19 | 2 | 5 | 6 |
Confederate Army
Albert Sydney Johnston
Take 5 Command Cards
You move first
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.
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
|
Union Army
• Oliver Otis Howard
• Take 8 command cards.
15 | 5 | 5 | 6 |
Confederate Army
• Patrick Cleburne
• Take 8 command cards.
• You move first.
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).
Modify/adapt the MM44 rules to BC, send it to us and we add itSince 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.
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
|
Union Army
George H. Thomas
Take 5 Command Cards
You move first
XX | XX | XX | XX |
Confederate Army
J.B. Hood
Take 5 Command Cards
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.
Historical Overview
TEXT
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Set-Up Order
|
Union Army
D. John Schofield
Take 5 Command Cards
10 | - | 1 | 2 |
Confederate Army
John Bell Hood
Take 4 Command Cards
You move first
11 | - | - | 3 |
Victory
6 Flags
Special Rules
None
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
|
Union Army
McClernand
Take 5 Command Cards
You move first
10 | - | 3 | 3 |
Confederate Army
Bowen
Take 4 Command Cards
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.