by Chris J. Hahn
On a recent trip to The Emperor's Headquarters, I purchased several copies - back issues as well as the most current - of Wargames Illustrated. The back issues were selected as they contained some interesting articles on the adaptation of the well-written FIRE AND FURY Rules to conflicts on the other side of The Atlantic. Specifically, I am referring to Issue 119, wherein Mr. Nick Dorrell presents "Fire and Furia Francese", a variation of the system developed by Richard W. Hasenauer. In Issue 135, Mr. Dorrell expands upon the theme, offering "Fire & Fiasco", a look at gaming battles of The Crimean War. The basis for the adaptation, he states, is the paucity of rule sets catering to large Nineteenth Century (post-Napoleonic) battles. In contrast, rule sets for wargaming the American Revolution are numerous and available. A very brief listing might well include such titles as: Patriots & Loyalists; Loose Files & American Scramble; Washington's Wars; The British are Coming; Pour le Merite and Gentleman Johnny's War. Why then, would I presume to draft my own? To be frank, I am not really writing a set of rules for Revolutionary War battles. What I am doing is borrowing a page from Mr. Dorrell and adapting FIRE AND FURY to a smaller scale conflict. This particular conflict however, was waged on this side of The Atlantic, and took place some 80 years before The Light Brigade made its famous charge. To paraphrase the explanation of Mr. Dorrell: The following revisions comprise an attempt to adapt the concepts and systems of FIRE AND FURY to simulate battles of the American Revolutionary War. The modifications / additions are not intended to be immutable, and may be ignored, changed, revised, or even argued. SCALE, ORGANIZATION AND REPRESENTATION Infantry, cavalry and artillery units are organized based upon a 10:1 men to figure ratio. Stands or trays of all combat arms as well as command, will measure one (1) inch in width and one and one-half (1.5) inches in depth. Infantry units (battalions or regiments by title) will have a number of stands, each stand containing four (4) figures organized in two ranks. (See following schematic.) Skirmishers or detached light infantry / grenadiers / riflemen will be represented by one figure on a basic stand. Command stands for infantry units will be integral to the unit. That is to say, they will count toward combat values. The command stands will be represented by either a mounted officer or officer on foot. Additionally, there will be musicians and standard bearer(s) on the same stand. Some units (at this writing, mostly British Regiments of Foot) will have additional or extra command. This is done to represent the better unit command and control of the Redcoats as opposed to Colonial Militia, for example. Cavalry units will also have a number of stands; with each stand containing two mounted figures. (Please see schematics.) Artillery stands will represent "batteries" of just two guns, and will have two figures representing crew, officers, drivers, etc. Two or four horse caissons may be included. General Officers will be mounted one or two figures to a stand. Aides and couriers will share a similar representation. SCHEMATICS It is always difficult and perhaps impossible to reconcile figure scale and ground scale with the size of stands or movement trays. That said, the ground scale for this rules adaptation is one (1) inch equals 25 yards. The depth of the stands is simply a matter of function, allowing for placement of ID Markers as well as Status Markers. The representative time scale for each game turn is 20 minutes. Three completed game turns then, to an hour. UNIT EFFECTIVENESS Under the FIRE AND FURY rules system, three (3) unit ratings are recognized for nfantry and cavalry. These levels are: Crack, Veteran and Green. There are no such ratings attributed to artillery. For this adaptation, the number of unit ratings are increased to seven (7). Furthermore, these ratings may be applied to resolving artillery combats - not with respect to melee necessarily, nor losses that can be absorbed - but with respect to modifiers to fire. For example, one may well expect an artillery unit rated as "Crack" to shoot with more effect than the "Green" Militia battery with old cannon and irregular ammunition. Following then, is a listing of the ratings that will be used / assigned to units and a description of the types of units that may fall into these categories. Elite: British Guards / Grenadiers
Using the levels of effectiveness (Fresh, Worn, and Spent) table as a basis, columns were added for the additional troop ratings. More over, artificial ceilings or caps were placed on certain ratings based on my limited knowledge of the period. For example, in WI #115, the order of battle in the Brandywine article lists the Guards Brigade having two battalions, each of 440 men (April 1997 issue, page 40). Each battalion would, in my scale, be represented by 11 stands. It seemed sensible then, to limit an Elite unit to no more than 12 stands. Battalions of Hessians, using this single article again as a reference, would be rather more numerous. If rated as Veterans or Regulars, they might number 15 stands to a unit. Militia rated units would vary greatly in strength; anywhere from as many as 15 stands to as few as five (5). LEADERSHIP The rating of Leaders in the FIRE AND FURY rules system is "restricted" to those leaders who are exceptional. In this adaptation, the idea of quality ratings is borrowed (and tweaked) from ON TO RICHMOND ACW Rules, by Paul Koch. These rules appeared in Vol. III, NO. 5, of THE COURIER. (Pages 57 - 62) Exceptional does remain the highest rating of a leader in this modification. Following this rating are the ratings of: Aggressive, Competent, Cautious and Poltroon. Given the intended scale of the game, battalion and regiment commanders will be rated. Alternate commanders will also have a rating established. Higher-echelon commanders, such as Brigade and Division, will have ratings as well. In any one scenario or historical re-fight then, one might have a "cracker-jack" (an exceptional) battalion commander who is ham-strung by a Brigade Commander of lesser aptitude. The reverse might also apply: a very good Brigade Commander is hampered by battalion officers who couldn't fight their way out of a haystack. In direct contrast to the FIRE AND FURY rules, each and every commander is relevant to the wargame. Battalion / Regimental Commanders may be either mounted or on foot, and are integral to the units they command. Again, British and/or Hessian units, and even some select American units, may have more than one Battalion / Regimental Command. In this case, one will be designated as "Main" and one as "Alternate". Brigade and higher-echelon Commanders are mounted, and usually accompanied by a small staff as well as couriers / messengers. As with the FIRE AND FURY rules, these detached Commanders have a command radius. The revision here is that the command radius of any detached Leader is 12 inches. (As intimated above, sometimes the higher-echelon leaders can be a detriment on the battlefield. If a Commander rated as a "Poltroon" is within command radius of a unit with a higher-rated commander, then the unit commander will spend some or all of his positive modifier negating the effects of the "Poltroon" Leader.) Leadership Modifiers:
Cautious (CAU) -1 Competent (COM) 0 Aggressive (AGG) +1 Exceptional (EXC) +2 MANEUVER TABLESUnits which are in "good order" and are within the command radius of that unit's higher-element command, will roll for movement under that specific leader's quality. As suggested above, the leadership of the battalion / regiment may or may not be complimented by the higher-echelon command. Any roll for movement then, may be adjusted. (Examples follow Tables.) Units which are in "good order" but outside of higher-element command radius, must roll for movement under the NO column. Units which have a DISORDER Marker roll for movement on the DISORDERED TABLE. DISORDERED 1d10 : RESULT 1 : QUITS THE FIELD: The unit is removed from play. Other units within 8 inches of the or less dispersal must roll against rating(*), otherwise they become DISORDERED as well. 2,3 : BROKEN: The unit retreats 8 inches - facing away from the enemy - and in DISORDER. The unit loses 1 stand due to retreat effects. All friendly units contacted by this retreating unit will become disordered. The BROKEN unit must immediately roll on this table again. On a modified roll of 3 or less, the unit is removed from play. 4,5 : WAVERING: The unit holds in place, but is marked DISORDERED. 6,7 : SHAKEN: The unit rallies in place. No offensive movement is allowed, nor may the unit change its present formation. The unit may defend itself with small arms or in close combat. 8,9,10 : RALLY: The unit restores order and may advance ld(8) inches in present formation. Or, the unit may remain in place and change its formation. 11+ : RALLY WITH ELAN: The unit may move and change formation normally. (*) On a six-sided die, Elite and Crack Troops must roll 2-6. Veterans 3-6. Regulars must roll 4-6. Militia, 5-6. Green Units must roll a 6. Levy Troops are automatically DISORDERED in this situation GOOD ORDER
Additional Modifiers:
+2 Fresh Troops -2 Spent Troops Examples: Good Order / A battalion of Continentals (Regulars, 9/7/5) in line formation, commanded by a Cautious Line Officer, rolls to maneuver at the start of the American turn. The Continentals have a current strength of 8 stands, and so are still classified as Fresh troops. The battalion is out of command radius however, of its Brigade Commander (Competent). Rolling the 1d(10) results in a score of 6. The result is modified by +2 for Fresh status, for a total of 8. There is no change for being out of command radius, as the modifier for a Competent Commander is Even / 0. Under the NO Column on the Good Order Maneuver Table, the Continentals have a "HOLD GROUND" result. Therefore, the battalion remains in place. Disorder / A Foot Regiment of Grenadiers has been heavily engaged while attempting to take a hill from Militia supported by four guns. The Grenadiers are Crack troops (11/8/5), and have an Aggressive Line Officer. Their Brigade Commander, rated as Exceptional, is within command radius. The Grenadiers are presently Disordered, and have a current strength of 7 stands. Rolling a 1d(10), the unit "earns" a 4. There is no modification for effectiveness, as the battalion is two stands above Spent. The Brigade Commander adds 2 to the die roll, giving the Grenadiers a total result of 6. The regiment stands, "SHAKEN", but rallies in place. The Disordered status marker is removed. MOVEMENT
FIRE AND FURY provides for the effects of extreme terrain on unit movement rates (page 30). Here, the rule is a foundation. If there are specific terrain considerations, then both players may agree upon its effect, or if an umpire is present, they will determine the impact of the terrain piece(s). In addition to a reduced movement allowance, formed units will be labeled with a DISORDER marker. CANNON AND MUSKET FIRE
This is per gun in the "battery", so that a two gun stand of Light Artillery will have a total of 8 points at canister range. If the "battery" is DAMAGED, then the fire point total will be reduced by half. Cannon and Musket Modifiers: Firing Unit
Target Unit
ANY Unit in Column +1 ANY Cavalry +1 Skirmishers -1 In Light Cover -1 In Medium Cover -2 In Heavy Cover -3 Command Casualty Concerns: American Militia units and skirmishers, especially those armed with rifles, may dedicate their fire against the leadership elements of British of Hessian line regiments. Fire may also be directed against unattached leader elements. On a modified die result of 8 +, the command element of the target unit is considered a Probable casualty. A subsequent roll is made on the FIRE AND FURY Fallen Leader Table (page 41), with an additional -1 modifier.
On a six-sided die, Elite and Crack Troops must roll 2-6. Veterans 3-6. Regulars must roll 4-6. Militia, 5-6. Green Units must roll a 6. Levy Troops are automatically DISORDERED in this situation. Close Combat Modifiers: Attacking Unit
SPENT Troops -2 British Charging +1 Cavalry Charging +1 Supported Unit +1 Breakthrough Advance +1 DISORDERED -1 Low on Ammunition -1 NO Bayonets -1 For each stand lost in fire phase -1 Integral Line Officer
Aggressive +1 Competent 0 Cautious -1 Poltroon -2 MIA/KIA -3 Attached Officer
Aggressive +1 Competent 0 Cautious -1 Poltroon -2 Unit Rating
Crack +2 Veteran +1 Regulars 0 Militia -1 Green -2 Levy -3 Defending Unit
SPENT Troops -2 Supported Unit +1 DISORDERED -1 Low on Ammunition -1 NO Bayonets -1 For each stand lost in fire phase -1 Defending "favorable" ground +1 to +3 Artillery Battery ALONE -2 Outflanked -3 Attacked in the Rear -5 Integral Line Officer
Aggressive +1 Competent 0 Cautious -1 Poltroon -2 MIA/KIA -3 Attached Officer
Aggressive +1 Competent 0 Cautious -1 Poltroon -2
Outnumbered by 2:1 -2 Outnumbered by 3:1 -3 Unit Rating
Crack +2 Veteran +1 Regulars 0 Militia -1 Green -2 Levy -3 LOOSE ENDSSkirmishers Infantry on both sides has the capacity to split-off one or more stands to operate in a skirmisher mode. Following is a schematic of one infantry stand (company) in skirmish formation. In order to reflect the open nature of this formation, players are advised to allow for at least 0.5 inches of space between skirmish stands, but no more that 1.5 inches. As may be noted in the schematic, the idea is to represent "higgedly-piggedly" attitude of skirmishing foot soldiers. Skirmish stands should be forward of a parent unit by at least 4 inches but no further than 8 inches. Skirmish stands may approach no closer than 3 inches to any enemy unit. As opposed to the large numbers of skirmishers used in say, Napoleonic Battles, under these rules and at this scale, the skirmishers are better described as a kind of harassment rather than an effective screen. Skirmishers are always considered to be DISORDERED, but will move as per the roll for their parent unit. Fire directed at skirmishers - and skirmishers ALONE - will have a modifier of (-) 1. The fire directed (if in range) at units "protected" by skirmishers, is not modified. Skirmishers may not be DISORDERED by small arms nor artillery fire, but may only take losses in terms of lost stands. Skirmishing troops will not stand to or in melee, and will evade any attempt at to reach them in close combat. Evading skirmishers will not entertain a passage of lines if evading. They will simply maneuver around any human or natural obstacle standing in the way of safety. Skirmishers may re-form and assume a "company" formation, if they are out of small arms range of an enemy unit. ACKNOWLEDGMENTS and REFERENCESI would like to fully acknowledge Mr. Hasenauer and his excellent rule book, FIRE AND FURY. Not only has his product provided hours of entertainment with respect to gaming in the ACW period, but it has served as the basis for developing a set of rules to govern AWI actions / wargames. In that same spirit, an acknowledgment must be forwarded (however belatedly) to Mr. Dorrell, as he did clearly describe how FIRE AND FURY could be adapted to other periods. Indeed, I am beginning to wonder to what extent the concepts of FIRE AND FURY could be adapted to other periods. For example, why not push the time line back a little further and look at applications to the ECW? Is it foolish to contemplate taking Mr. Hasenauer's system into the realm of Ancients? Obviously, the FIRE AND FURY Rule Book served as the main reference for this project. The following is a list of other reference sources that provided material, ideas or both, for this effort. Books Leaders and Battles: The Art of Military Leadership, by W. J. Wood. Presidio Press, Novato CA, 1984. Specifically, Prologue: The Dynamics of Battle - Dan Morgan at the Battle of Cowpens, 1781.
pp. 8-30.
Periodicals The COURIER, Vol. III, No. 5. "ON TO RICHMOND: A Complete Set of ACW Rules", pp. 57-62, by Paul Koch and Roger Wells.
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