Fire and Fury

Solo Mechanisms

By Graham Empson

The following mechanisms have been extracted from articles in LONE WARRIOR, Solo Wargamers Association Beginners Guide, and my own researches. They have been adapted to operate around the Fire and Fury rules and, hopefully, give the feel of the period, randomize the activities and thereby reflect some of the chaos attendant on many of the battlefields of the period. The mechanisms covered can be summarized as follows:

  1. Fictitious Forces.
  2. Commander Profile Table.
  3. Deployment, Army Orders, and Unit Orders.
  4. Leader Attachment / Detachment and Movement.
  5. Artillery Attachment / Detachment and Movement.

As always you are free to utilize all or any portions of these mechanisms, discard those which do not conform to your viewpoint, since you are the sole and final arbiter in these matters.

FICTITIOUS FORCE LISTS (OOB'S). You will need to build OOB's for both armies. The following are overall tables derived from my research into regimental strengths by theatre of operations and year of the war, which I have averaged down to overall strengths by year. I have, in some instances, provided theoretical sizes of units before giving the averaged strength. This should provide some idea of the differential between unit creation and commonly found combat sizes.

Remember these figures are blatant generalizations, based on averages of averages, but they provide a start point at least!

UNION INFANTRY. Using the theoretical army structure, you get a brigade of 4 regiments, a division of 3 brigades, and a corps of 3 divisions. Applying average regiment combat sizes gives the following:

YEARREGIMENTBRIGADEDIVISIONCORPS
18617002800840025200
18625002000600018000
18633501400420012600
1864400*1600480014400
1865500*2000600018000

* The rise in the averages in 1864 and 1865 is due to the fact that Grant took heavy artillery regiments guarding Washington and shipped them out to the eastern battlefields as infantry regiments. Some of these arrived at the battlefields with strengths in excess of 1400!

CONFEDERATE INFANTRY. Using the theoretical army structure you get a brigade of 4 regiments, a division of 4 brigades, and a corps of 3 divisions. Applying average regiment combat sizes gives the following:

YEARREGIMENTBRIGADEDIVISIONCORPS
18616002400960028800
18624501800720021600
18633201280512015360
18642601040416014400
186516064025607680

Even with the policy of replacement the overall decline in regimental strengths was inevitable due to the limited manpower pool at their disposal.

ARTILLERY. Using the theoretical army structure you get two sets of figures depending on whether the unit is regular or volunteer. The table assumes a standard 6 gun battery which was actually reduced in the Eastern theatre in 1864 to 4 by Lieutenant General Grant, when he decided he had too much artillery. The only real differences between horse and field artillery were:

  • Horse artillery preferred the lighter rifled guns and the gunners were mounted on horses.
  • Field artillery preferred 12lb Napoleon guns and the gunners rode on limbers or walked.

ARTILLERY TYPEBATTERYREGIMENT
Regular1551879
Volunteer1441744

The attachment of artillery was made at different levels in army organizations during the war dependent to a large degree on the C-in-C. The table gives the theoretical attachments of batteries at each level of the structure. Remember it was quite possible for all of the options to apply in a single army.

BRIGADEDIVISIONCORPSARMY
1 battery3 batteries9 batteries Variable Reserve

CONFEDERATE ARTILLERY. There was never any formal organization higher than the battery. To further complicate life, even battery size varied from 6 guns down to 2 guns. The normal practice was to attach a battery to a brigade from, what was effectively, a divisional pool. The table assumes that a 4 gun battery, composed of two smoothbore and two rifled guns, was the overall average and extrapolates the battalion and regimental figures from this.

ARTILLERY TYPEBATTERYBATTALIONREGIMENT
Volunteer118 5901670

The attachment of artillery was made at different levels in army organizations during the war depending to a large degree on the C-in-C. Lee introduced changes in 1862 to create an artillery reserve consisting of 5 Battalions and the 1st Virginia Light Artillery Regiment. In 1863 Lee abolished the reserve and replaced it by corps artillery battalions.

BRIGADEDIVISIONCORPSARMY
1 battery3 batteries9 batteries Variable Reserve

UNION CAVALRY. The regular and volunteer cavalry regiments in 1861 consisted of 3 battalions of 2 squadrons, each squadron composed of two troops (companies). In July 1862 the battalion organization was omitted from the structure. The first table shows the theoretical size and composition of a regiment inclusive of battalion staff and regimental officers.

YEARTROOPSQUADRONBATTALIONREGIMENT
1861951903891173
1862105210-1278
The higher formations for cavalry was 4 regiments to a brigade, 3 brigades to a division and 3 divisions to a corps. Now applying the average regiment combat size you get:

YEARREGIMENTBRIGADEDIVISIONCORPS
1861117346981407642028
1862127851181533646008

Now obviously back in the real world the actual combat unit figures did not look like the above. Again I stress that these are blatant averages and should be used as a basis. Higher formation figures are extrapolations of regimental sizes.

YEARREGIMENTBRIGADEDIVISIONCORPS
18617302190657019710
18623801520 456013680
18633201280384011520
1864260104031209360
1865250 100030009000

CONFEDERATE CAVALRY. The regular and volunteer cavalry regiments in 1861 consisted of 10 companies. In October 1862 the regiment size was increased. The first table shows the theoretical size and composition of a regiment inclusive of staff and regimental officers.

YEARCOMPANYREGIMENT
186175755
186295955

The higher formations for cavalry was 5 regiments to a brigade, 3 brigades to a division, and 3 divisions to a corps. Now applying the average regiment combat size you get:

YEARREGIMENTBRIGADEDIVISIONCORPS
186175537751132533975
186295547751432542975

These theoretical figures again were not really reflected in practice. In fact the organization was to say the least somewhat haphazard. You could have as many as 8 regiments in a single brigade, but only two brigades per division, and of course only two divisions in a corps. The averages below are all based on regimental figures averaged by year.

YEARREGIMENTBRIGADEDIVISIONCORPS
18616303150945028350
18623851925477517325
18632801400420012600
18642601300390011700
186516080024007200

Simple research into historical battles like Gettysburg show brigades varying from 2 regiments to 6, with strengths between a 1,000 and 1750. Chickamauga where corps strength was about 12,000 and consisted of 15 regiments in 4 brigades and 2 divisions inclusive of 2 batteries of horse artillery.

FORCE ALLOCATION. Generating a list of forces for either or both armies is really only a matter of deciding the overall size of each and assigning the correct number of infantry brigades, artillery batteries, and attached cavalry. Once these lists have been generated all that remains is to decide whether the actual allocation is as written, or, some random factor is to be introduced.

RANDOMISER. Take each army list in turn and write each unit identity onto a blank card. Having built up two decks then count each deck in turn. Decide on a percentage of blank cards to be added to each deck. Shuffle each deck in turn and deal them face down into two piles back to the starting strength. Now I have two armies of uncertain composition. Choose an army and attach some ratings. Then repeat for the enemy.

Remember, the higher the percentage of blanks, the greater the chance of uneven, unbalanced forces, but it adds to the fun, if your nerves can take it!

TROOP RATINGS. This is where the ratings are determined differentiated by the unit types.

INFANTRY. The differences in the dice roll combinations, between Confederate and Union, for any given rating, is an effort by me to account for the likelihood of different unit types developing.

RESEARCH SUMMARY. In the Confederate army, since they operated a policy of replacing losses in existing units, the experience level continued to rise overall, consequently increasing the likelihood of veteran and crack units developing.

The Union states on the other hand tended to create new regiments, with the exception of Wisconsin who had the famous Iron Brigade. So, the likelihood of veteran or crack units developing is less since battle casualties saw the demise of a good many regiments before the could attain veteran, let alone crack, unit status. For each brigade of infantry in your list roll a 1D10 and consult the following table.

INFANTRY TABLE (Use 1D10)
Union RollConfederate RollRating
101,5Crack
3,6,92,4,6,8Veteran
1,2,4,5,7,83,5,7,9,10Green

CAVALRY. The differences in the dice roll combinations is an effort to reflect the inferior quality of the Union Cavalry, in the early part of the war at least, to the Confederates. Basically confederate cavalry supplied their own horses, knew how to ride and shoot, but the union troopers had to learn the skills. For each Cavalry Brigade in the list roll a 1D10 and consult the following table.

CAVALRY TABLE (Use 1D10)
Union RollConfederate RollRating
15,10Crack
3,101,4,6,9Veteran
2,4,5,6,7,8,92,3,7,8Green

ARTILLERY. The differences in die roll combinations is designed to compensate for the better training and equipment of the Union artillery to the Confederates.

RESEARCH SUMMARY. Examination of the records shows that, all areas of artillery in the Union army were trained to a higher level than their Confederate counterparts and their equipment was of a higher standard. Batteries in the Union army tended to have all guns of the same type which made ammunition supply easier. The Confederates had batteries which often consisted of a different gun type per section. For each Artillery Battery in your list roll a 1D10 and consult the following table.

ARTILLERY TABLE (Use 1D10)
Union RollConfederate RollRating
1,101,10Crack
2,4,6,84,6,8Veteran
3,5,7,92,3,5,7,9Green

COMMANDER PROFILE TABLE (CPT). To build this table requires throwing 1D10 three times, for each brigade, division and corps commander.

Fire and Fury Status. (F)
Die RollStatus
1-5Average
6Exceptional
7-10Average

Character Rating (R)
13
24
35
4-76
87
98
109

Die RollGrading (G)
GradeModifier
1, 10Rash0
2,3,8,9Wary2
4 - 7Bold1

This will build into a CPT to resemble:

Commander NameCorpsDivisionBrigade FGR
Major-General Sykes5th--A17
Brigadier-General Barnes5th1st-E18
Colonel Tilton5th1st1stA25
Colonel Sweitzer5th1st2ndA13
Colonel Vincent5th1st3rdA07

This table is referenced later to decide on courses of action.

ORDERS AND DEPLOYMENT. This mechanism is an adaptation of 'Scribble, Scribble, Scribble' by John Crawford and is based on the use of a deck of playing cards and a 1D10.

DEPLOYMENT. Find an appropriate card for each unit in an army, based on the following

TYPECARD
CavalryAce
InfantryNumber
ArtilleryPicture
Shuffle these cards well then deal them out each in turn from left to right across the table. Use the higher formation tactics to lay out the cards. Now assign the troop rated units to these positions. Roll 1D10 and compare the result (DR) to column R in the Commanders Profile Table (CPT) for the C-in-C.

DR : Column R of CPTColumn F of CPT = EColumn F of CPT = A
DR < Column RAlter 2 units positionsAlter 1 units position
DR => Column RAlter 3 unit positionsAlter 2 units positions

Example.

    Major General Sykes.
    Roll 1D10 gives DR of 8.
    Column R of CPT is 7.
    DR > CPT, Column F = A.
    Alter 2 units positions.

ARMY ORDERS. Take the full deck except jokers and shuffle well. Cut the deck and turn over a single card.

CARDORDER%
AceArmy commences to withdraw8
NumberArmy is to advance69
PictureArmy will hold position23

Order Modification (optional). If the army commander is Rash and the card is red then withdraw becomes hold, hold becomes advance. If the army commander is Wary and the card is black then advance becomes hold, hold becomes withdraw. If you require more aggression then simply remove one of the black suits, or for even more remove both. Remember, you are not altering the base percentage chance only the odds of changing the orders.

Withdraw order. Draw no unit order cards. This is an unstoppable action. So watch the enemy smash into your rear!

Advance order. Two game moves before any unit orders are drawn. Calculate Reserve Percentage (RP ) using CPT columns R, F and G . Roll 1D10 (DR ) then use the following table to determine reserve.

DR : Column R of CPTColumn F of CPT = EColumn F of CPT = A
DR < Column RRP = 10 x ((R+G)-(DR+1)) RP = 10 x ((R+G)-DR)
DR = Column RRP = 50RP = 30
DR > Column RRP = 10 x ((DR+G)-R)RP = 10 x ((DR+G)-(R+1))

Example.

    Major-General Sykes.
      Rolls 1D10 gets DR of 5.
      The DR < Column R.
      Column F = A.
      Calculation will be RP = 10 x ((R+G)-DR)
      R = 7, G = 1, DR = 5. This gives;-
      RP = 10 x ((7+1)-5)
      RP = 10 x 3
      RP = 30

Hold.

Draw no unit order cards.

When an enemy is close (say 4 inches) roll 1D10 (DR) and use the following table to determine each affected commander's reaction by reference to CPT:

R of CPT : DRReaction Column F = EReaction Column F = A
Column R <= DRChange formation to supported lineJust wait for contact
Column R > DRChange formation to line of battle and Counter attack.Change to line of battle and await contact.

UNIT ORDERS. From the full deck of cards draw a card for each brigade of infantry or cavalry.

CARDACTION
AceWithdraw one full move
Number Black OddAdvance one full move, Change formation
Number Red OddAdvance one full move
Number Black EvenAdvance 1/2 full move
Number Red EvenAdvance 1/4 full move
PictureHold Position

Each brigade must attempt to carry out the orders issued by referring to the 'Manoeuvre Table' in the F & F rules.

If 'Well handled' or 'rally with élan' is obtained then carry out the appropriate manoeuvre including formation change commensurate with the units current situation.

LEADER ATTACHMENT / DETACHMENT AND MOVEMENT.

ATTACH / DETACH. To decide on attachment or detachment roll 1D10 (DR) and compare the result with column R of the CPT.

DR : Column R CPTColumn F = EColumn F = A
DR < R when detachedAttach to leading brigade.Attach nearest Brigade
DR => R when detachedRemain detached in line of sight to leading brigadeRemain detached but 4 inches behind closest brigade.
DR < R when attachedRemain attached.Remain attached.
DR => R when attachedDetach from brigadeDetach from brigade.

MOVEMENT. To decide on the movement of detached leaders not already covered by the above, roll 1D10 (DR), refer to CPT, calculate the Move (M):

    M = (column R - column G) + DR

This implies that the better the die result the rasher the commander. The Rating itself also denotes increasing rashness the higher the score.

At a maximum (19) I can exceed the 18" movement allowance, but this is really the lunatic fringe, it is going to be very rare. At the other extreme (2) also likely to be rare, I am going to be out of touch pretty quickly. Which leaves the mediocre and the good old average. Now how's that for a reflection of history!

ARTILLERY ATTACHMENT, DETACHMENT, AND MOVEMENT.

MOVEMENT. Rules are as follows:

  • If artillery is attached to a brigade it must move with that brigade.
  • If it gets left behind it must catch up.
  • If it is detached it continues to follow its orders until those orders are superseded.
  • When detached it is treated as a unit of the Divisional commander. Each battery will be diced for just like the infantry on the movement table.

ATTACH / DETACH. To decide on attachment or detachment roll 1D10 (DR) and compare the result with column R of the CPT of the controlling commander.

DR : Column R CPTColumn F = EColumn F = A
DR < R when detachedAttach to brigade.Attach to brigade
DR => R when detachedRemain detached.Remain detached but use 1/2 move rate to close behind brigade.
DR < R when attachedRemain attached. Remain attached.
DR => R when attachedDetach from brigadeDetach from brigade. Commence rearward movement soonest.

With the additions above you can now use Fire and Fury rules and play them solo. As always feel free to convert and adapt these to suit your own purposes after all as always it is 'solely' up to you! Well there you have it, that's my version of the mechanics if you have others then why not send them in for publication. Good soloing, Graham.


Back to Table of Contents -- Lone Warrior #120
Back to Lone Warrior List of Issues
Back to MagWeb Magazine List
© Copyright 1997 by Solo Wargamers Association.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web.
Other military history articles and gaming articles are available at http://www.magweb.com