american civil war fire and fury tables a5booklet
TRANSCRIPT
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Fire and Fury Tables
Maneuver table
Maneuver check modifiers:
+1 For each detached corps or (own) division leader within command radius of 18
minus terrain effects (+2 if Exceptional)
+2 For each attached corps or (own) division leader (+3 if Exceptional)
+1 Exceptional brigade commander
+1 In column formation
+2 Fresh / -2 Spent troops
Movement rates Basic Road Rough Fording
Infantry 12 x2 x1/2 -3
Cavalry & Leaders 18 x2 x1/3 -3
Foot Artillery 8 x3 x1/4 -4
Horse Artillery 12 x3 x1/6 -6
Infantry and cavalry -3 for passage of lines
Die result Disorder effects Good Order Effects
0 or less Quits the field Entire brigade skedaddles.
Retire Brigade retreats a full move
1,2 Broken - Retreat full move in disorder, one stand skedaddles.
Disengage brigade retreats beyond enemy musketry range
3,4 Wavering - Hold ground in disorder.
Hold ground Brigade cannot move or change formation
5,6 Shaken - Rally and hold ground.
Tardy Brigade moves half, may not change formation.
7,8,9 Rally Brigade rallies and moves half, but no formation change.
Well handled Normal move & formation changes
10 or more Rally with elan! Brigade rallies and may move and change formation normally.
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Musketry & Cannonade table
Musketry and Cannonade Modifiers
x 1/2 FP for disordered Infantry or cavalry.
x 1/2 FP for brigades low on ammunition.
x 2 FP for stands firing from enfilade.
+1 To die when target is: limbered, in column, mounted cavalry, changing
formation, about facing.
-2 To die when target is dismounted cavalry.
-1 To die when target in light cover, e.g. woods or town.
-2 To die when target in hard cover, e.g. broken ground, breastworks, stone wall,
sunken road..
- dis/sil dis/sil /1s dis/sil /2s dis/sil /3s
9 or less 10,11 - - -
1 8 or less 9,10,11 - - -
2 7 or less 8,9,10 11 - -
3 7 or less 8,9 10,11 - -
4 6 or less 7,8,9 10,11 - -
5 5 or less 6,7,8 9,10,11 - -
6,7 4 or less 5,6,7 8,9,10 11 -
8,9 4 or less 5,6,7 8,9 10,11 -
10,11 3 or less 4,5,6 7,8,9 10,11 -
12-14 2 or less 3,4,5 6,7,8 9,10,11 -
15-19 1 or less 2,3,4 5,6,7 8,9,10 11
20-24 0 1,2,3 4,5,6 7,8,9 10,11
25-29 -1 0,1,2 3,4,5 6,7,8 9,10,11
30-34 - -1,0,1 2,3,4 5,6,7 8+
35-39 - -1,0 1,2,3 4,5,6 7+
40-44 - -1 0,1,2 3,4,5 6+
45-49 - -1 0,1 2,3,4 5+
50+ - -1 0,1 2,3 4+
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On a natural 10, apply both:
Fallen leader: The player controlling the target rolls D10 for each attached leader and
exceptional brigade commander. On 1-5, the leader is removed and a replacement
commander appears after a full turn.
Low on ammunition for all brigades and batteries participating in the fire who fired
half or more of their stands at the target.
Range table (union/confederate)
Fire effects
- Disordered: The unit is marked disordered and must attempt to rally the
next turn. Fire points are halved, suffers penalties in charges, may not
change formation.
- Silenced battery: May not fire until rallied. Must rally the next turn by
limbering up and moving a full move towards the friendly table edge the
next turn. May not unlimber as a part of this move.
- Loss of stands: Eliminated stands are removed. Loss of stands causes
penalties during charges and lowers the effectiveness of the brigade.
Effectiveness drops (fresh -> worn -> spent) take effect at the beginning of
the turn.
- Low on ammunition: Halves Fire points. Causes penalties in charges. Is
replenished by brigades by moving beyond enemy musketry range during
the movement phase. Batteries replenish by limbering up and moving
towards the friendly table edge. Batteries low on ammo can only fire
canister fire!
- Leader killed: The leader is removed form play and a replacement arrives the next turn. VPs are awarded.
4 8
Infantry stand 1 1
Cavalry stand 2/1 1 / 16 24 -32
Artillery stand 10 4 / 3 3 / 2 2 / 1
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Charge table
Result difference
Effects
7 or more Swept from the field - Defenders retreat a full move disordered/silenced. One troop stand is captured and one stand skedaddles. A leader and a battery, if present, are captured. An additional stand is captured for each result difference over 10. Attackers breakthrough and must continue to charge a half move toward the nearest enemy with the breakthrough charge modifier.
4,5,6 Driven Back Defenders retreat disordered/silenced beyond enemy musketry range. One troop stand skedaddles. One artillery stand if present, is captured. Attackers either carry the position or may continue to charge a half move toward the nearest enemy with the breakthrough charge modifier.
1,2,3 Hard pressed Defending brigades are disordered and retreat until 2 from the enemy. Batteries are silenced and retreat beyond enemy musketry range. Attackers carry the position.
0 A desperate struggle Both sides are disordered and lose one stand of troops or guns. Continue charge combat and roll again with adjusted modifiers.
-1,-2,-3 Assault checked Attackers are disordered and retreat 2 from the enemy
-4,-5,-6 Attack falters Attackers retreat in disorder beyond enemy musketry range and one stand skedaddles.
-7 or less Charge repulsed Attackers retreat a full move in disorder and one stand skedaddles. One leader, if present, and a stand of troops are captured. An additional troop stand is captured for each result difference over 10.
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Charge Modifiers
+1 Attached leaders or exceptional brigade commander
+2 Fresh troops
-2 Spent troops
+1 Confederates charging
+1 Mounted cavalry
+1 Supported
+1 Breakthrough charge
-1 Outnumbered 3:2
-2 Outnumbered 2:1
-3 Outnumbered 3:1 or greater
-1 Disordered
-1 Low on ammunition
-1 For each troop stand lost during current fire phase
+1 Defending hilltop, behind ford, in woods
+2 Defending sunken road, stone wall or breastworks
+3 Defending trenches
-3 Defender outflanked
-
- Yo
u m
ay o
nly
ch
arge
(m
ove
into
1"
of
the
enem
y) if
yo
u d
on
t
abo
ut
face
, ch
ange
fo
rmat
ion
or
mar
ch b
y th
e fl
ank.
- P
assa
ge-o
f-lin
es (
Mo
vin
g th
rou
gh f
rien
dlie
s) c
ost
s 3
" o
f m
ove
p
er t
urn
fo
r al
l pas
sage
s th
at t
urn
. Pas
sin
g th
rou
gh a
rtill
ery
is
free
.
Mo
vem
ent
typ
es
Mar
ch b
y th
e f
lan
k:
Stra
fin
g w
ith
a m
ax. 4
5
deg
ree
angl
e.
Mo
vem
ent
rate
is
hal
ved
Wit
hd
raw
: R
etir
e th
e fo
rmat
ion
b
ackw
ard
s, n
o
wh
eelin
g.
If y
ou
wit
hd
raw
mo
re t
han
hal
f yo
ur
mo
ve, y
ou
are
ass
um
ed t
o a
bo
ut
face
an
d w
ill s
uff
er d
efen
sive
fir
e p
enal
ties
!
Ad
van
ce:
No
rmal
mo
vem
ent
forw
ard
s w
ith
a m
axim
um
of
45
deg
rees
of
wh
eelin
g d
uri
ng
the
wh
ole
mo
vem
ent.
Ob
liqu
e:
The
fro
nt
rem
ain
s in
th
e sa
me
dir
ecti
on
, bu
t th
e b
riga
de
mo
ves
in a
max
. 45
d
egre
e an
gle
inst
ead
of
forw
ard
s
Re
fusi
ng/
Ad
van
cin
g th
e f
lan
k: M
ax. H
alf
of
the
stan
ds
in a
bri
gad
e m
ay b
e re
fuse
d o
r ad
van
ced
b
y b
end
ing
the
bri
gad
e lik
e a
hin
ge in
a m
ax. 4
5
deg
ree
angl
e. W
hen
mo
vin
g la
ter,
th
e st
and
s m
ust
fir
st a
lign
into
str
aigh
t lin
e.
Ab
ou
t fa
ce:
A m
ove
wh
ere
you
tu
rn
the
fro
nta
ge o
f th
e b
riga
de
18
0
deg
rees
. Do
esn
t c
ost
mo
vem
ent
bu
t su
bje
cts
you
to
def
ensi
ve f
ire
pen
alti
es.
-
Formations
- Remember, you can only change between these formations by rolling a
well handled or rally with elan on the maneuver check!
Line of battle: All stands in one line. The default formation.- Counts all stands in charges.
Supported Line of battle: Stands divided evenly in exactly two ranks. Gains +1 bonus in charges, but the second rank cannot fire. This formation can also be adopted by placing two different brigades one after another within 1"- Counts all stands in two ranks for charges.
March column: Stands snaking in one stand wide column. The only brigade formation to benefit from the road bonus. Suffers enfilade from all directions. Changing to/from this formation costs half of the brigades movement allowance.- Counts the frontmost two stands for charges.
Field column: Stands arranged in a two stand wide formation. Gains +1 to maneuver checks and can change facing free of charge. Changing to/from this formation costs half of the brigades movement allowance.- Counts all stands for charges. Also gains the +1 supported line bonus in charges
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Sequence of play
Maneuver Phase:
The active players maneuver their brigades, batteries and leaders.
1. Replace fallen leaders, attach/detach leaders from brigades. Leader may
move before attaching.
2. Move brigades and batteries, one at a time. Moving brigades must roll
maneuver check.
- Disordered Brigades must roll for rally, Silenced batteries must retreat.
3. Move detached leaders.
Musketry and Cannonade Phase:
The Inactive players resolve their defensive fire combat and apply all combat effects.
The Active players then resolve their offensive fire combat and apply all combat
effects.
Charge phase:
All players simultaneously resolve combat for all charges made during the maneuver
phase and breakthrough. All combat effects are simultaneously applied at the
resolution of combat.
1. Determine participating stands and incidental stands for all charges.
2. Calculate relevant modifiers.
3. Roll dice and apply results.
4. Fight a second round where necessary (Desperate struggle, breakthroughs)
once all first round combat has been resolved and results applied.
Lastly: Advance time track, active players become inactive and vice versa. Return to
maneuver phase.
Version 1.1 by Mikko Asikainen, 2012
Fire & Fury by Rich Hasenauer