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December 31, 1862 to January 2, 1863 There are a number of online sources for the Battle of Stones River and a board game from GMT Games called Dead of Winter. There is also a previous edition of the board game. Some of those sources are as follows: http://en.wikipedia.org/wiki/Battle_of_Stones_River http://www.civilwar.org/battlefields/stones-river.html http://www.nps.gov/stri/index.htm http://boardgamegeek.com/boardgame/35477/dead-of-winter-second-edition Victory conditions for this battle are to either drive the opposing army from the field or to reduce the opposing side’s units to exhaustion and to not have your own units exhausted. A unit is exhausted if it is reduced to half strength or less. Artillery stands do not count for exhaustion. The Confederate army has seven units – five infantry divisions and two cavalry commands. Six of them must be reduced to exhaustion. The Union Army has nine infantry divisions of which seven must be exhausted. If both sides are exhausted or neither side is exhausted, and both armies are still on the battlefield the result is a draw. The scenario scale is one inch = 100 yards, each infantry stand is 500 men, each artillery stand is 12 guns and each cavalry stand is 300 men. The battle starts at 6:00 A.M. and ends at 5:00 P.M. for a total of 22 half hour turns. All troops start on the table as noted on the map except for Wheeler’s Confederate cavalry, the Union Cavalry, and the five stands of the 3rd Division and the 6# smoothbore under command of the Union Center Corps. The Union artillery starts limbered except for Sheridan’s Division. Except for Sheridan’s Division, all Union infantry starts disorganized. Wheelers cavalry arrives at 11:00 A. M. anywhere on the south edge of the table. The Union cavalry arrives at noon on the Nashville Turnpike at the northwest corner. The five infantry stands and gun of the Center Corps also arrive on the Nashville Turnpike at 4:00P.M. On the first turn all Confederate units get to move first then all Union units get to move. After that the normal card draw system is used with the following modification. Assign a card to each division, corps and army commander. When the army commander’s card is drawn all units of that army may move that have not done so previously. When a corps commander’s card is drawn all units of that corps get to move that have not done so previously. Divisions move individually when their card is drawn. Units may only move once per turn. If a card that would allow a unit to move was previously drawn then that unit may not move again if another card that would allow it to do so is drawn. Once an army commander’s card is drawn and all units activated by that card have moved then all remaining units on the opposing side can move that have not done so previously.
Both armies had planned to attack the opposing army’s right flank, but the Confederates under the command of General Bragg attacked the Union Army of General Rosecrans first. Although the Confederates were initially successful and drove the Union Army back, the Union forces were able to reform and halt the Confederates. Two days later Bragg again attacked, but was not able to make any headway and elected to withdraw. Part of the Union Cavalry was actually on the south flank of the Union army to begin with, but was quickly driven away by the Confederate cavalry. It is part of the re-enforcements. Also the 5 stands of the 3rd Division of the Center Corps were actually on table and the re-enforcements were actually parts of the other two divisions of the Center Corps. The numbers are about the same. There was also one stand of Confederate cavalry on their north flank, but is part of the re-enforcements for the scenario. Artillery batteries on both sides were of mixed composition and have been re-arranged to provide whole stands of the same type. There were parts of some divisions that had smoothbore muskets and other units that would be better than average or less than average quality. However at the scale of this scenario their effect would be minimal and all units have been rated as average and the infantry has all been given rifle muskets.
Stones River and the northern part of Overall Creek are only crossable at bridges or marked fords. The other streams may be crossed at any point. The Union supply line is the Nashville Turnpike exiting off the northwest corner of the table. The Confederate supply line is Murfreesboro.
Union starting positions are blue and Confederate are grey.The map is marked in one foot squares and is from Dead of Winter by GMT games. The railroad is shown in black. It can be found at http://boardgamegeek. All patterned green areas are woods. North is at the top of the map.com/image/573492/dead-of-winter-second-edition Rivers are shown in dark blue. Other roads and elevations are treated as open terrain. Fords and Hills are shown in brown. Streams are light blue. Roads. .
rifle muskets 10# Parrot nd 2 Division – General James Negley 11 stands of infantry – average. divide the number of firing factors by ½ and round down. muzzle loading carbine 3 stands of cavalry – breach loading carbine 6# rifles Right Wing – General Alexander McCook 1st Division – Brigadier General Jefferson Davis 9 stands of infantry – average. rifle musket Cavalry – General David Stanley (independent command) 7 stands of cavalry – average. When using half stands. rifle muskets 6# rifle rd 3 Division – General Phillip Sheridan 10 stands of infantry – average. rifle muskets 10# Parrot Wing commanders may start near any division of their command. rifle muskets 6# smoothbore nd 2 Division – General John Palmer 9 stands of infantry – average. .Union Army of the Cumberland – General William Rosecrans Pioneer Brigade four stands of infantry – average. rifle muskets 12# Napoleon Center – General George Thomas 1st Division – General Lovell Rousseu 12 stands of infantry – average. rifle muskets 12# howitzer 6# rifle rd 3 Division – General Horatio Van Cleve 8 stands of infantry – average. rifle muskets 6# smoothbore cannon 10# Parrot nd 2 Division – General Richard Johnson 12 stands of infantry – average. rifle muskets 12# Howitzer Corps Troops Part of 3rd Division 5 stands of infantry – average. Note: The Union player has the option of replacing the stand of 6# rifles with the Cavalry with a half stand of 6# rifles and adding a half stand of 3” rifles to the 3rd Division of the Left Wing. rifle muskets 6# smoothbore Left Wing – General Thomas Crittenden 1st Division – General Thomas Wood 10 stands of infantry – average.
Breckinridge’s division starts under the command of Bragg. Stevenson’s Division was originally part of Bragg’s forces. Polk starts between Wither’s and Cheatham’s divisions. rifle musket. but President Jefferson Davis ordered it detached and sent elsewhere. rifle musket 6# smoothbore McCown’s Division – Major General J. 6# smoothbore 12# Napoleon 12# Howitzer . add Stevenson’s Division to the Confederate order of battle. Adding Stevenson’s Division does not change the victory conditions. General Leonidas Polk Cheatham’s Division – Major General Benjamin Cheatham 13 stands of infantry – average. muzzle loading carbine 12# howitzer Wharton’s Cavalry – Brigadier General Wharton (Independent command) 7 stands of cavalry – average. It will start behind Breckinridge’s Division. shotgun Polk’s Corps – Lt. rifle musket 12# Napoleon 3” rifle Hardee starts between McCown’s and Cleburne’s divisions.Confederate Army of Tennessee – General Braxton Bragg Cavalry – Brigadier General Joseph Wheeler (Independent command) 8 stands of cavalry – average. rifle musket 6# smoothbore 12# howitzer Cleburne’s Division – Major General Patrick Cleburne 12 stands of infantry – average. Stevenson’s Division 15 stands of infantry – average. General William Hardee Breckinridge’s Division – Major General John Breckinridge 15 stands of infantry – average. McCown 9 stands of infantry – average. rifle musket 12# howitzer Wither’s Division – Major General Jones Wither 15 stands of infantry – average. rifle musket 6# smoothbore 12# Napoleon Hardee’s Corps – Lt. P. For those who wish to try a hypothetical situation.
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