by Steve Fratt
I have been a fan of Fire & Fury for quite some time now. I enjoy the brigade-level command problems with which the corps and army commander must deal. The rules are especially nice for introducing my college students to historical wargaming. On a single Friday night, we can fight a game to a reasonable conclusion and still have time for a debriefing to see if the students have come to a better understanding of the role of a corps or army commander. Of course, there are other fine rules out there like On to Richmond that may accomplish the same thing. What has intrigued me about Fire & Fury, however, is how Rich Hasenauer combined the typical "rally phase" and "command phase" with the movement phase. This simple combining of phases seems inspired to me and has quickened the pace of my gaming events without a loss of brigade-level realistic results.
My recent research has taken me back to the tactical manuals and commentaries of the Civil War era. As I analyzed what one would expect to see on the Civil War battlefield, I tried matching my findings with Fire & Fury movement rates. The results are what follows. Perhaps those who enjoy other rules will find the information useful as well.
Tactical Manuals and Kriegspiel
A perusal of the tactical manuals provided some interesting information on movement rates which are presented in the following chart.
Now obviously, there is something wrong here, and of course it is my assumption that troops would keep up these paces constantly over time. By looking at some of the Kriegspiel analyzes of combat, we find that these movement rates are more realistically portrayed over time. Units would use slower rates mixed with faster ones as suggested in this chart.
Now the Kriegspiel rates have brought things more in line. However, the 12" for infantry and 18" for cavalry still seem too slow, that is, until we factor in friction and other events and considerations (to factor in for each turn) which are unseen to us. Other events during a turn that warrant analysis include transmission of orders, normal cross-country terrain (fences, fields, orchards, undulating terrain), rough terrain, roads, fighting, retreating, and bonus charge moves.
Transmission of orders: not applicable here
This element seems to come into play on the maneuver chart so I ruled that it did not apply in a significant manner when determining a basic movement rate.
Normal Cross-Country Terrain (fences, fields, orchards, undulating terrain) = H move
The tactical manual movement rates did not take terrain into account, so it would seem safe to assume that the starts and stops occurred by the commander of the actual maneuver element to move through the "rough terrain," we do not account for on our game tables, would at least halve the "parade ground" rates.
Rough Terrain = (x H), but not applicable here
This factor is already present as a modifier affecting movement in the rules, so we do not consider it here.
Roads = (x H), but not applicable here
Once again, this factor is already accounted for in the rules on the movement chart.
Fighting + Retreating/Bonus Charge Moves = Combat = H move
It is reasonable to assume that fifteen minutes covers all of these factors our of thirty minutes.
Summary of Unseen Factors
Taking all of the above factors into account, we arrive at a modified rate of 25% of the original. That is, Fighting (x H) + Cross Country
(x H) = Parade Ground Rates x G. Here's the chart.
Now, the movement rates of the chart look very close to the movement rates in the Fire & Fury rules for the Quick Step and Walk. However, note that combat is assumed for every unit every turn. Since this is not the case, perhaps we could allow a doubled, non-combat move if one does not come within enemy musket or canister range. Once a unit enters that "combat" range and experiences "friction," movement rates could be back to normal.
A better way to handle it is to make the non-combat move "normal" by increasing the movement rates x 2 and then pro-rate the movement within combat/friction range, at twice the cost.
Increased Movement Rates
Thus far, we have dealt with the Quick Step and the Walk. What about the other rates? I have tried to deal with the faster rates within the context of brigade-sized units, so I have prepared simplified rates as follows:
Infantry: Double-Quick/Run/Charge = x 1.5
If no Charge Contact, then the unit is fatigued, x O move each turn thereafter. Since this assumes a built-in rest period, no need to have special fatigue rules.
Cavalry: Trot/Gallop = x 1.5
Automatically after this move, the unit is fatigued; x O move each turn thereafter. Since this assumes a built-in rest period, no need to have special fatigue rules.
Cavalry: Charge = + 4" to ANY movement rate to end in combat
(700 yards x .25 = 175 x 150 yards = 3.5", round up to 4".)
Automatically, after this move, the unit is fatigued; O move each turn thereafter. Since this assumes a built-in rest period, no need to have special fatigue rules.
Revised Movement Rates Chart
Here is a summary of all the above discussion. Note that the artillery rates remain the same in proportion to that of the infantry and cavalry. It seemed reasonable to
me that artillery would have a harder time over cross country. QS = Quick Step/Walk;
DQS = Double-Quick Step/Run and Trot/Gallop. I prefer to allow my artillery an extra third action at the cost of movement (i.e. time); however, some might disagree.
Conclusion
Overall, the Fire & Fury movement rates seem to be (or could be) based on some solid ground. I hope gamers will enjoy giving these modifications a try.
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