Victory Results:
 43 %
Record a victory for BOTTOM ARMY  57 %
Total plays 7 - Last reported by Garcia on 2020-11-12 02:37:25

McDowell, Virginia

May 8, 1862

Historical Overview
At the beginning of May 1862, the defeats at Pea Ridge and Shiloh, and a federal Army advancing on Richmond, gave little hope for the Confederacy. Even “Stonewall” Jackson, in his first battle as an independent commander a few months earlier, was defeated at Kernstown.
Jackson, who now led a small Confederate army, knew Gen. Robert H. Milroy was near the town of McDowell. On May 8, forward elements of Jackson’s infantry, his “foot cavalry” as they came to be known, were in sight of McDowell. Having completed a series of tough marches, they now stood atop Sitlington’s Hill. Although outnumbered, the Union made the first move. Milroy launched an assault up the jagged slopes and through the tangled forest around Sitlington’s Hill. Taking advantage of depressions and the trees, the Union force dealt Johnson’s Confederates an alarming number of casualties. Johnson appealed to the nearest of Jackson’s Brigades, led by Taliaferro, for help. At this point, both sides were losing cohesion. Johnson was severely wounded, but Taliaferro took charge and, despite the confusion, was able to blunt a final enemy attempt to take Sitlington’s Hill. Around 9 p.m. the musketry sputtered to a conclusion. Milroy burned his camps and retreated northward toward Franklin.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.


Set-Up Order

Woods 10
Hills 15
Homestead 1


Union Army
Robert C. Schenck
Take 6 Command Cards
You move first


Infantry  Cavalry  Artillery  General
7 - 1 1

Confederate Army
Thomas J. “Stonewall” Jackson
Take 4 Command Cards


Infantry  Cavalry  Artillery  General
9 - - 2

5 Flags

Special Rules
Reduce the Union player’s hand size by one card for each Union flag lost. Whenever that player loses a unit, he or she chooses a card from hand and discards it.


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Pevans replied the topic:
5 years 5 months ago
My nephew Tom picked this as our second scenario last week. I don't think I've seen another scenario where one player starts with a large (6!) hand of Commannd cards, but must reduce their hand by 1 each time they lose a unit. (Though it's similar to what happens when infantry go into square in Napoleonics.)

I was playing Union first and the Confederates managed to 'hide' a couple of battered units, preserving them long enough to win 5:4.

Swapping sides saw another back and forth battle. Again, the Rebels saved damaged units from being finished off, which made all the difference. It was another victory for the Rebels, this time 5:2. So the aggregate score was 9:7 to me.
Bayernkini replied the topic:
10 years 2 weeks ago
Add Tag:
- Reduced Command Cards