
015/016 - Murfreesboro (Historic)

More About This Scenario
The Battle of Stones River is an often-overlooked battle in Civil War history. There are likely numerous reasons for this. The battle was fought soon after Fredericksburg and lacked the grand majesty of that battle. It was also fought between two commanders whose legacies are hardly inspiring. But the battle was a pivotal one for control of Middle Tennessee and produced the highest percentage of casualties between the two armies (29%) than any other battle of the Civil War except Gettysburg (31%).
What makes this scenario an enjoyable play?
-
It's historical. The historical games have a more natural appeal.
-
The scenario is a large-scale battle featuring a "surprise" attack by the Confederates at the very start of the scenario.
-
Non-stop action. Right from turn one you will be thrown into a major battle. If you like to fight more than you do to march, then this is for you.
This scenario has been the focus of numerous conversations and debates over the years. Is it really a "fair" scenario? Or does it have inherent flaws which must be overcome in order for the Confederate side to achieve a victory?
Let's take a deeper look into the scenario and discuss these issues and how they can be addressed and overcome.


Analyzing the Numbers
The infantry numbers are pretty disheartening for a Confederate. Sure, we have higher quality (don't we always?) but we are down 12 regiments and 6 brigades versus the Yankees. Our average regimental size is also 65 men fewer. Does all of that negate the quality advantage?
More things to consider:
-
The Confederates have 12 regiments with fewer than 200 men (12% of their regiments). The Federals have only two regiments with fewer than 200 men.
-
There are 12 Federal regiments with 500+ men. These 12 units account for 7,366 men or 17% of their force. The Confederates have 7 regiments with 500+ men. These 7 units account for 4,070 men or 13% of their force.
It is easy to see why the average Federal unit is so large at Stones River. They have very few small units on the battlefield and 46 regiments with 400+ men. The Federals have larger units on average with a good number of giant regiments on the field. While their units may be inferior in quality, they have the power to pour a devastating fire into the Confederate ranks.
The Federals are almost exclusively armed with rifles while the Confederates have an even split between muskets and rifles. This doesn't worry me at all given the heavily wooded areas on the battlefield. When possible, play to any advantage you have. Get up close and personal with your muskets to maximize their power.
37% of the Confederate units at Stones River are rated as "High Quality" while the Federals have just 15% of their infantry rated as "High Quality." The Federals have 47% of their infantry, and the Confederates have 49% of their infantry, rated as "C".
Did you know?
Of the 6,640 High Quality Federals infantrymen, 4,558 (69%) are in Sheridan's Division. If you can identify this division in the battle, aim for them every chance you can.
Laughable Cavalry
The Federal cavalry might be the most disorganized and useless it will ever be in a major western battle as it is at Stones River. They are undersized, poorly led, and have few units on the field. They also have no divisional commander which means their commanders will spend the battle with a perpetual "detached" status.
The only real advantage the Federal cavalrymen have at Stones River is their weaponry. But they are so few in number, especially when dismounted, that it doesn't really make much of a difference.
Artillery
Hold on! The Confederates have a greater average firepower than the Federals? That can't be right. Actually, it is.
There are only five different models of cannons at Stones River. Only two of these are very effective - the Napoleons and the 3" Rifled cannons. The Federals have 42 such guns (32%) and the Confederates have 38 (38%) of these. This is just one of those odd times where the Confederates may have fewer guns, but those they have are, on average, more capable.
Does that mean you can go out and get involved in long-range artillery duels? No. The Federals still have 31 additional cannons. But it does mean you can do just as much damage, if not more so, than they can. The Yankees also have 1,300 more rounds of ammunition so they can fire a lot longer than we can.
Leadership
Neither side has great leadership in the scenario. Each army contains some high quality divisional commanders and brigade commanders, but the upper echelons of command are poor to average in quality.
The Scenario Setup
The Battle of Stones River occurs on a battlefield map that really feels too small at just 129 x 129 hexes. It is further shrunk by the fact that the Stones River divides the map in half as it runs north-south across the full map. But it is what it is here. While it would be nice to start on December 30 and maybe attempt a real flanking march, that isn't an option. The two sides are placed on the map as they were at the start of battle on December 31, 1862.
For the Federals, it isn't really that confusing. McCook is on the right, Thomas in the center, and Crittenden on the left.
But for the Confederates it has a bit more confusion as Deas's Brigade is detached far from the rest of Withers's Division in support of Cheatham's left flank. But that's not too bad.
Both armies have many FIXED units on the field at dawn. But both are fully released within the first three hours of gametime. Reinforcements are few for both sides. Below is a map detailing where the forces begin the battle.

Below is a very detailed outline of the releases, reinforcements and numbers of the two armies. The chart below only runs to turn 35 as all forces are on the map by that point.

Numerous things can be learned by studying the chart above.
1) The idea that we have a great advantage in numbers and momentum at dawn is false. The Federals have a strong army that can move in greater numbers than us after turn number 3.
2) The Federals will slowly gain numbers throughout the day as reinforcements arrive and additional units are released.
Note:
If you want to disturb your opponent while playing this scenario, simply note the time and use this sheet for reference. Then subtract their casualties from the numbers above and tell them EXACTLY how many men they have on the field. Be sure to subtract 25 men for every cannon destroyed. This will surely puzzle them and may give you a bit of a psychological edge.
Personal Conclusion


Slight Union Advantage
Overall, this is still an okay scenario to play. But the scenario has a glaring flaw which causes it to be perpetually dismissed or relegated to "second-class" status - the supply situation.
For a three-day battle scenario to have just 8 Federal wagons and 7 Confederate wagons is brutal (and very poor designing by WDS). You can very easily use up all of your ammunition wagons in one or two days... leaving day three as a nightmare for both sides. Who has the advantage once everyone's wagons are empty? The Federals. Their piles of artillery ammunition will keep them firing long after your guns have fallen silent. While both sides will have infantry supply problems, their artillery branch will not have to worry about that.
Intelligent Federal players know this. They will target your wagons and play the long game and just wait for your ammunition situation to get to the critical stage. Then they will plow forward with their artillery and there won't be much you can do to stop them.
To avoid this, you must try to end the battle on day one or two. You should try to whip the Yankees before your infantry ammunition gives out and seek their capitulation as soon as possible.
Tactical Tips
1) Target Wagons!
There is a serious shortage of infantry ammunition at Stones River. If you can use your one true advantage, the cavalry, to sweep behind enemy lines and capture a Supply Wagon - do it! The enemy can't fight without ammunition. If you reduce them by just one wagon it will help you in the long run greatly. And if you can capture two or more... it might be game over by day two or three.
2) Breckinridge?!?!
Breckinridge's Division is off on its own east of the Stones River. The most critical tactical question for the Confederate commander is what to do with him. You have quite a few options - none of them ideal. You can stay put and defend Murfreesboro. You can march through the town and head west to reinforce Hardee's attack. Or you can march north and try to threaten the Union's flank by forcing a crossing of the river on their left.
I am convinced this is one of those decisions that no matter which you choose you will wish you did something else. I can't tell you which option is best as each game develops differently. But you must commit to something quickly with Breckinridge and stick to it. Having him march back and forth as you make up your mind will waste time and possibly cost you the game. Whatever you decide, follow through.
3) Know When to Halt - or Keep Attacking.
On December 31 the Confederates made great progress in bending back the Union right flank. The problem though was soon obvious. As they bent the Union flank back the Federal lines condensed and became stronger, while the Confederate lines elongated and became thinner. You will suffer this same fate.
Because victories are point-based you must know when you have gained all the points possible from your morning attack and when it is time to stop and reform your lines. If you hurt the Federals badly enough on day one you can force them into the untraditional role of attacker on day two or three. Utilizing the Stones River, you can protect your flank and force them into the same predicament you were in on day one with a river bisecting your lines.
Conversely, if you have the Federal player on the ropes and are sniffing an early victory - go for the jugular and for the total victory on day one. If you succeed you can walk away with a great win. If you fail to end it on day one, you can hopefully pick back up where you left off on day two. But watch out for a rejuvenated Yankee army if they survive day one.
Final Thoughts
The Battle of Stones River is a marathon battle which starts with a massive sprint right at the start. What's the old saying? "Pace yourself." This battle does not allow you to pace yourself at all. You have a giant battle on your hands right from turn one and then have to sustain that pace for 132 turns. Good luck! My advice is to prepare, mentally, for a slugging match that will go all Ten Rounds. If you can knockout your opponent early, great! But prepare to go the distance.