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.
