Napoleonic Fury Version 2.2

Fire and Fury Variant
for Napoleonics

by David Bush

You must own the ruleset "Fire & Fury" in order to use this variant. Basing, unit sizes, and some concepts are based off of Napoleons Battles rule set by Avalon Hill. When using this variant, all die rolls are using 2d6.

MANEUVER TABLES

DISORDER TABLE (Units must roll if disordered)

Die Roll Result
1 or less Unit routs- remove from table
2,3 Broken- lose 1 stand and retreat a full move
4,5 Wavering- unit retreats 3" in disorder
6,7 Shaken- unit holds ground but rallies
8-10 Unit rallies and gets 1/2 movement. (No FC)
11+ Unit rallies with Elan

GOOD ORDER TABLE (Units may roll)

ExcellentGoodAveragePoorResult
2 or less2 or less2 or less3 or lessUnit retreats a half move
3,43,43,44,5Unit holds ground
55,65,66,7Unit holds ground (May FC)
677,88,9Unit has 1/2 MV OR may FC
78910Unit has 1/2 MV and may FC
8+910+11+Well handled

Use the rating of the Corp commander (or the Army Commander if no Corp commanders beingused.) If the unit is unable to trace a valid command chain to the Corp commander than that unit must use a chart one below his Corp (army) rating. - FC stands for'Formation change.

MANEUVER TABLE MODIFIERS

    +1 Exceptional brigade commander.
    +1 within range of division officer.
    +2 within range of an exceptional divisional officer or officer attached.
    +3 exceptional officer attached.
    +1 any type of light infantry (LT, JG, Grenz).
    +1 Cavalry.
    +2 Fresh
    +2 In March Column
    +? National modifiers for formation
    -2 Spent
    -1 Line infantry or cavalry in woods.

SEQUENCE OF PLAY

Maneuver (1st) Phase: The first side maneuvers their brigades, batteries and leaders.

    1. Attach and detach leaders
    2. Move brigades and batteries
    3. Move detached leaders, replace fallen leaders

Reaction (2nd) Phase: The non-phasing player may attempt to move any of his good order cavalry. Cavalry Division officers may make a move if any of their units move during this phase. Reacting Cavalry Have '/2 movement allowance for reaction purposes and cannot get breakthroughs. Eligible non-phasing cavalry may attempt to counter charge if charged by cavalry.

Musketry and Cannonade (3rd) Phase: The non-phasing player resolves his defensive fire and applies results. Then the phasing player resolves his fire and applies results.

Melee (4th) Phase: The phasing player determines the order in which all melees will take place. Combat is considered simultaneous. All results are applied to both sides simultaneously at the resolution of combat.

Once one side has completed the sequence, then the 2nd player goes through the same sequence. Once both players have completed the sequence a game turn has been completed.

MOVEMENT ALLOWANCES
InfantryColumnLineMarch Column Rough Terrain*
French/British12"6"X22/1
Austrian**9"/11"5"X22/1
Prussian**9"/12"6"X22/1
Russian**9"/11"4"X22/1
Spanish, Saxon
Neapolitan, Rhinebund
9"4" X22/1
Ottoman9"5"X22/1
Others**9"/11"5"X22/1
* Light infantry (LT, JG, Grenz) only pay 3/2 in rough terrain.
**- Numbers before the slash are used for dates 1792-1808, after the slash is 1809+

CavalryColumn/LineMarch Rough Terrain
Light16"X23/1
Heavy14"X24/1
Horse Battery12"X34/1
Heavy Battery9"X36/1
Leaders18"X22/1

March column bonus is only gained while moving along roads.
Formation changes cost a unit 1/2 of its Movement allowance measured against the units line movement allowance. (EX: French Line Changes formation, it would have 3" of MV remaining.)
Infantry in square formation may move up to 1/2 their normal line movement allowance. But may not enter rough terrain.
Passage of lines costs -3" inches for infantry and cavalry, -6" for artillery. LT, JG, and Grenz infantry may pass through and be passed through at no cost.
Artillery may prolong. Horse batteries get 2", while heavy batteries get I
Artillery may only unlimber if within command range of an officer within their chain of command or attached to a brigade.
All pivoting is done using the Napoleons Battles wheel template.
Heavy cavalry may not enter woods.
Units may retreat backwards but do so at there rough terrain cost.

NATIONAL MODIFIERS
NationalityTypeColumnLine Fire Melee
France@Infantry+20 0+2 Column
France@Cavalry+100 -
BritainInfantry+1+1+1 +1 Line
BritainCavalry+100 -
AustriaInfantry+100 +1 Column
Austrian
& Saxon
Cavalry+2+1 0-
PrussianInfantry0/+l*+1/0* 0 0/+1* Column
PrussianCavalry-100 -
RussianInfantry+100 +1 defending#
RussianCavalry+100 -
Spain%Infantry0(+1$)0 0-
Spain%Cavalry0(+1$)00 -
OttomanInfantry000 +1
OttomanCavalry+100 -
MinorsInfantry+100 +1 Column
MinorsCavalry+100 -
* = Numbers before the slash are for 1792-1808. After the slash are for 1809+.
# = Applies to line, grenadier or guard infantry defending vs other infantry while in line formation.
$ = Spanish allied to the French or British trained Spanish.
% = Also Saxon infantry and all Neapolitan & Rhinebund troops.
@ = Also Hesse, Baden, and Vistula Legion.

EMERGENCY FORMATION CHANGE ATTEMPT

Die Roll Result
4 or less unsuccessful, unit disordered
5-7 unsuccessful
8+ successful

Emergency formation change (FC) attempt modifiers

    +1 Exceptional brigade commander or leader attached.
    +2 Exceptional division/upper echelon leader attached.
    +1 In Column formation
    +1 Any Grenadier/Guard unit.
    +1 French/British/Pre-1808 Prussians
    +2 Austrian Line or Grenadier infantry in column formation (1809+).
    -1 Spanish, Russian, Ottoman, Saxon, Neapolitan, Rhinebund, or pre-1810 Portuguese.
    -1 A Militia or Guerrilla infantry.
    -2 disordered.
    +1 if Cavalry are charging over 1/2 their movement allowance.

All infantry bases may fire while in line formation. Only the front bases may fire while in column.
All infantry bases have a 45 degree firing arc. All artillery has a 30 degree firing arc.

RANGE AND FIRE POINTS
InfantryContact= 2Out to 2"= 1- -
Light InfantryContact= 2Out to 3" = 1 --
Horse ArtilleryContact to 2" = 82" + to 8 = 3 8" to 12" = 1-
Heavy ArtilleryContact to 2"= 122 +" to 8"= 48" to 12"= 212"+ to 16"= 1
Dismntd Cav.Contact to 1" = 1-- -
MUSKETRY AND CANNONADE TABLE
Fire PtsDesultoryLivelyTelling DeadlyWithering
1/20-1011+---
10-910+---
20-89+---
30-89-1112+- -
40-78-1011+- -
50-67-910+- -
6,70-56-89+- -
8,90-56-89-1112+ -
10,110-45-78-1011+ -
12-140-34-67-910+ -
15-190-23-56-89-11 12+
20-240-12-45-78- 1011+
25-2901-34-6 7-910+
30-34-0-23-56-8 9+
35-39-0-12-45-7 8+
40-45-0-12-34-6 7+
46-50-01-23-5 6+
51+-012-4 5+

EFFECTS:

Desultory No effect
Lively Target disordered, artillery silenced
Telling Target disordered & 1 stand lost. Artillery damaged & silenced.
Deadly Target disordered & 2 stands lost. Artillery wrecked.
Withering Target disordered & 3 stands lost. Artillery wrecked.

FIRE TABLE MODIFIERS
+1 All French/British and Russian heavy artillery firing out to 8".
+1 Artillery firing at cannister range(2" or less) at mounted cavalry.
+? National modifiers
+1 Target changed formation in range of firing unit or is limbered artillery.
+1 Light infantry (LT, JG, Grenz) firing lexcept for Russian, Spanish, Ottoman & Neapolitan
+1 Target is enfiladed. (Infantry/Cavalry only.)
+2 Target is infantry in square formation.
X2 Target is in March column formation.
X1/2 Firing unit is disordered, deployed, damaged battery, or firing at a breakthrough unit.
-1 Infantry firing at unlimbered artillery.
-1 Target is in woods, behind a hedge, higher elevation or in a town area (not deployed).
-1 Phasing Artillery firing after having unlimbered or prolonged.
-2 Target deployed in a town, behind a stone wall, in an entrenchment or works.
-2 Infantry firing at charging cavalry and not in square.
-3 Target deployed in a fortified town.
Maximum cumulative modifiers are +/- 3.

MELEE TABLE
DifferenceEffects
7+*Swept from the field. Defenders retreat full move disordered/silenced. Two stands removed, one leader and/or battery captured if present. One additional stand removed for each die difference over 10. Attackers breakthrough and must continue to charge 1/2 move toward the nearest enemy.
4-6*Driven back. Defenders retreat full move disordered/silenced. One stand removed. Battery damaged. Attackers carry position or may continue to charge 1/2 move toward the nearest enemy unit. Charging cavalry may opt to pull back 1/2 move.
1-3Hard Pressed. Defender retreats 3" and is disordered. Batteries silenced & withdraw 8". Attackers carry position. If cavalry, disordered.
0Desperate struggle. Both sides are disordered and each losses a stand. Roll again with adjusted modifiers.
-1 to -3Assault checked. Attacker is disordered and falls back 3". Defending cavalry is disordered.
-4 to -6Assault Falters. Attacker disordered and loses one stand and retreats a full move.
-7 or lessCharge repulsed. Attacker disordered and two stands removed and retreats a full move. Leader captured. An additional stand is removed for each difference over 10.

MELEE TABLE MODIFIERS

+1 Attached leader or exceptional brigade commander (some leaders may give a +2)
+1 Breakthrough
+2 Fresh
+2 Mounted Cavalry
+1 Cavalry charging while in line formation. (Cavalry may not charge in woods.)
+1 Heavy Cavalry
+1 Armored Cavalry
+1 Guard Cavalry
+2 Grenadier/Guard infantry
+3 French Old Guard
+? National modifiers (Not used by infantry Vs cavalry)
+1 Defending in forest, higher elevation, hedges, wall or ford.
+2 Defending sunken road, trench, town.
+3 Defending breastworks or fortified town.
+4 Infantry in square Vs Cavalry
-2 Spent
-2 Disordered.
-2 Infantry not in cover or square Vs cavalry or infantry Vs infantry when in square.
-1 Cossack/MC/LW/Militia infantry or guerrilla's.
-1 For each stand lost during current fire or melee phase.
-4 Cavalry Vs infantry in square.
-4 Cavalry Meleeing in/into woods.
-2 Outflanked.
-1 Outnumbered 3:2.
-2 Outnumbered 2: 1.
-3 outnumbered 3: 1 +.

*: Reacting cavalry that get a +4 or better result may not breakthrough but may either hold ground with a free facing change or may op to withdraw 6" with a free facing change.
Infantry that melee into a town are disordered at the conclusion of the melee in addition to any other results.
Line infantry or cavalry that melee in woods are disordered at the conclusion of the melee in addition to any other results.
Full move retreats are the column movement allowances for infantry units regardless of their present formation.

FATIGUE LEVELS AND AFFECTS

Calculated by bases. (Round to closest whole number: 1-5 down, 6-9 up.) I.E. a "good" rated division with 10 bases would become fatigued once it lost 6 bases. Fatigue is figured for the army and Corp. If not using a Corp organization, then fatigue is figured for the individual divisions.
Good- 60%
Average- 50%
Poor- 40%

Division Fatigue- All remaining units may not charge or move to within 2" of enemy units. Defending cavalry may react against enemy charges/melees though.

Corp Fatigue- All remaining units in the Corp suffer the effects of divisional fatigue.

Army fatigue- Army breaks and all units are permanently disordered. Also all remaining units suffer the effects of divisional fatigue.
Artillery units do not suffer from divisional or Corp fatigue.
All guard (Except British) and Austrian/Prussian grenadier bases count double against army fatigue.
Cossack and MC cavalry do not count against army fatigue.

FALLEN LEADER TABLE

Whenever a natural 12 is rolled on the Cannon and Musketry table an officer casualty is possible if there is an officer attached to the unit receiving the result.

Die Roll Result
2 Felled by sniper
3 Crushed under falling horse
4 Staff officer hit, no effect
5 Disabled, Remove at end of player turn
6 Coolly ignores fire, no effect
7 Shot dead in saddle
8 Horse killed, no effect
9 Grievously wounded
10 Mere flesh wound, no effect
11 Stunned, remove for I turn.
12 Coat pierced, no effect
* Replacement officers arrive after that sides movement phase of the following turn. Repl officers have basic ranges as per the standard chart -1" inch.

STANDARD OFFICER COMMAND RANGES
NationalityDivisionCorpWing/
Small Army
Large Army
France4"8"12"18"
Britain4"6"10"16"
Others3"6"10"16"
Exceptional Corp (wing/small army) commanders may add 2" to their command radius

Army Commander effects and effects Range
(only used if Corp commanders on the field)
RatingRangeModifier to
Maneuver Charts
Excellent6"+4
Good4"+3
Average2"+2
Poor0 +1

NB TO F&F CONVERSION CHART**
-Old
Guard
GD/GN VeteranRegularConscriptMilitia
NB Dis/Rt#
Bases
4/53/53/4 or 2/52/42/31/2 or 1/3
3---3/2/- 3/2/13/42
44/1/-4/2/-4/3/14/3/2 4/3/24/-/3
55/2/-5/3/-5/3/15/4/2 5/4/35/-/4
66/3/-6/3/16/4/26/5/3 6/5/46/-/5
77/2/- 7/3/27/4/37/5/47/6/47/6/5
* *-(Between the years 1804-1807 when Napoleon starts on the field of battle in command, all French troops under his command are advanced one to the left [not higher then GD/GN] when figuring quality levels.)

RULE NOTES:

  • British (not KGL) cavalry always charges the nearest enemy unit on a charge breakthrough result that allows for a breakthrough. If the British cavalry is involved in another melee then the cavalry is automatically disordered at the end of that 2 nd melee, regardless or any other result.
  • Each melee must be completed before moving on the next melee.
  • Good order cavalry and limbered artillery may evade infantry that attempts to make contact. The cavalry or limbered artillery may make a full move away from the advancing infantry. Unlimbered, good order French, British, Prussian and French allied minor horse artillery may attempt to evade infantry attempting to melee. Roll 2d6 and on a 2-9 the battery limbers up and may move up to a full move away from the advancing infantry. On a 10+ they are unable to limber and get away and are disordered.
  • Horse artillery gets 3 functions and heavy artillery gets two functions.
  • Functions are Fire; Move; limber/unlimber
  • Pivoting is measured from the outside edge using a template.
  • Cavalry involved in a melee Vs infantry in square can lose no more than one stand regardless of die roll result. Just ignore additional stand losses on melee results chart.
  • Cavalry that charge infantry which successfully changes formation into square, may abort their charge and stop 3" inches from their target. Their move is ended at this point.
  • All stands of an infantry unit may fire at the contacting unit at the 2 point "contact" amount even if not all the stands are actually in contact. The stand must be able to trace a valid fire path to the contacting unit however.
  • A disordered unit that is forced to retreat through other good order units due to a melee result causes the good order units passed through to become disordered.
  • Good ordered cavalry charged by cavalry may roll to attempt to counter-charge.
  • Infantry melee'd by cavalry (while not in square, cover, etc) always suffers the -2 Vs cavalry even if the cavalry unit is not the modifying unit for the attacker.
  • Infantry deployed in a town may fire up to 1/2 of their stands (round down) out of any one side.
  • Game scale is that of "Napoleon's Battles" by Avalon Hill. I.E. an infantry stand is around 480 men and a cavalry stand is around 240 men. Artillery represent full batteries of Corp/Army reserves with Russian heavy batteries representing 10-12 gurns. (hense the +1). This game simulates warfare at the grand tactical level with combat units representing brigades/Regiments. One inch equals 100 yards. A game turn represents 1/2 an hour.

    Credits:

    I would like to thank my local gaming group, JAWS (Jacksonville Area Wargaming Society) and affilliates for their playtesting support in seeing this ruleset created. JAWS is made up of: Martin Sauls, David Wilkinson, Joey Wilson, Jeff Mathis, Andy Barmer, Bill Ballinger and Myself, David Bush. Affiliated playtesters are Joel Moon, Brock Thompson, and Chris Collins. Any questions concerning this ruleset can be directed to my email address: navybush@aol.com

    (Editor's Note: This rules set is a variant of the copywritten "FIRE & FURY " rules set by Rich Hasenauer, and as such, utilizes the original "FIRE & FURY" rules concept.)


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