
002histalt - Corinth-full

Why Should You Play This Scenario?
The historical Corinth game isn't the most exciting or fun scenario to play. This alternative gives you an exciting alternative in which you aren't attacking directly over fields of abatis and into enemy defenses. If you are looking for a way to change things up - check this out.


Infantry Summary
You can basically subtract 2,015 men from the Federal totals as they don't arrive until 4 PM on the second day of battle. While they could still affect the outcome, it seems unlikely a game here would last that long and still be "in doubt" to the point where their appearance will tip the balance one way or the other.
With 6 units over 600 men, the Federals have about 20% of their available force on day one and most of day two tied up in just a few units. By routing or targeting these units you can quickly reduce the effectiveness of the Federals on the field of battle.
Watch out for the Repeating rifles and the Breechloading guns!
This is a close one. I am actually going to call it a Draw. The Yanks have a few thousand more men but lower quality. They have better guns but they are missing 2,015 men until the very end.


No Advantage

Cavalry Summary
Neither side has a particularly strong force but at least we have more men. Watch out for the enemy units armed with Repeating rifles though.
Another "Draw" as the Federals have far better weaponry and are actually rated higher than our own cavalrymen.


No Advantage

Artillery Summary
Wow. Ineffective artillery. The average firepower output from the Rebel artillery is abysmal. That means that your artillery won't be able to do much damage unless they are closer than five hexes to the enemy.
The Federals have better guns, more of them, more batteries, and much more ammo. They easily have the advantage here.


Advantage

With more wagons and supplies, this is a Union advantage. Especially over a two-day battle. Guard your wagons well.


Advantage
I'm surprised that with Van Dorn and Price we actually have superior leadership ratings! But we do.


Advantage
Setup
This scenario begins with the Federal army largely fixed north of Corinth. They remain fixed until noon. This gives the Rebel army an hour to reposition and advance against Corinth. Corinth is still ringed with abatis and fortifications, but by approaching from the east there is a chance the Rebels won't run into the worst of it. But there are still defenses to overcome and swamps to navigate. This is a tough battlefield for sure.
The Federals are also setup in a long single line from flank to flank. They have some depth in the center but there are two large divisions FIXED in place there which weakens them significantly in the area opposite Bate and Walker. The right flank has just Cox's XXIII Corps division and nothing else. Their left flank is stronger with a good division of cavalry (FIXED until noon at the earliest) in place to sweep around the Rebel right.

Setup Summary
Although we do have a chance at avoiding attacking into the set Union defenses, we still have a hard road to travel to Corinth. For the Yankees, their biggest guns are emplaced facing west and away from our lines of advance, thanks goodness for that!


No Advantage

The historical Battle of Corinth is even harder than this set up is! Therefore, I would recommend this one as an alternative. It's actually a lot of fun and can turn into a competitive battle early on. The Yankees need to really work hard to reposition themselves to meet your incoming attacks. It would be great if we Rebs had another small division on the field to at least give us numerical parity. Remember that 2,000 Federal infantrymen do not arrive until 4 PM on day two when the battle will likely be either decided - or ended.
Three Tips
1) Hurry to the West!
Lovell's Division can't hesitate to make up as much ground as they can against Corinth before Federal infantry arrives. Get your men into line and moving out as soon as the battle starts. Use your cavalry screen to deal with the enemy cavalrymen and hopefully prevent them from slowing you down too much.
2) Pin the Enemy in Place North of Corinth
Although it will hurt, attack the enemy defenses with Little's Division from the north at the start. This will pin the Yankees in place and perhaps allow Lovell's men to gain some extra ground in their drive west on Corinth. Don't throw away Little's Division but make just enough of an effort to keep the Yankees from immediately sending men to defend against Lovell. If the Yankees do weaken the line here, make a full attack by Little and get through their lines.
3) The Sooner the Battle is Over the Better
This is a long battle at 95 turns! Especially considering the relatively small number of men involved. Fatigue and casualties will be a crippling reality once the battle reaches the start of day two. Not to mention the issue of supply wagons running low. If possible, try to break your opponent's spirits on day one and offer them a chance to retreat and end the battle. If they keep fighting it out they will buy time for their final reinforcements to arrive as your own army gets increasingly fatigued and weakened.
Final Thoughts
I enjoy this battlefield setup and challenge. It is most definitely a challenge for both players and that's what you want in a game.