by David Bush
You must own the ruleset "Fire & Fury" in order to use this variant. Basing and unit sizes are based off of the rules. MANEUVER TABLESDISORDER TABLE (Units must roll if disordered) Die Roll and Result
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
Use the rating of the Corp commander (or the Army Commander if no Corp commanders being used.) 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 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 SEQUENCE OF PLAYManeuver (1st) Phase: The first side maneuvers their brigades, batteries and 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 1/2 movement allowance for reaction purposes and cannot get breakthroughs. Musketry and Cannonade (3rd) Phase: The non-phasing player resolves his defensive fire and applies result 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
**Numbers before the slash are used for dates 1792-1808, after the
slash is 1809+
March column bonus is only gained while moving along roads.
NATIONAL MODIFIERS
@Also Saxon infantry and all Neapolitan & Rhinebund troops. Also Hesse, Baden, and Vistula
Legion.
EMERGENCY FORMATION CHANGE ATTEMPTDie Roll and Result
5-7: unsuccessful 8+: successful Modifiers
+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 Militia or Guerrilla infantry. -2 disordered. RANGE AND FIRE POINTS
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. MUSKETRY AND CANNONADE TABLE
Fire Results:
Lively Target disordered, artillery silenced Telling Target disordered & I stand lost. Artillery damaged & silenced. Deadly Target disordered & 2 stands lost. Artillery wrecked. Withering Target disordered & 3 stands lost. Artillery wrecked. FIRE TABLE MODIFIERS +2 All French/British and Russian heavy artillery firing out to 8".
MELEE TABLE7 or more: Swept from the field. Defenders retreat full move disordered/silenced. Two stands removed, one lead
and/or battery captured if present. One additional stand removed for each die difference over 10.
MELEE TABLE MODIFIERS Attached leader or exceptional brigade commander (some leaders may give a bonus)
Reacting cavalry that get a +4 or better result may not breakthrough but may either hold ground with a free the change or may opt 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 an other results. FATIQUE LEVELS AND AFFECTSGood- 60%
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. Division Fatigue All remaining units may not charge or move to within 2" of enemy units. Defending cavalry may react against enemy charges 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 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 TABLEWhenever 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 and Result 2: Felled by sniper
STANDARD OFFICER COMMAND RANGES
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)
NB TO F&F CONVERSION CHART**
**-(Between the years 1804-1807 when Napoleon starts on the field of battle in command, all French troops und his command are advanced one to the left [not higher then GD/GN] when figuring quality levels.) RULE NOTESBritish (not KGL) cavalry always charges the nearest enemy unit on a charge breakthrough result that allow for a breakthrough. If the British cavalry is involved in another melee then the cavalry is automatically disordered at the end of that 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 1/2 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 st 3" inches from their target. Their move is ended at this point. Back to Rebel Yell No. 16 Table of Contents Back to Rebel Yell List of Issues Back to Master Magazine List © Copyright 1998 by HMGS South 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 |