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Fire and Fury Tables Maneuver table

Die result 0 or less 1,2 Disorder effects Quits the field Entire brigade skedaddles. Broken - Retreat full move in disorder, one stand skedaddles. Wavering - Hold ground in disorder. Shaken - Rally and hold ground. Rally Brigade rallies and moves half, but no formation change. Rally with elan! Brigade rallies and may move and change formation normally. Good Order Effects Retire Brigade retreats a full move Disengage brigade retreats beyond enemy musketry range Hold ground Brigade cannot move or change formation Tardy Brigade moves half, may not change formation. Well handled Normal move & formation changes

3,4

5,6 7,8,9

10 or more

Maneuver check modifiers:


+1 For each detached corps or (own) division leader within command radius of 18 minus terrain effects (+2 if Exceptional) +2 For each attached corps or (own) division leader (+3 if Exceptional) +1 Exceptional brigade commander +1 In column formation +2 Fresh / -2 Spent troops

Movement rates
Basic Road Rough Fording Infantry 12 x2 x1/2 -3 Cavalry & Leaders 18 x2 x1/3 -3 Foot Artillery 8 x3 x1/4 -4 Horse Artillery 12 x3 x1/6 -6 Infantry and cavalry -3 for passage of lines

Musketry & Cannonade table


1 2 3 4 5 6,7 8,9 10,11 12-14 15-19 20-24 25-29 30-34 35-39 40-44 45-49 50+ 9 or less 8 or less 7 or less 7 or less 6 or less 5 or less 4 or less 4 or less 3 or less 2 or less 1 or less 0 -1 dis/sil 10,11 9,10,11 8,9,10 8,9 7,8,9 6,7,8 5,6,7 5,6,7 4,5,6 3,4,5 2,3,4 1,2,3 0,1,2 -1,0,1 -1,0 -1 -1 -1 dis/sil /1s 11 10,11 10,11 9,10,11 8,9,10 8,9 7,8,9 6,7,8 5,6,7 4,5,6 3,4,5 2,3,4 1,2,3 0,1,2 0,1 0,1 dis/sil /2s 11 10,11 10,11 9,10,11 8,9,10 7,8,9 6,7,8 5,6,7 4,5,6 3,4,5 2,3,4 2,3 dis/sil /3s 11 10,11 9,10,11 8+ 7+ 6+ 5+ 4+

Musketry and Cannonade Modifiers


x 1/2 x 1/2 x2 +1 -2 -1 -2 FP for disordered Infantry or cavalry. FP for brigades low on ammunition. FP for stands firing from enfilade. To die when target is: limbered, in column, mounted cavalry, changing formation, about facing. To die when target is dismounted cavalry. To die when target in light cover, e.g. woods or town. To die when target in hard cover, e.g. broken ground, breastworks, stone wall, sunken road..

On a natural 10, apply both:


Fallen leader: The player controlling the target rolls D10 for each attached leader and exceptional brigade commander. On 1-5, the leader is removed and a replacement commander appears after a full turn. Low on ammunition for all brigades and batteries participating in the fire who fired half or more of their stands at the target.

Range table (union/confederate)


4 8 Infantry stand 1 1 Cavalry stand 2/1 1 / 16 24 -32 Artillery stand 10 4 / 3 3/2 2/1

Fire effects
Disordered: The unit is marked disordered and must attempt to rally the next turn. Fire points are halved, suffers penalties in charges, may not change formation. Silenced battery: May not fire until rallied. Must rally the next turn by limbering up and moving a full move towards the friendly table edge the next turn. May not unlimber as a part of this move. Loss of stands: Eliminated stands are removed. Loss of stands causes penalties during charges and lowers the effectiveness of the brigade. Effectiveness drops (fresh -> worn -> spent) take effect at the beginning of the turn. Low on ammunition: Halves Fire points. Causes penalties in charges. Is replenished by brigades by moving beyond enemy musketry range during the movement phase. Batteries replenish by limbering up and moving towards the friendly table edge. Batteries low on ammo can only fire canister fire! Leader killed: The leader is removed form play and a replacement arrives the next turn. VPs are awarded.

Charge table
Result Effects difference 7 or more Swept from the field - Defenders retreat a full move
disordered/silenced. One troop stand is captured and one stand skedaddles. A leader and a battery, if present, are captured. An additional stand is captured for each result difference over 10. Attackers breakthrough and must continue to charge a half move toward the nearest enemy with the breakthrough charge modifier. Driven Back Defenders retreat disordered/silenced beyond enemy musketry range. One troop stand skedaddles. One artillery stand if present, is captured. Attackers either carry the position or may continue to charge a half move toward the nearest enemy with the breakthrough charge modifier. Hard pressed Defending brigades are disordered and retreat until 2 from the enemy. Batteries are silenced and retreat beyond enemy musketry range. Attackers carry the position. A desperate struggle Both sides are disordered and lose one stand of troops or guns. Continue charge combat and roll again with adjusted modifiers. Assault checked Attackers are disordered and retreat 2 from the enemy Attack falters Attackers retreat in disorder beyond enemy musketry range and one stand skedaddles. Charge repulsed Attackers retreat a full move in disorder and one stand skedaddles. One leader, if present, and a stand of troops are captured. An additional troop stand is captured for each result difference over 10.

4,5,6

1,2,3

0 -1,-2,-3 -4,-5,-6 -7 or less

Charge Modifiers
+1 Attached leaders or exceptional brigade commander +2 Fresh troops -2 Spent troops +1 Confederates charging +1 Mounted cavalry +1 Supported +1 Breakthrough charge -1 Outnumbered 3:2 -2 Outnumbered 2:1 -3 Outnumbered 3:1 or greater -1 Disordered -1 Low on ammunition -1 For each troop stand lost during current fire phase +1 Defending hilltop, behind ford, in woods +2 Defending sunken road, stone wall or breastworks +3 Defending trenches -3 Defender outflanked

Movement types

Advance: Normal movement forwards with a maximum of 45 degrees of wheeling during the whole movement. March by the flank: Strafing with a max. 45 degree angle. Movement rate is halved

Oblique: The front remains in the same direction, but the brigade moves in a max. 45 degree angle instead of forwards

Refusing/Advancing the flank: Max. Half of the stands in a brigade may be refused or advanced by bending the brigade like a hinge in a max. 45 degree angle. When moving later, the stands must first align into straight line.

About face: A move where you turn the frontage of the brigade 180 degrees. Doesnt cost movement but subjects you to defensive fire penalties.

Withdraw: Retire the formation backwards, no wheeling.

If you withdraw more than half your move, you are assumed to about face and will suffer defensive fire penalties!

- You may only charge (move into 1" of the enemy) if you dont about face, change formation or march by the flank. - Passage-of-lines (Moving through friendlies) costs 3" of move per turn for all passages that turn. Passing through artillery is free.

Formations
Remember, you can only change between these formations by rolling a well handled or rally with elan on the maneuver check!

Line of battle: All stands in one line. The default formation. - Counts all stands in charges.

Supported Line of battle: Stands divided evenly in exactly two ranks. Gains +1 bonus in charges, but the second rank cannot fire. This formation can also be adopted by placing two different brigades one after another within 1" - Counts all stands in two ranks for charges.

Field column: Stands arranged in a two stand wide formation. Gains +1 to maneuver checks and can change facing free of charge. Changing to/from this formation costs half of the brigades movement allowance. - Counts all stands for charges. Also gains the +1 supported line bonus in charges

March column: Stands snaking in one stand wide column. The only brigade formation to benefit from the road bonus. Suffers enfilade from all directions. Changing to/from this formation costs half of the brigades movement allowance. - Counts the frontmost two stands for charges.

Sequence of play
Maneuver Phase:
The active players maneuver their brigades, batteries and leaders. 1. 2. 3. Replace fallen leaders, attach/detach leaders from brigades. Leader may move before attaching. Move brigades and batteries, one at a time. Moving brigades must roll maneuver check. Disordered Brigades must roll for rally, Silenced batteries must retreat. Move detached leaders.

Musketry and Cannonade Phase:


The Inactive players resolve their defensive fire combat and apply all combat effects. The Active players then resolve their offensive fire combat and apply all combat effects.

Charge phase:
All players simultaneously resolve combat for all charges made during the maneuver phase and breakthrough. All combat effects are simultaneously applied at the resolution of combat. 1. 2. 3. 4. Determine participating stands and incidental stands for all charges. Calculate relevant modifiers. Roll dice and apply results. Fight a second round where necessary (Desperate struggle, breakthroughs) once all first round combat has been resolved and results applied.

Lastly: Advance time track, active players become inactive and vice versa. Return to maneuver phase.
Version 1.1 by Mikko Asikainen, 2012 Fire & Fury by Rich Hasenauer

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