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The Problem
As much as I have liked Fire & Fury, I must say that I have often been frustrated trying to read and use the modifiers on the Maneuver Chart. I suppose each person brings a different problem-solving perspective to the gaming table. So I offer my own solution to what might be a shared problem among Fire & Fury devotees.
Assessment of the Maneuver Table
The intent here is to simplify the adding and subtracting, as well as taking certain modifiers as assumed are normal for a unit, so we do not have to worry about remembering them every turn.
Procedure
- Look at all the modifiers.
- Determine those which should be used. Make those the "base number."
- "Reconfigure" the modifiers which are not normal and make them correspond to the base.
- Place the modifiers in an order easier to use.
Summary of All the Modifiers
+ 10 | Die Roll |
+ 1 | Corps commander in proper radius |
+ 1 | Division commander in proper radius |
+ 2 | Each attached leader influencing the unit |
+ 1 | Each exceptional leader influencing the unit |
+ 1 | In column |
+ 2 | Fresh troops |
- 2 | Spent troops |
+ 1 | Army commander within radius (personal preference here!) |
Determining the Base Number: The Basic Condition of a Unit at the Start of Battle
+ 10 | Die Roll: We will roll against this base later to arrive at a result. |
+ 1 | Corps commander in proper radius (Let's assume that units were in command. That way, we only worry when the units are worn or spent.) |
+ 1 | Division commander in proper radius |
+ 2 | Fresh troops (Once again, it's easier to assume units are fresh until they deteriorate in battle.) |
----- | -
+ 14 | Total Base |
Contingent Modifiers that Happen in Battle:
+ 2 | Each attached leader (Varied during battle.) |
+ 1 | Each exceptional leader (Varied during battle.) |
+ 1 | Army commander in command radius (Varied during battle; as a variant, personalize this one.) |
+ 1 | In column (Battle lines are more typical.) |
- 2 | Worn troops (Fresh troops seemed more logical as the more numerous troops) |
- 4 | Spent troops (Fresh troops seemed more logical as the more numerous troops) |
? | Die Roll (To bring numbers down to the chart.) |
Putting It Together
The easiest thing to do is subtract the negative numbers to arrive at a "cellar" number. The first negative number should be the hardest to subtract, the variable die roll. However, since you always know the base is +14, the calculation is easy. You do not have to keep all the other modifiers in mind while you are subtracting a large number. The other negatives are small enough that it will be easy to remember where you are (usually one or two increments from the negative die roll modifier you rolled first. Once you know the absolute bottom for that unit, it is easier to then switch gears knowing that you will be only adding numbers thereafter. In some cases, if the cellar number is high enough, you won't even have to consider any more plus modifiers!
Modifiers:
Base = + 14 |
Die Roll = ? |
No corps officer in range = - 1 |
No divisional officer in range = - 1 |
Not in column = - 1 |
Unit worn = - 2 |
Unit spent = - 4 |
Unit in column = + 1 |
Each attached officer = + 2 |
Each exceptional officer = + 1 |
Army officer in range = + 1 |
Note: This chart is correct. Errata was incorporated into the chart by MagWeb. However, if you wish to see the author's short correction, see Spin the Turning Tables in Vol IX, No. 4.--RL
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© Copyright 1995 The American Civil War Society
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
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