by Scott Elaraunt
1.0 INTRODUCTIONThis 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:
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:
2.0 MUSTERING YOUR FORCESPlayers 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.
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 BATTLEFIELD3.1 Terrain Historical battlefields should not be used for all games, whether historical scenarios or not. In non-historical scenarios, use the following procedure:
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:
All movement is halved due to snow on ground. All rivers are crossable as clear (frozen.)
All road count as rough terrain due to mud.
4.0 MANEUVER PHASEThe 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 PHASEThe following modifications are made for armies:
Union carbine armed infantry fire as Union cavalry.
Green infantry firing: +1 Horse artillery firing: +1 6.0 CHARGE PHASEThe following additional modifiers apply:
Green infantry or cavalry +1 7.0 VICTORY POINTSAt 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 DETERMINATIONIt is suggested that the following system is used to determine the quality of brigades and
division and corps leaders.
* = Army leader also if available for that army. CrackEx = Crack quality with exceptional brigade leader Back to The Zouave Vol X No. 3 Table of Contents © Copyright 1996 The American Civil War Society This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |