Fire & Fury:

Points Games Scenarios

by Scott Elaraunt


1.0 INTRODUCTION

This is intended to provide a system for American Civil War scenarios for the Fire and Fury rules system.

The following point values are suggested for games, depending on the length of game desired:

Game LevelPoint ValueTable SizeGame Length
Army (60,000)8,0009' by 5'7 hours
Sm. Army (30,000)4,0006' by 4'4 hours
Corps (15,000)2,0005' by 3'2 hours

It is always preferable for players to mutually agree on the game parameters. However, the following system is suggested to resolve disputes or for tournament games:

  1. Both players agree on the game level.
  2. Roll a die; the highest die is the attacker.
  3. The attacker chooses between C.S.A. and U.S.A. forces and the theatre of operations (eastern or Western) and year of battle.
  4. The defender chooses terrain as outlined in section 3.0.

2.0 MUSTERING YOUR FORCES

Players may choose an army from any particular campaign and year. Artillery, cavalry, infantry, and leaders may then be purchased up to the value agreed. The quality of the troops selected will be determined based on the army, campaign, and year chosen. Specialist units must have been employed historically by the army selected. All army lists should be written out with command structure defined. The location and date of the army used and the reference from which the army was chosen must also be recorded.

2.1 Specialist Units

Elite troops: for American Civil War battles, the additional brigade rating of "elite" is added for exceptional units such as the Iron (U.S.A.), Texas (C.S.A.), and Jackson's (C.S A.) Brigades. Elite troops gain bonuses listed on the charts and suffer from losses as "crack" troops.

Exceptional army commanders: certain charismatic army commanders, of those with superior skill, should be rated as "exceptional," with appropriate bonuses. For non-historical scenarios, these can be rolled on a 1 t0 3 on a 1d10 if available.

Repeater armed infantry: Union infantry armed with repeater rifles or carbines shoot as dismounted Union cavalry.

2.2 Army Point Collection

For non-historical scenarios, the following system can be used to provide balanced forces. It is assumed that the random quality determination is also used unless brigades are elite. Elite brigades are pre-designated and must be identifiable as such. Elite brigade commanders are exceptional on a roll of 1 to 3 on a 1d10.

Each corps leader+100
Each division leader+50
Each brigade leader+25
Each infantry stand+10
Each repeater infantry stand+ 15
Each cavalry stand+ 15
Each artillery battery+25 (max. 1/brigade.)
Each elite stand (extra)+ 10

2.3 Availability of Specialist Units

C.S.A. East: a maximum of one elite cavalry or infantry brigade per corps. Up to two cavalry brigades per army. Up to three artillery stands per division. At least half must be field artillery.

C.S.A. West: No exceptional army leaders. Up to one cavalry brigade per corps. A maximum of one elite cavalry or infantry brigade per army. Up to two artillery stands per division.

U.S.A. East: No exceptional army leader or elite cavalry. Up to two cavalry brigades per army. A maximum of one elite infantry brigade per army from 1863 on. Up to one infantry brigade per corps may be repeater armed. Up to four artillery stands per division. At least half the artilIery must be field artillery.

U.S.A. West: No elite cavalry. No elite infantry. Up to two cavalry brigades per army. Up to one infantry brigade per army may be repeater armed. Up to three artillery stands per division. At least half the artillery must be field artillery.

3.0 THE BATTLEFIELD

3.1 Terrain

Historical battlefields should not be used for all games, whether historical scenarios or not. In non-historical scenarios, use the following procedure:

  1. The defending player selects the battlefield terrain.
  2. Both players record and state their terrain objectives.
  3. The attacking player selects the time of year.
  4. The defending player selects a deployment area or entry position for meeting engagements.
  5. The attacking player takes the opposite deployment/entry area.
  6. Both players secretly determine unit quality and map deployment.
  7. Attacker determines weather randomly and moves first.

3.2 Weather

Weather may be determined randomly at the start of the game for a non-historical scenario. The defender rolls 1d6 and consults the following:

    0 = Cold
      On a roll of 1 or 2 on 1d6 each turn, snow falls that turn. Ranges for fire and command radius are halved. Fire is less effective (-1).

      All movement is halved due to snow on ground. All rivers are crossable as clear (frozen.)

    1 = Rain
      Ranges for fire and command radius are halved. Fire is less effective (-1).
    2 = Wet
      Fog halves ranges for fire and command radius. It clears when a roll of ld6 is rolled which matches the turn; add + 1 to roll for each turn.

      All road count as rough terrain due to mud.

    3 to 6 = Clear
      No effects. Normal movement and fire.
    7 + = Dry
      Worn troops fight and move as though they're spent.

4.0 MANEUVER PHASE

The following conventions apply to all movement carried our during the maneuvering phase. (The intention is to speed play.)

When a player places a stand in a new position, that movement is final. If a final position of a stand or brigade is found to be illegal, the position can be corrected by the minimum amount necessary, but only at the option of the opposing player. Any such unit is then disordered.

As soon as a player elects to move a unit, the maneuver table is rolled on immediately. Charges are announced subsequently.

Players may not measure the distance to an enemy unit during this phase unless they have already declared a charge against the unit that has already rolled on the movement table and gained a result of "tardy" or higher.

Note: distance to the enemy may also be measured during the fire phase provided a target and firers have been designated.

Players have a five minute time limit for all movement. The movement of a unit being moved may be finished if the time limit expires.

5.0 MUSKETRY AND CANNONADE PHASE

The following modifications are made for armies:

    Step 1. Fire Points:
      Union rifled artillery.
      Union carbine armed infantry fire as Union cavalry.
    Step 2. Modifiers:
      Elite infantry firing: -1
      Green infantry firing: +1
      Horse artillery firing: +1

6.0 CHARGE PHASE

The following additional modifiers apply:

    Step 1. Modifiers:
      Elite infantry or cavalry -1
      Green infantry or cavalry +1

7.0 VICTORY POINTS

At the start of the game, terrain objectives were secrerly recorded and then declared. These objectives should be clearly identifiable and correspond to historical objectives in historical scenarios. At completion of the game, the side which solely occupies the [key] terrain feature with one or more brigades in considered to control it. The vicrory points gained are equal to half the number of brigades which the larger force started the game with. Other victory points are gained as per figure 6, bur the following modifications are made for units worn, quitting the field, etc.

8.0 ARMY RANDOM QUALITY DETERMINATION

It is suggested that the following system is used to determine the quality of brigades and division and corps leaders.

Corps, Division Leaders *InfantryCavalry
1D10C.S.A.
61-63
OtherC.S.A. EastOtherC.S.A.Other
1StandardStandardGreenGreenGreenGreen
2StandardStandardGreenGreenVeteranGreen
3StandardStandardVeteranGreenVeteranGreen
4StandardStandardVeteranGreenVeteranVeteran
5StandardStandardVeteranVeteranVeteranVeteran
6StandardStandardVeteranVeteranVeteranVeteran
7StandardStandardVeteranExVeteranVeteranExVeteran
8ExceptionalStandardCrackVeteranExCrackVeteran
9ExceptionalExceptionalCrackCrackCrackExVeteran
10ExceptionalExceptionalCrackExCrackExCrackExCrackEx

* = Army leader also if available for that army. CrackEx = Crack quality with exceptional brigade leader
Elite = Exceptional brigade leader on a 1-3 on 1d10.


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© Copyright 1996 The American Civil War Society

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