The battle of Cooper's Landing

 

A Fire & Fury Scenario

The Union win if they take the village and take less than 40% casualties

The Rebels win if they inflict more than 60% casualties on the Union, or still hold the village at nightfall (16 moves)

Other results are a draw.

 

Confederate

Corps Commander Bragg

 

1st Division Johnson

Cook 8/5/3

Bartow 8/6/4

Jones 8/6/4

2 batteries

 

2nd Division Weeks

Lane 8/6/4

Archer 8/6/4

2 batteries

 

Cavalry Division Hughes

Forrest 5/4/3

Lee 5/4/3

 

2 Gunboats

 

Set up within 2 feet of the top of the map. At least 1 brigade must

set up on the island or the far bank of the river.

 

 

Union

Corps Commander Rosecrans

 

1st Division Sykes

Palmer 8/5/3

Ferrero 8/6/4

Winder 8/6/4

Long 8/6/4

2 batteries

 

2nd Division Heth

Cross 8/5/3

Stillman 8/6/4

Evans 8/6/4

Young 8/6/4

2 batteries

 

Cavalry Division Sheridan

Jones 5/4/3

Lake 5/4/3

Coles 5/4/3

 

2 Gunboats.

1 Steamer.

 

Enter from bottom edge of map on turn one. May split forces however wanted, but must write down entry points for each division before the game starts.

 

Gunboats count as a battery. Move 8" per turn. If silenced or low on ammo, must move 8" to rear. May be shot at as a battery. May not be engaged in melee. Damage halves fire effect, but does not affect movement.

 

Steamer may transport one brigade (horse or foot). It also moves 8" per turn. If it starts a move on the river bank, a brigade may embark or disembark, taking half a move to do so. A disembarking brigade comes off in column (march or field). It may be shot at as a battery. If damaged, it moves half speed.