Fire and Fury Civil War Campaign Rules

January 25, 2017 | Author: Canitiesmus Dux-Lateputealis | Category: N/A
Share Embed Donate


Short Description

Download Fire and Fury Civil War Campaign Rules...

Description

The American Civil War A Campaign Game for the Fire & Fury Miniatures Wargame

Modified and Edited by James Boyle Date: 07/07/15 V3.2 Changes are highlighted in Yellow.

Fire & Fury Miniature Campaign v3.2

Table of Contents Chapter 1: Introduction ....................................................................................................................... 4 1.1 The Roles of the Players .......................................................................................................... 4 1.2 The Strategic Map ...................................................................................................................... 4 Chapter 2: Setting up the 1861 Campaign Game ..................................................................... 6 Chapter 3: Strategic Sequence of Play .......................................................................................... 7 Chapter 4: Preparation ........................................................................................................................ 8 4.1 Supply ............................................................................................................................................. 8 4.1.1 Supply Sources.................................................................................................................... 8 4.1.2 How to Trace a Supply Line ............................................................................................ 8 4.1.3 Effects of Being Out of Supply ...................................................................................... 8 4.2 Confederate Support from the Border States ................................................................. 9 4.2.1 Border States Support Table.......................................................................................... 9 4.3 Foreign Intervention................................................................................................................ 10 Chapter 5: Movement......................................................................................................................... 11 5.1 First Game Turn Restrictions ............................................................................................... 12 5.1.1 Additional First Turn Restrictions ............................................................................... 12 5.1.2 Kentucky Neutrality ......................................................................................................... 12 5.2 The Potomac River Restriction ............................................................................................ 12 5.3 Entrenchment ............................................................................................................................ 12 5.4 Cavalry Jump Move ................................................................................................................. 13 5.5 Union River Jump Move ......................................................................................................... 13 5.6 Union Sea Movement .............................................................................................................. 13 5.7 Union Naval Invasions ............................................................................................................ 14 5.7.1 Port Garrison ‘Units’ ........................................................................................................ 14 5.7.2 Fortress Monroe ................................................................................................................ 15 5.7.3 Containment ....................................................................................................................... 15 5.8 Crack Infantry ............................................................................................................................ 16 5.9 Union Rail Movement Bonus ................................................................................................ 16 5.10 Confederate Naval Movement ........................................................................................... 16 Chapter 6: Combat .............................................................................................................................. 18

1

07/07/15

6.1 The Armies .................................................................................................................................. 18 6.2 The Battlefield............................................................................................................................ 20 6.3 Special Events ........................................................................................................................... 20 6.4 Battlefield Setup ....................................................................................................................... 23 6.4.1 Attacking Across a River ................................................................................................ 23 6.4.2 Building a Pontoon Bridge ............................................................................................. 24 6.5 Starting Time ............................................................................................................................. 25 6.6 Reinforcements ......................................................................................................................... 26 6.7 Heavy Casualties ...................................................................................................................... 27 6.8 Ending the Battle ...................................................................................................................... 27 6.9 Multi-Day Battles ...................................................................................................................... 27 6.9.1 Battles that Extend Beyond Two Days ..................................................................... 28 6.10 Retreating from Battle ......................................................................................................... 28 6.10.1 Naval Evacuations ......................................................................................................... 29 6.11 Desertion ................................................................................................................................... 30 Chapter 7: Promotion ......................................................................................................................... 31 7.1 Combat Experience .................................................................................................................. 31 7.2 Confederate Replacement Training ................................................................................... 31 Chapter 8: Recruiting ......................................................................................................................... 32 8.1 Maximum Army Size ............................................................................................................... 32 8.1.1 Confederate Troops Capture Washington D.C. ..................................................... 33 8.2 Union Army Drafts ................................................................................................................... 33 8.2.1 The Draft Riots of 1863 .................................................................................................. 33 8.3 Increasing Union Forces ........................................................................................................ 33 8.4 Foreign Troops and Navy ...................................................................................................... 34 Chapter 9: Capturing and Controlling Boxes ............................................................................. 35 Chapter 10: Game Length and Victory Conditions.................................................................. 36 10.1 Game Length ........................................................................................................................... 36 10.2 Victory Conditions .................................................................................................................. 36 Chapter 11: Miscellaneous Rules ................................................................................................... 37 11.1 Fortifications ............................................................................................................................ 37

2

Fire & Fury Miniature Campaign v3.2

11.2 Captured Troops, Artillery, & Leaders ........................................................................... 38 Chapter 12: Rules Clarifications for Fire and Fury .................................................................. 39

3

07/07/15

Chapter 1: Introduction These rules are based on Frank Chadwick’s “A House Divided”, Alan Emrich’s v3.1 “A House Divided”, modifications for Volley and Bayonet by Greg Novak, and modifications for Fire and Fury by Michael J. Reider. Additionally, the rule for Pontoon Bridge construction was written by “ishades”, and was posted on the Fire & Fury Yahoo Group. Finally, the Heavy Casualties mechanism was borrowed from “Regimental Fire and Fury” by Rich Hasenauer. Elements from each version have been brought together in order to develop an enjoyable and playable campaign game that can be reliably played over a reasonable period of time. The smallest strategic unit that is moved is a division. Each division will normally consist of three brigades of infantry, or two brigades of cavalry, along with attached artillery. The total number of divisions that a country is able to recruit is determined by the Maximum Army Size for that particular country. Any battles that occur on the strategic map will be decided on a miniature battlefield using the Fire & Fury rules. The strategic game is played using the board game “A House Divided”. 1.1 The Roles of the Players The players are arranged into two sides. One side plays as the Union, the other for the Confederacy. Each group votes on who should be the President of their respective side. The remaining players act as Generals for their respective side. It is the President’s duty to determine the policy of how his country is going to conduct the war. They do this by distributing marches and recruiting points to their Generals, determining enemy ports to blockade, or if they want to conduct naval invasions. Generally speaking, it is the President’s job to deal with the “administrative” details of the strategic game. Additionally, the President has the authority to reassign or replace a General to another location or body of troops. It is the job of the Generals to carry out the actual movement of the troops and the conduct of the war. The Generals should also provide input to the President to help him decide where to place recruits or distribute marches or naval invasions, etc. It is important to point out that the President is never in charge of any troops or moving troops on the strategic board. 1.2 The Strategic Map The strategic map depicts an area of North America, from the Atlantic Ocean on the East to Missouri, Arkansas, and Louisiana on the West. On the map are a number of boxes, each representing a city, town, or important military location during the war. These boxes are connected by important Transportation Lines: rivers (blue), road (tan), or railroad (brown). Divisions on the map are placed in the boxes to define their positions. They move from box to box along transportation lines during play. Every box has a name and a color that defines its default political loyalty (blue for Union, gray for Confederate, and tan for Neutral or ‘Border State’ territory). Some boxes also contain information relating to combat, such as entrenchments (Washington, Richmond, Ft. Monroe, and Vicksburg) and rivers (found along the edges of

4

Fire & Fury Miniature Campaign v3.2

that box – divisions moving into battle through the side of the box with a blue line are said to be ‘attacking across the river’). And some boxes also contain information relating to movement, such as ports (anchor symbols), or Recruitment (the Recruitment Values are shown in red and blue shields for the Confederate and Union sides, respectively). Features on the map other than these are purely decorative and have no game function.

5

07/07/15

Chapter 2: Setting up the 1861 Campaign Game 1) Place the wooden Game Turn marker in the 07 (July) 1861 space on the Game Turn Track at the southwest corner of the board. 2) Place a Union Control marker in the 34 box, and a Confederate Control marker in the 29 box, of the track in the southeast corner of the board. 3) The Union player has 24 Militia Infantry divisions. Set aside 12 of them; they enter play later through Union Army Drafts. 4) Both players place their lone 1-value Militia Cavalry division in the Recruitment Pool – an area to one side that is clearly visible and accessible to both players at all times. 5) Both players then take all of their remaining Militia Infantry divisions and place them on the board as listed below. Only Militia Infantry divisions setup on the board in this scenario! Both players’ Veteran and Crack divisions are set aside and enter play through Promotions. Union Setup (12 Militia Infantry divisions): Two in: Washington (DC) One each in: Philadelphia (Pennsylvania) New York (New York) Harper’s Ferry (Virginia) Pittsburgh (Pennsylvania) Columbus (Ohio) Cincinnati (Ohio) Indianapolis (Indiana) Bloomington (Illinois) Cairo (Illinois) St. Louis (Missouri) Confederate Setup (8 Militia Infantry divisions): One each in: Manassas Junction (Virginia) Fredericksburg (Virginia) Front Royal (Virginia) Charleston (South Carolina) Mobile (Alabama) Nashville (Tennessee) Memphis (Tennessee) Springfield (Missouri)

6

Fire & Fury Miniature Campaign v3.2

Chapter 3: Strategic Sequence of Play The strategic game is divided into a series of turns representing one month of time from March through October and two months of time from November through February. Each Game Turn is divided into two Player Turns. The Union has the first Player Turn, followed by the Confederate Player Turn. After both players have completed their respective Player Turns, the Game Turn marker is advanced one box along the Turn Track at the outer edge of the game board and the next Game Turn begins. Victory is checked at the end of the last Game Turn, 06 (June) 1865 – the 40th Game Turn. Each Player Turn consists of the following five Segments, conducted in this exact order: 1. 2. 3. 4. 5.

Preparation Movement Combat Promotion/Reorganization Recruiting

All actions in one Segment must be finished before the next Segment begins. For example, the Union player cannot move any of his divisions after he has begun battle – movement must be completed before combat. In the event that the strategic game is being played via email, each side will be given advance notice of the number of marches and recruitment points they receive for that Player Turn as well as a deadline by when those orders should be received. If orders are not received by the deadline, those marches and recruitment points assigned to that player are forfeit.

7

07/07/15

Chapter 4: Preparation 4.1 Supply When Supply is Traced: At the beginning of each Turn, each General must determine which of his divisions are in or out of supply. Which Units Need Supply: A division that is alone in a box is automatically in supply. If two or more divisions are in a box, they must trace a Supply Line. 4.1.1 Supply Sources Divisions that are in ‘Aligned’ Recruitment Cities (i.e., ones containing a shield of their own color) are in supply if they can trace a Supply Line to any other friendlyowned Aligned Recruitment City. Divisions that are not in an Aligned Recruitment City are in supply if they can trace a Supply Line to any friendly-owned Aligned Recruitment City box that can, itself, trace a Supply Line to any other friendly-owned Aligned Recruitment City. 4.1.2 How to Trace a Supply Line A Supply Line may be of any length; it is traced from the divisions needing supply, through consecutive, connected friendly-controlled boxes, to a source within the rules listed below: Normal Supply: It may be freely traced through friendly-controlled boxes along rails and/or rivers. Road Supply: It may also be traced through boxes along roads, but only if the boxes on both ends of each length of the road transportation line being traced through are either: A) friendly-owned and of that side’s color (i.e., within the original territory of that side); or B) occupied by at least one friendly division (having forces in captured territory providing logistical support). Sea Supply: Union and Foreign Intervention Units in port boxes, or that are able to trace a Supply Line to a friendly port box, are automatically in supply by sea (even if the Foreign Navy is 'off,'). Exception: The Union may not trace supply to either Yorktown or Norfolk if the Confederates control Fort Monroe. 4.1.3 Effects of Being Out of Supply If a box with two or more friendly divisions is out of supply (i.e., cannot trace a Supply Line) at the beginning of that Player Turn, a full strength division of the player’s choice must be flipped over to half strength. If there are no full strength divisions available, then a half strength division of the player’s choice is removed from play. Brigade Effectiveness: If a division started the turn out of supply and is involved in battle, each brigade of that division starts the battle with an effectiveness level of “worn”.

8

Fire & Fury Miniature Campaign v3.2

Low on Ammo: If a division started the turn out of supply and is involved in battle, if one of its brigades or batteries receives a low on ammo marker, that marker cannot be removed for the duration of the battle. Recruitment: A General may not recruit in a city that is out of supply. Promotion: Supply does not affect Promotions. 4.2 Confederate Support from the Border States The Confederate player checks for Border State Support at the beginning of each Confederate Player Turn in which the Confederates control every Recruitment City in either Missouri (St. Joseph, Springfield, and St. Louis), Kentucky (Bowling Green and Louisville), or Maryland (Baltimore). Procedure: Roll a die for each of the above controlled Border States on the Border States Support Table; use every Support Value modifier that applies. Result: If the die roll is greater than that State’s modified Support Value, it moves politically closer to the Confederacy with this sole game effect: That State’s Confederate Militia Infantry division is added to the Recruitment Pool and functions thus:  It remains in play for the rest of the game.  It functions exactly like the other Confederate Militia Infantry divisions.  It can be recruited in any friendly Confederate Recruitment City, not just those in its own State. That State’s boxes do not change color nor are there any other effects. No further border State Support checks are made for this State. This event can only occur once per Border State per game. If the die roll is less than or equal to that State’s modified Support Value, it remains uncommitted and can be rolled for again on qualifying future turns. 4.2.1 Border States Support Table Roll for each Border State if every Recruitment City in it is Confederate controlled. If the result is greater than that State’s modified Support Value, add its Militia Infantry division to the Recruitment Pool. Support Value 4 3 2

Border State Maryland Kentucky Missouri

Support Value Modifiers: Pro Confederate: -1 if the Confederate Maximum Army Size is within 5 of the Union Maximum Army Size. -1 if it is 1861. -2 if Washington is Confederate controlled. Pro Union:

9

07/07/15

+1 if it is 1864 or 1865 +1 if the Union Maximum Army Size is 10 or more greater than the Confederate Maximum Army Size. +1 if Richmond is Union controlled. 4.3 Foreign Intervention Triggering Foreign Intervention: Foreign Intervention is triggered by the South only if all of the following conditions exist at the beginning of any Confederate Player Turn: 1. The Confederate Army Maximum Size is within 3 of the Union Army Maximum Size. 2. The Confederates control at least one Union Recruitment City with a Recruitment Value of 2 or more, plus Washington DC. 3. Either no Confederate Recruitment City (i.e., one with a red shield in it) with a Recruitment Value of 2 or more is Union controlled, or for each one that is, another Union Recruitment City with a value of 2 or more is Confederate controlled. Effects of Foreign Intervention: if Foreign Intervention is triggered, it has the following effects:  The Confederate player may also perform Sea Movement, just like the Union. The Confederate player may not perform River Jump Moves, use the Potomac River, or conduct Naval Invasions.  The Confederate player receives the four Foreign Intervention Units. They are placed ‘in Europe’ and are immediately available for use in the Confederate Player’s Movement Segment. Foreign Intervention Units: Foreign Intervention Units function under the following rules:  They do not count against the Confederate Army Maximum Size.  They must be brought over to the United States from Europe by using Confederate Sea Movement (at the usual rate of one March per division).  They cannot receive Promotions nor can they be Reinforced. A Foreign Intervention Unit remains in play until it is completely wiped out during battle or voluntarily disbanded.  Once in a CS port, the President will then determine which general commands a particular FIU. o FIUs do not need to be kept together, but may be spread out as the President sees fit. o FIUs can be attached to Confederate Corps or Armies or may be operated independently. o FIUs can be organized into FIU Corps in three different ways:  One big FIU Corps (all four FIU organized together)  Two FIU Corps (each with two FIUs)  One FIU Corps (with three FIUs) and one FIU operating independently (either alone or attached to a Confederate Corps/Army) o FIU Corps may be attached to a Confederate Army, but no Confederate divisions may be attached to a FIU Corps. o FIU Corps follow the same rules as a normal Corps (including the bonus artillery).  Foreign cavalry function as regular cavalry, and fire using the Union scale when dismounted.  Foreign artillery fires as Union Artillery.

10

Fire & Fury Miniature Campaign v3.2

Chapter 5: Movement Stacking: There is no limit to the number of friendly divisions that may be placed into one box. Procedure: In order to move, the player rolls one six-sided die and consults the March Allotment Table. The number rolled is cross-indexed with the current Game Year, and the number of Marches for that side is located. If a natural six (6) is rolled for the Union, the Union President has the option of executing a Naval Invasion. If a natural six (6) is rolled for the Confederacy, the Confederate President has the option of using a Confederate Naval Resource Commitment. March Allotment Table (Union/Confederate) Die Roll 1 2 3 4 5 6

1861 2/2 2/3 2/3 3/4 3/4 4/5

1862 2/3 2/3 3/4 3/4 4/5 4/5

1863 2/3 3/4 3/4 4/5 4/5 5/6

1864 3/3 3/3 4/4 4/4 5/5 5/5

1865 3/2 4/3 4/3 5/4 5/4 6/5

(This table attempts to represent the problems the Union faced at the beginning of the war with poor and/or politically appointed commanders, while towards the end of the war the Confederacy had to deal with a deteriorating transportation system.) The Judge will advise each President how many marches they receive for that turn. Each President will then distribute the marches to his Generals as he sees fit. One March allows a general to activate a box containing friendly divisions. When a box is activated by a March, any or all divisions in that box may move to other boxes connected by transportation lines. Those divisions that remain have the option of entrenching. Divisions may move to separate boxes as part of that March provided they started that March together in the same box. Instead of activating a box, a general may use one March to recover one reduced division. To do so, the general will select one half strength division (red side) and spend one March to flip the marker over to full strength (white side). This counts as one March to a division’s two March limit. March Distances: The distance a division may move during a single March depends on the unit type and the Transportation Line it moves along. Infantry may move one box along a road or unfriendly railroad, or two boxes along a river, or three boxes along friendly railroad. An Infantry division may not move along two different types of transportation line as part of the same march. Cavalry may move two boxes along a road and/or railroad (friendly or unfriendly), or river. A Cavalry division may combine movement along roads and railroads, but a Cavalry division may not combine movement along rivers with movement along any other type of transportation line.

11

07/07/15

Division March Limit: The moving player may distribute his Marches as he sees fit; but no division may participate in more than two Marches in a single turn. Enemy Units: A division may move into a box containing enemy units, but it must stop there. This causes a battle in that player’s ensuing Combat segment.

Unit Regular Division

Confederate Division Union Inf & Cav Division Cavalry Division

Movement Table Terrain Road Unfriendly Railroad River Friendly Railroad Friendly Railroad Road, Railroad, or River

Movement 1 Box 1 Box 2 Boxes 2 Box 3 Boxes 2 Boxes

5.1 First Game Turn Restrictions Both sides were very disorganized when the Civil war began. Because of this, neither player rolls the die for Movement on the first Game Turn. Each side automatically receives two Marches on the first Game Turn. 5.1.1 Additional First Turn Restrictions To further represent both sides’ initial problems, the following additional limitations are in effect on the first Game Turn only:  A division moves only one box per March along a river, instead of two.  No division may enter Kentucky (any tan box).  The Union may not perform any Sea Movement. 5.1.2 Kentucky Neutrality  

Union divisions may not enter Kentucky until the Union 01/02 (Jan/Feb) 1862 Player Turn. The Union is immediately free of this restriction if a Confederate division enters (or passes through) any box in Kentucky during 1861.

5.2 The Potomac River Restriction Due to the strong presence of the Union Navy, Confederate divisions may not move along the Potomac River (the river connecting Fredericksburg and Washington D.C.). Only the Union player may move along this route. 5.3 Entrenchment Instead of moving, divisions may use their March activation to entrench at their location. March Cost for Entrenchment: It costs one March to entrench any or all friendly divisions in a Recruitment City (any box with a number in it, whether blue or red). Divisions must spend two marches to entrench in any other box.  Divisions may not entrench in a box containing an enemy.

12

Fire & Fury Miniature Campaign v3.2



The same March may be used to move some divisions out of a box, and entrench those that are remaining.

Entrenchment Markers: to show that divisions are entrenched, place an Entrenchment marker on top of them.  Divisions moving into a box containing friendly entrenched divisions do not automatically become entrenched. Place these divisions above the Entrenchment marker in that box.  If a division moves, its entrenchment status is lost. Permanent Entrenchment Locations: Any division that begins a Player Turn in one of the following cities is automatically considered entrenched:  Washington (DC)  Richmond (Virginia)  Ft. Monroe (Virginia)  Vicksburg (Mississippi) These locations are indicated on the map as Permanent Entrenchments. 5.4 Cavalry Jump Move A Cavalry division, making a two-box March, may move through a box containing an enemy unit within the limitations and restrictions listed below. This is called a Jump Move.  A Cavalry division may only make one jump move during its owner’s Movement Segment.  It may not end a jump move in a box containing enemy divisions.  It may not Jump Move through a box containing enemy Cavalry. Cavalry ‘screen’ the box they’re in and prevent enemy Cavalry Jump Moves through it.  It may not make this special Cavalry Jump Move when moving by river. 5.5 Union River Jump Move Any Union division (including Cavalry) may make this special Jump Move only when moving down a river. The downstream direction is indicated by the pale blue arrows inside the river.  The Confederacy may not make river Jump Moves.  The North may not make a river Jump Move when moving up river.  River Jump Moves have the same restrictions as cavalry jump moves except that divisions may move through a box containing an enemy cavalry. 5.6 Union Sea Movement The North, due to its naval superiority throughout the war, may move divisions via Sea Movement between Port Boxes. Port Boxes are those marked with an anchor symbol in them. Important: Each division moved by sea counts as one March. Example: Three divisions conducting Sea Movement count as three Marches, even if they all started in the same port box. Procedure: To conduct Sea Movement, that division must have started the Union Movement Segment in a Union Controlled Port Box. It may move by sea directly to any other Port box currently controlled by the Union.

13

07/07/15



A division that conducts Sea Movement may not conduct any other movement that Movement segment, but it may entrench if in a Recruitment City by using a second March.

5.7 Union Naval Invasions If a natural six (6) is rolled when determining Union Marches, the Union President has the option of conducting a Naval Invasion Movement for that turn. The President does not have to conduct an invasion, but if he chooses not to do so, he loses the opportunity for that turn. Procedure: Naval Invasion Movement is conducted like Sea Movement (in particular, each division moved counts as one March), except that the Union divisions being moved must have started the Union Movement Segment in Washington (D.C.). Divisions conducting Naval Invasion Movement may move to any Confederate-controlled port.  Divisions making Sea Invasions may not conduct further movement.  Divisions making Sea Invasions may invade separate Port boxes. 5.7.1 Port Garrison ‘Units’ To reflect the presence of coastal defense artillery and other harbor defenses, each Confederate port that is also a Recruitment City receives one division based on the city’s recruitment value. If it is a value of one (1), the Port Garrison Unit consists of two Green 8-stand infantry brigades and two batteries. If it is a value of two (2), the Port Garrison Unit consists of two Veteran 8-stand infantry brigades and two batteries. If the port is not a Recruitment City, the Confederate player will roll one six-sided die to determine if militia divisions were able to be mustered to defend the Port Box. If a 1-3 is rolled, the Port Box contains a Green Port Garrison Unit. If a 4-6 is rolled, the Port Box is empty and the Union units are able to freely capture the box.  A Port Garrison Unit is only employed when that port city is defending itself against a Union Naval Invasion.  If a port is defended by a normal Confederate division, that port receives its Port Garrison Unit in addition to the other division.  The intrinsic Port Garrison Unit is never destroyed. If the Confederates regain control of a captured port box, the full strength Port Garrison Unit again becomes available.  Confederate controlled Union (blue box) ports, including Baltimore, never receive Port Garrison Units. Movement: A Port Garrison Unit may never move or retreat; it always stays in its city and fights to the death, even if other Confederate divisions retreat. Battles: A Port Garrison Unit functions thus in battles:  It is always at full strength at the start of a battle.  It is always considered entrenched. Other Confederate divisions in that port city have to entrench there normally by expending a March.  A Battle initiated against a Port Garrison Unit can be reinforced.  Any Union divisions attempting a Naval Invasion must destroy the intrinsic Port Garrison Unit, in addition to dealing with any other enemy units that are

14

Fire & Fury Miniature Campaign v3.2

present defending that invaded Confederate port, in order to win the battle there.  During a miniature battle, elements of a Port Garrison Unit function and abide by the same rules as every other brigade or battery in the battle. Recovery: A Port Garrison Unit automatically recovers all losses after a battle for free while that port is controlled by the Confederates. Promotions: A Port Garrison Unit cannot receive a Promotion. The Union player receives no Promotion for defeating only a Port Garrison Unit in battle. He does receive a Promotion if the battle also involved fighting regular Confederate divisions. 5.7.2 Fortress Monroe If the Confederates control Fort Monroe, then the Union player may not conduct Naval Invasions against either Yorktown or Norfolk. The Union player may, of course, conduct a Naval Invasion of Fort Monroe itself. 5.7.3 Containment Instead of attempting to recapture a Confederate port box under Union control, the Confederates may attempt to contain the Union divisions there. Confederates do not receive Port Garrison Units in this situation. Procedure: Confederate divisions may move into any Confederate Port Box (including Fortress Monroe and Pensacola) that is currently under Union control and instead of fighting a battle there, may designate that they are merely containing those enemy divisions. Coexistence: Although stacked together, neither side is obligated to fight a battle. Initiating a ‘containment battle’ is strictly voluntary and must be announced by the commanding General during the Combat phase. Union Movement: Before Union divisions may move along a transportation line out of a port box they are being contained, they must first remove the Confederate divisions that are containing them in battle. They may move out of the Port Box by Sea Movement without penalty. Entrenchment: Both sides in a containment situation may entrench in that port box. Each side must spend the appropriate number of Marches to entrench its own divisions. If one side attacks the other in a containment situation, they become unentrenched and must retrench normally on a later turn. Retreating: Divisions that lose a ‘containment battle’ must retreat normally, thus automatically ending the containment situation. Supply: Both sides may trace a line of supply out of a containment situation, but not into or through such a box to other units.

15

07/07/15

Control: The Union controls the contained port box (re: Army Maximum Size, Confederate Recruitment, etc.) 5.8 Crack Infantry Crack Infantry divisions move like Cavalry divisions – that is, up to two boxes by road or railroad (friendly or unfriendly), and may combine road and rail movement in the same March. Unlike Cavalry divisions though, Crack Infantry divisions cannot make (or block) a Cavalry Jump Move. 5.9 Union Rail Movement Bonus Union divisions (Infantry and Cavalry) may move three boxes per March if entirely along friendly rail lines. 5.10 Confederate Naval Movement If, during the Confederate Movement Segment, the Confederate player rolls a six (6) for Marches that turn, he may commit one of his three Naval Resources.  It costs the Confederate player four (4) Marches to commit a Naval Resource. To indicate Confederate commitment of that Naval Resource, place a Confederate Control (Flag) marker in the corresponding box on the Confederate Naval display. Effects: As long as a Confederate marker is next to a Naval Resource, its corresponding special rule remains in effect: Ocean Raiders: One is added to the Confederate Army Maximum size. Riverine Ironclads: The Union player is prohibited from making River Jump Moves. Coastal Ironclads: All Confederate Coastal Defense values are increased by one. This also means that a Confederate port which is not a Recruitment City is considered to automatically have a Green Port Garrison Unit, Cities with a value of one (1) have a Veteran Port Garrison Unit, and Cities with a value of two (2) have a Crack Port Garrison Unit. Foreign Navy: This Box functions differently than the above-listed ‘domestic’ Confederate Navy boxes. When Foreign Intervention is triggered, place a Confederate Flag marker in this Box to remind players that its effect is ‘on’ and that the Confederate player may conduct Sea Movement just like the Union Player. He may not perform River Jump Moves, use the Potomac River, or conduct Naval Invasions. Union Naval Response: During any Union Movement Segment, the USA player may counter a Confederate Naval Resource. This is indicated by flipping the Confederate Flag marker in any one CSA Naval Resource box (including the Foreign Navy boxy) over to its Union Flag side.  It costs the Union two Marches to counter a Confederate Naval Resource. Effect: A Union Flag marker in a Confederate Naval Resource box indicates that the associated special rule is no longer in effect.

16

Fire & Fury Miniature Campaign v3.2

In the three Domestic Confederate Naval Resource boxes (Ocean Raiders, Riverine Ironclads, and Coastal Ironclads), a Union flag marker indicates also that the Confederate player may no longer employ that Naval Resource. That is, the Confederate commitment of each of their three domestic Naval Resources is a once-per-game event.

17

07/07/15

Chapter 6: Combat If, at the end of player’s Movement Segment, a box contains divisions from both sides, a battle must be fought (exception: see Cavalry Withdrawal before Combat). The player who moved into the box (i.e., whose Player Turn it is) is called the attacker, while the other player is the defender.  Battles take place one at a time, in any order the attacker chooses.  One battle must be completely finished before the next battle begins. Defender Options: In situations where the defender wants to retreat, but is forced to fight a battle, the defender may choose one of three options: 1. The defender may choose to have the Judge determine casualties with dice. The Judge will determine how many casualties each side inflicts upon the other. Each defending stand is worth ½ fire point, while each attacking stand is worth 1 fire point. The Judge will then roll for each infantry brigade on a side, using the Fire and Fury Musketry and Cannonade Table. The Judge will keep a running total of casualties. He will then repeat the process for the other side. The casualties for each side will be randomly distributed amongst the brigades involved. For every 10 casualties, one half-battery casualty will be incurred. The artillery casualties will be determined by random die roll. 2. The defender may choose to fight a miniature battle, but will be unable to voluntarily retreat a unit off the board until his 12:00 PM Movement Phase. This time does not change, regardless of what time the attacker rolls to initiate the battle. 3. The defender may choose to fight the battle using the rules found in Alan Emrich’s A House Divided: Special Living Edition Basic and Advanced Game Rules v. 3.1. Cavalry Withdrawal before Combat If the defending player has only Cavalry divisions in a box when the attacker designates it for a battle, those Cavalry divisions may withdraw before the Battle is conducted.  Cavalry withdrawal before combat does not count as losing a battle. Procedure: Cavalry may withdraw to any adjacent box except enemy-controlled Recruitment Cities, boxes containing enemy divisions, or boxes from which enemy divisions entered the battle. Exception: Cavalry divisions may not withdraw if all of the attacking divisions are also Cavalry divisions. This ‘pins’ the defending Cavalry unit(s) in place long enough to start a battle. 6.1 The Armies The commander of each side must organize his troops for the miniature battle. Each division consists of a fixed number of brigades and artillery, but they may be further organized into corps. Divisions A full sized infantry division (white number) is comprised of three 8-stand brigades, two batteries, and one commander. A cavalry division is comprised of two 8-stand brigades, one horse battery, and one commander.

18

Fire & Fury Miniature Campaign v3.2

A half sized infantry division (red number) is comprised of two 6-stand brigades, one battery, and one commander. A half sized cavalry division is comprised of one 8-stand brigade, and one commander. Corps A corps is a group of divisions under one command structure, usually two to four divisions. Each corps receives one commander. Additionally, the corps receives an artillery reserve that is comprised of one battery for every two divisions attached to it. Corps may not be organized until the Jan/Feb, 1862 turn, and may never be formed west of the Mississippi River. Cavalry Corps If more than one cavalry division is present, they may be organized into a corps. Otherwise, they remain independent and remain under the command of the army commander. Armies An army is the overall command structure of subordinate troops at a battle, and is comprised of either independent divisions or corps. There is one commander to represent the overall army command. Furthermore, for armies that are composed of two or more corps, the artillery reserve receives one additional battery for each corps in the army (this is in addition to the reserve artillery that the corps receive). Independent Corps There may be a situation in which there are enough divisions to create one corps but not enough for two. In this case, the corps commander is the overall commander for that battle, and an army is not formed. An army that is made up of four or less divisions is organized as an independent corps. Artillery Reserve Artillery reserve that is received as part of a corps or army organization is used to replenish losses during the course of a battle or to bolster and fortify weakened portions of the line. Union artillery reserve is all grouped together in a central location that is under the command of the army commander. Confederate artillery reserve is dispersed between the corps and each is under the command of the respective corps commander. An artillery reserve battery may be attached to a subordinate command if both that subordinate commander and the battery in question are within the command radius of the army or corps commander, respectively, at the start of that player’s maneuver phase. The loss of attached reserve artillery does not count towards morale rolls at the end of a battle. Exceptional Commanders Once the player has determined the organization of his army, he must roll to determine if his commanders are exceptional or not. This roll is made for each brigade, division, corps, and army commander.

19

07/07/15

Procedure: The player will roll a d10 for each commander and compare it to the following table. If successful, that commander is rated exceptional. Rolling Player Union (61-63) Confed. (61-63) Both (64 & 65)

Success # 10 8, 9, 10 9, 10

If a commander is removed during the course of combat (killed, captured, etc.), it is replaced with a normal, non-exceptional replacement. 6.2 The Battlefield The Judge will generate a battlefield area map that represents a 24’ by 24’ area. This map will be loosely based on “The Official Atlas of the War of the Rebellion”. The actual size of the gaming table will depend on the amount of troops participating in the battle. Regardless of the size of the gaming table, only that portion of the battlefield area map that fits on the gaming table will be used. The defending General will determine the area of the battlefield that is to be used. The gaming table will be oriented so that the Transportation Line being used by the attacker enters on a long edge of the board. If the attacker is using more than one Transportation Line, the line containing the larger attacking force will be considered the primary Transportation Line, and the board will be oriented so the primary Transportation Line enters on a long edge of the board. If the attacking forces are equal, the attacker will choose which Transportation Line is the primary line. The edge of the board containing the Attacker’s Primary Transportation Line is the Attacker’s edge, while the opposite is the Defender’s Edge. 6.3 Special Events Prior to placing troops on the battlefield, the judge will make a Special Events roll for each side. These special events are an attempt to simulate the unusual circumstances that happen in real life but are difficult to replicate in a miniature war game. Procedure: The judge will roll a d10. If a “1” is rolled, a second roll is made and the results are compared to the Special Events Table. Die Roll 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

Result Surprise Attack/Encamped Army Flanking Maneuver/Pre-Battle Intelligence Unorganized Command Cautious Commander Highly Motivated Division Fatigued Division Repeating Rifles Telegraph Lines Damp Powder Tragic Death

20

Fire & Fury Miniature Campaign v3.2

Surprise Attack (Attacker Only): The attacking army has caught the defenders by surprise. The attackers may set-up up to one normal move’s distance from the front line of defenders, even if it places the attacking units on the defender’s half of the board. During the first turn of the battle, the attacker may move all units their full movement rate (minus penalties for terrain) without the required die roll on the Maneuver Table. Immediately after all attacking movement is completed, defending brigades (with attached artillery) and unattached artillery that are being attacked (fire or melee) must roll on the following table and apply the effects immediately: Die Roll 1-2

Effect Surprised: Defenders are disordered/silenced and cannot fire in the next phase. Also the defender loses modifiers for leaders, favorable ground and support. 3-8 Hasty Alarm: Defensive fire is halved next phase. 9-11 Alerted: No effects upon the defender. (Add a +1 when rolling for a brigade with an exceptional brigade commander.) Encamped Army (Defender Only): The defending army has been caught while still in camp. The defender may only set up two divisions (or 1/3 of the available forces, which ever is less) on the board. The remaining forces are encamped throughout the defender’s set-up area. These camps are represented with a number of tents for each stand in each brigade. Brigades within a division must be camped near each other, and camps are to be set up behind the front line in obvious camping areas (in and around open fields, along roads, etc). Only those units placed on the board may be moved during the first turn. Those units still in camp may only move when activated. Units are activated by either time of day or proximity of enemy units. On the second player turn, one (1) division (or 1/4 of encamped units, which ever is less) may be activated. When activated, brigades may be placed in any formation and may move normally. On subsequent turns, one division (or another 1/4 of encamped units, whichever is less) may be activated until all available units have been activated. Any time an enemy approaches within musketry range of an encamped brigade or battery, all units of that division may be placed on the board, in any formation, but are disordered or silenced. Brigades may fire during the defensive fire phase, and may move during their player turn. Divisions activated in this manner are in addition to those divisions activated normally. Attacking brigades that are Green must cease all movement in a campsite in order to loot. Any shooting is done as if the unit was disordered. On the following turn, it may move normally. The only exception is if that Green unit is charging a defending unit. In order to be considered for a charge in this situation, the Green unit must be in contact with the defender. Flanking Maneuver (Attacker Only): Once the defender has completed his set up, the attacker may place two divisions (or 1/3 of available units, whichever is less) on the defender’s flank. These flanking units may be placed on the defender’s half of the board, and may be placed up to 12” away from the nearest defending unit. These flanking units may move normally during the first turn.

21

07/07/15

Pre-Battle Intelligence (Defender Only): The defending army has successfully scouted the approaching attacking army. In this situation, the attacking army sets up first before the defender. Unorganized Command: This event is an attempt to simulate the inability of some commanders from being able to decisively commit their troops into battle (i.e. McClellan at Antietam). In order to represent this, the army commander is only able to move those divisions that have been activated. Only a certain number of divisions may be active at any given time, depending on the time of day. Once a division has been activated and then deactivated, it may not be reactivated for the remainder of that day. If the battle goes into multiple days, this rule remains in effect, but those divisions that were activated previously, may be activated again on a new day. The army commander may have the following number of divisions active according to the following table: Time of Day Dawn – 0930 0930 – 1130 1130 – 1430 1430 – 1630 1630 – Dusk

# of Divisions 1 Division 2 Divisions 3 Divisions 2 Divisions 1 Division

The times of activation/deactivation are modified by the following table: Die Roll 1 2 3-8 9 10

Result 2 Turns Early 1 Turn Early Normal 1 Turn Late 2 Turns Late

Non-active units may fire at enemy units in range and fight in melee if charged. If they become disordered they must roll on the maneuver table to determine if they hold their ground. If forced to retreat, they retreat normally. These units may return to their positions unless it would bring them into enemy musketry range, at which point they would stop. Inactive units may not advance closer than enemy musketry range unless activated (but that doesn’t prevent the enemy from moving closer to them). Cautious Commander: The commander of the army must place two divisions (or 1/3 of available units, whichever is less) in reserve. This reserve must be placed in a position behind the main line of troops, in any formation desired. Once in place, these units are frozen and may not be used until activated. These reserve units are only activated if an enemy unit advances within musketry range. They may fire normally in the defensive fire phase, and may move normally during their next movement phase. Any reserve brigade that is disordered by artillery fire becomes active, but must make an appropriate roll on the maneuver table during the next maneuver phase. In this case, the entire reserve is not activated, only the brigade disordered by artillery fire. Highly Motivated Division: One division of the army has been motivated to win. Each brigade and battery in that division get a +1 to all maneuver, fire, and combat die rolls in addition to all other modifiers. Additionally, one normal commander may be designated as an exceptional commander for the duration of that battle. (The player in charge may designate which commander receives the exceptional bonus). The division is randomly chosen by the judge after all troops have been placed on the field.

22

Fire & Fury Miniature Campaign v3.2

Fatigued Division: One division of the army has had to deal with many nights of little or no sleep. Each brigade in the division starts the battle Worn, and any exceptional commanders in the division lose their exceptional status for the duration of the battle. The division is randomly chosen by the judge after all troops have been placed on the field. Repeating Rifles: One brigade, either through political connections or captured supplies, has managed to acquire repeating rifles. The brigade is randomly chosen by the judge after all troops have been placed on the field. This brigade may fire at two points per stand out to eight inches. Telegraph Lines: The field commander was able to set up telegraph lines with his subordinate units. All brigades are able to utilize the field commander’s bonus on the maneuver table, regardless of the distance or terrain between them. Damp Powder: The powder has been spoiled! One division in the army (brigade and battery) rolls all fire with a -1 modifier for the duration of the battle, even after being resupplied after being low on ammo. The division is randomly chosen by the judge after all troops have been placed on the field. Tragic Death: One exceptional commander has been felled by a sniper/friendly fire while scouting ahead of the lines. The commander will be chosen randomly by the judge after all troops have been placed on the field. 6.4 Battlefield Setup Defender: The defender sets up first. The defender is free to setup all of their units anywhere from his edge to the half-way point of the table. Units may be in any formation, and artillery may be limbered or unlimbered. Brigades within the same division should remain within 12” of each other. Artillery does not need to be within the command radius of its leader to be unlimbered during this initial setup. If the attacker has any Transportation Lines entering on the side or defender edge of the board, the defender must leave a 24” buffer from these points. Attacker: Once the defender has completed his setup, the attacker may begin placing his units on the board. The attacker may set up no closer than 18” to the defender but at no point may any attacking units be setup on the defender’s half of the battlefield. Units may be in any formation, and artillery may be limbered or unlimbered. Brigades within the same division should remain within 12” of each other. Artillery does not need to be within the command radius of its leader to be unlimbered during this initial setup. 6.4.1 Attacking Across a River Some strategic boxes have a blue line along one or more edges. If an attacker is using a transportation line that crosses this blue line, the attacker is considered to be on the opposite side of the river from the defender. The attacker must cross the river in order to control the strategic box. When setting up the battlefield, the defender has the option of having the river crossing occur off the field or on the field.

23

07/07/15

River Crossing Off the Table: If this occurs, the attacker is able set up pontoon bridges and cross the river unopposed. To do this, though, takes all day and the attacker is unable to begin the attack until the next morning. The actual starting time of the attack on the second day is determined by die roll and compared to the Starting Time Table (Section 4.4). In this situation, the defender (and only the defender) is able to receive reinforcements during the first day and overnight normally as if it were a normal multi-day battle. River Crossing On the Table: In this situation, the set up for the battle is done normally, with the exception that the Attacking Force must set up on the opposite side of the river from the defenders. In order to cross the river, the attacking force must build a pontoon bridge. Prior to the start of the battle, the Judge will roll a d6. For every Corps Commander that is present, +1 is added to the die roll. The resulting number is the total number of pontoon bridges that can be built. 6.4.2 Building a Pontoon Bridge 1. Each pontoon bridge that is to be built must have one infantry brigade assigned to the pontoon train. 2. The minimum time to build a pontoon bridge is 8 turns. 3. Pontoon trains are represented by a wagon. They have the same movement rate as foot artillery. 4. Any hit on the pontoon train causes it to go into disorder. a. A pontoon train must be in good order in order to begin construction. b. To remove a disorder, the player must roll on the Maneuver Table, the only modifier that can be applied are the leader modifiers. The pontoon train is considered attached to the detailed brigade in regards to the ability to receive a bonus for an exceptional brigade commander. 5. The pontoon train must drive up to the river’s edge at the exact point where the bridge is to be constructed. The infantry brigade detailed to construct the bridge will surround the pontoon train. Both must be in good order for construction to begin. 6. Each turn that the construction is able to continue, one stand of the brigade will be placed in front of the pontoon train to simulate continued progress across the river. 7. Once construction begins, only the infantry brigade doing the construction may be targeted. a. The firing unit may use the closest infantry stand to determine range. Regardless of where it is at. 8. The infantry brigade doing the construction may not fire. 9. During each Maneuver Phase that construction is to be conducted, the Infantry Brigade must make a die roll and compare it to the construction table. a. The die roll that is used for the Construction Table is the same die roll used when necessary to compare to the Maneuver Table. 10. The only modifiers that the Infantry Brigade may use are those for Leaders and Brigade Effectiveness.

24

Fire & Fury Miniature Campaign v3.2

Construction Table Die Roll

2 or less

3 or 4 5 or more

Good Morale Result No progress is made. Apply effects for this result from the Maneuver Table. Add one turn to construction time. No progress is made. Add one turn to construction time. Construction continues apace.

Die Roll

2 or less

3, 4, 5, 6 7 or more

Disordered Morale Result No progress is made. Add one turn to construction time. Apply effects for this result from the Maneuver Table. Brigade may not be used for further construction until rallied. No progress is made. Add one turn to construction time. Construction continues apace.

6.5 Starting Time In order to determine what time the battle will begin, the attacker will roll a d10 and compare it to the following table: Die Roll 1,2,3 4 5 6

Result On Time 1 Turn Late 2 Turns Late 3 Turns Late

Die Roll 7 8 9 10

Result 4 Turns Late 3 Hours Late 4 Hours Late 5 Hours Late

The results will be added to the time of sunrise for the appropriate month in order to determine the actual starting time of the battle. If the attacker is entering by more than one transportation line, a separate roll will be made for each transportation line. In the event that each transportation line has different results, the attacker has a few options: 1. The attacker may choose to begin the battle at the earliest starting time rolled. In this case, only those troops that are arriving from the associated transportation line may be set up during the Battlefield Setup phase. Those divisions that are entering along other transportation lines at a later time, arrive on the turn indicated, in road column at an entry point appropriate for the direction of the transportation line used. Additionally, these later arriving units may choose to arrive on the board in a formation other than road column, and may shift their entry location up to 12” from the transportation line being used by delaying their entry on to the field by one turn. 2. The attacker may chose to begin the battle with a later starting time. In doing so, those units arriving on transportation lines with the same, or earlier, starting times may be set up during the Battlefield Setup phase. Those units arriving later will arrive as described above. The following table determines the times for the first and last turns of a battle in a given month. If a battle is being fought during the November/December or January/February turns, the actual month will be determined through convenient means (odd/even die roll, high/low die roll, coin toss, etc). The last allowable turn during each month is a twilight turn. For example, the 1830 turn in April would be a twilight turn. During this turn, artillery may only fire out to canister range (4”), and infantry may only fire if they are participants in a charge combat. Also, all rolls on the Maneuver Table are made at a -1. (Great Eastern Battle Scenario Book, pg. 4, col. 3)

25

07/07/15

Month January February March April May June

Dawn 0730 0700 0630 0530 0500 0430

Dusk 1700 1730 1800 1830 1900 1930

Month July August September October November December

Dawn 0430 0500 0530 0600 0630 0700

Dusk 1930 1900 1800 1730 1700 1630

6.6 Reinforcements Each side may bring one division from each adjacent, connected box as reinforcements as the battle is fought. The reinforcements may not have already fought a battle this turn. The attacking player may not reinforce a battle from a box which contains enemy divisions. The defending player may reinforce from a box that has enemy divisions in it, provided that the number of divisions remaining are equal to or greater than the number of enemy divisions located there. Die Roll 1 2 3, 4

Result 3 Turns Late 2 Turns Late 1 Turn Late

Die Roll 5, 6, 7 8, 9 10

Result On Time 1 Turn Early 2 Turns Early

Starting on the 1300 turn (adjusted by die roll according to the table above), a reinforcing unit may enter the board in road column at a designated entry point. For any additional units to enter the board on the same transportation route, the previous unit must have arrived in its entirety. It is important to note that in the event of an attacker having multiple starting times, as described previously, those units that are a part of the initial attack, but arrive at a later time, are not considered reinforcements. Additionally, these divisions must have arrived on the field in their entirety prior to any reinforcements arriving along the same route. If the battle becomes a multi-day battle, one additional division may be brought in as reinforcements during the night. Remaining units will enter on the following day; the first division will dice for arrival in the same way the battle starting time is determined. The next division will arrive during the 1300 turn (adjusted by die roll according to the table above). If the route being used by reinforcements is a friendly rail line, one division using that route may be moved by rail. Starting on the 0900 turn (adjusted by die roll according to the table above), and every turn thereafter, one brigade of that unit arrives by rail. The division commander of that unit arrives with the first brigade. Artillery attached to the unit will arrive, one by one, after all infantry arrives. Units arriving by rail will be dropped off at a designated point determined by the judge after all other movement is completed. Brigades can be placed in any formation desired, but are disordered. They may not move but can fire. During their next movement phase, the brigade will automatically “Rally with Élan” and may move normally. The exception to this is if the brigade received “Lively, Telling, Deadly, or Withering Fire” or was involved in charge combat. Under these circumstances, the brigade would have to rally normally.

26

Fire & Fury Miniature Campaign v3.2

If the designated drop off point is over-run by the enemy, reinforcements will no longer be able to arrive by rail for the rest of the battle. Reinforcements will still be able to use that transport route, but will only be able to arrive by foot, normally. 6.7 Heavy Casualties In order to represent the fatigue and wear that an army faces as a battle progresses, it is important to know the threshold an army has before it reaches that point. Generally speaking, an army with Veteran or Crack divisions will be able to fight longer before reaching this threshold when compared to an army composed of Greed divisions. Procedure: Total the number of stands for each brigade to go from Fresh to Worn. To this number, add twice the amount of artillery batteries present (including reserve artillery). Once the army has lost a number of stands equal to this final number (wrecked batteries count as two stands; damaged batteries count as one stand), every brigade in that army (even Fresh brigades) will take a -1 penalty on the maneuver table. If the army has reached heavy casualties and has greater losses than the opponent, this penalty increases to -2. Note: The greater losses modifier applies only after an army has reached its threshold for heavy casualties. It is possible for both sides to have heavy casualties, but only one side will have greater losses. 6.8 Ending the Battle Once a battle has been started, it continues until one army or the other decides to withdraw from the field. During daylight, if a commander wishes to withdraw, he simply moves his troops off the board in the direction of a friendly transportation line. Once a unit is moved off the board, it is removed from play and cannot return. Defenders who want to withdraw may not begin to withdraw their troops off the board until the 1200 turn. If the battle continues until night, both commanding generals will secretly write down whether they intend to withdraw or stay and fight. If both armies stay, the battle will continue into another day. If one army decides to withdraw, the other is in control of the box. If both decide to withdraw, then the box is unoccupied and will be controlled by the country as determined by the box’s color. While it is more than likely that an army choosing to withdraw from a battle would be declared the loser, it is possible in some circumstances that they could have fought the battle to a tactical draw or even a tactical victory. The following Victory Points Chart will be used to determine how many points each army accumulated during the battle:   

1 VP 1 VP 1 VP

 

2 VP 4 VP

Each worn enemy brigade. Each wrecked or captured enemy battery. Each killed, wounded, or captured enemy corps, division, or exceptional brigade commander. Each spent enemy brigade. Each enemy brigade that “quits the field” or is destroyed.

If each side has a VP score that is within 5% of the other, the battle is declared a tactical draw, otherwise the side with the most points is credited with a tactical victory. 6.9 Multi-Day Battles

27

07/07/15

If a battle continues into another day, the following procedures will occur during the night: 1. An approximate mid-way point between each army will be determined. In the event that units are locked in a desperate struggle, each side will pull back 4” (a total of 8” of space will separate the units previously engaged in combat). The exception to this is if one unit is behind fieldworks, trenches, etc. In that event, the opposing unit will pull back 8”. 2. The attacker will remove disordered, silenced or low on ammunition markers. Half of all killed and skedaddled stands during that day (round down) will be recovered and new brigade effectiveness will be determined. Captured and wrecked batteries are not recovered. A replacement leader for each fallen division and corps leader is placed on the battlefield attached or adjacent to any subordinate unit. All attacking units, including those that may have had to pull back, may redeploy to a new position and change formation within a 24” radius of their present position. Movement rates and terrain effects are ignored. Additionally, any reinforcements that arrive during the night may be placed in any position and formation desired. Units may not be placed or moved to within 4” of the mid-way point and must remain beyond enemy musketry range. 3. After the attacker has completed all movement and positioning, the defender may remove markers, recover losses, redeploy, and reinforce as described above. Units may not be placed or moved to within 4” of the mid-way point and must remain beyond enemy musketry range. A few notes regarding the night movement turn:  Units that begin the battle out of supply cannot remove the low on ammunition marker.  If for any reason, a brigade did not begin a battle FRESH, it begins each successive day at the level it entered the battle at. Units that started the battle WORN recover losses and recalculate their effectiveness normally, but instead of becoming fresh, are considered WORN.  If a unit is protected by fieldworks or a stone wall, the mid-way point will be adjusted so that that particular unit does not need to vacate the protective cover.  If each side is under cover of its own fieldworks or stone wall, and they happen to be within enemy musketry range of each other, neither side will be required to vacate the protective cover. The mid-way point will be determined from their present positions.  If each side is on opposite sides of the same stone wall, the units that arrived first are considered to be controlling that particular obstacle and the other would have to pull back out of enemy musketry range. 6.9.1 Battles that Extend Beyond Two Days Units that are directly involved in the battle for the first and second days begin the third day (or additional days, if necessary) WORN if they end the second day’s battle WORN or SPENT. This only applies to those brigades that participated in Musketry & Cannonade and/or Charge on both the first AND second days. 6.10 Retreating from Battle Either side may voluntarily withdraw at any time (although the Defender may not initiate a voluntary withdraw until after the 12:00 PM turn of the first day of battle). The decision to retreat must be made without studying the strategic map.

28

Fire & Fury Miniature Campaign v3.2

Procedure: All of a player’s divisions involved in a battle retreat to an adjacent box connected by a transportation line within the restrictions below, thus ending the battle.  All divisions must retreat to the same box.  The box retreated to must neither contain enemy divisions nor be an enemycontrolled Recruitment City (i.e., one with a Recruitment Value of either color).  If possible, the retreat must be to a friendly-owned box, but this is not required if none are available.  Defending divisions may not retreat to a box from which the attacking units entered the battle. If no such boxes are adjacent to the battle, then that army cannot retreat and all remaining stands surrender. If an army retreats, the other side immediately wins the battle. 6.10.1 Naval Evacuations These rules deal with evacuating Union troops from a seacoast during a battle. Confederate troops are allowed to conduct a battlefield evacuation only if they are actively receiving Foreign Intervention and they have an open port to evacuate to. These rules are intended to give an evacuating force some hope of mounting a rearguard and withdrawing as much of their force in good order if attacked in strength, whilst also giving the attacking force a hope of catching a reasonable piece of the retreating army. Each brigade or battery has a shipping point value, which reflects the amount of difficulty of moving that unit by sea, including embarkation. There are, in fact, two values: fully equipped, and without equipment. The former includes all vehicles, animals, artillery pieces, etc., whereas the latter includes just the retreating men. Units can be shipped at the maximum rate of 2 points per hour from port boxes with Recruitment Values and 1 point per hour from port boxes without Recruitment Values. Brigades shipped from a port without a recruitment value may only be shipped without equipment. Non-recruitment value port rates are halved during night hours, recruitment value port rates remain the same. If a unit is disordered when shipped with equipment, it counts as double its normal size due to confusion on the docks. Disordered units do not count as double when shipped without equipment. Units evacuated by sea are returned to a port of the Judges choosing. All units evacuated will not necessarily go to the same port depending on the amount of units evacuated. Units evacuated without equipment will be inactive for a period of time in order to reequip themselves. The Judge will roll a d10, and the resulting number will equal the number of strategic turns the evacuated units must remain stationary. Artillery pieces that are abandoned can be used by the remaining force. Unit Type Inf Brigade Cav Brigade Art Battery

With Equip 2 4 2

Without Equip 1 1 .5

29

07/07/15

6.11 Desertion At the end of every battle, those full strength infantry divisions that suffered 7 or less stands lost (either killed, captured, or skedaddled—wrecked batteries count as 2 stands lost; damaged batteries count as 1 stand lost) are restored back to full strength. If a full strength infantry division suffers 8 or more stands lost, it is considered to be reduced and must make a Desertion Check (full strength cavalry divisions must suffer 6 or more stands lost before becoming reduced). Half strength divisions that suffered any amount of casualties must also make a Desertion Check. Procedure: A division makes a Desertion Check by rolling a d6 and comparing the result to that unit’s modified Morale Value. If the die roll is less than or equal to the unit’s modified Morale Value, it is eliminated and removed from the strategic board. If the die roll is greater than the unit’s modified Morale Value, the unit remains in play as a half strength division. Base Morale Values Unit Type Morale Value Crack 1 Veteran 2 Militia after 1861 3 Militia in 1861 4 Morale Value Modifiers (modifiers are cumulative) Modifier Cause +1 Division is on the losing side (as determined by VPs) +1 For a full strength Inf. Division suffering 16 or more stands lost (wrecked batteries = 2 stands lost; damaged batteries = 1 stand lost) +1 For a full strength Cav. division suffering 11 or more stands lost (wrecked battery = 2 stands lost; damaged battery = 1 stand lost) +1 For a half strength Inf. Division suffering 6 or more stands lost (wrecked batteries = 2 stands lost; damaged batteries = 1 stand lost) +1 For a half strength Cav. division suffering 4 or more stands lost +1 For each of the division’s brigades that were eliminated or “quit the field” +1 Exceptional Division commander was removed from play (killed, captured, etc.) -1 Corps or Army commander was exceptional

30

Fire & Fury Miniature Campaign v3.2

Chapter 7: Promotion Divisions may be promoted at the conclusion of each battle and during the Promotion Segment. Militia (Green) divisions are promoted to Veteran divisions, and Veteran divisions are promoted to Crack divisions. Procedure: To promote a division, remove it from the board and replace it with a division which is the same type (Infantry or Cavalry) at the next higher quality. Militia (Green) divisions are placed in the Recruitment Pool, Veteran divisions are returned to the player’s stock.  Each time a player wins a battle (whether attacking or defending), he may immediately promote one of his eligible divisions. To be considered eligible, every brigade in that division must have actively participated in the battle either through musketry and cannonade or being involved in melee combat.  During his Promotion Segment, the player whose turn it is may promote any one division. Exception: A division that was just promoted during that player’s Combat Segment cannot be selected; no division can receive two promotions during a single Player Turn. Promoting a division does not affect its other status. A promoted division that is entrenched or reduced remains entrenched or reduced. 7.1 Combat Experience A player can promote a Veteran division to a Crack division only if it is the victorious survivor of a battle. The ‘free’ promotion during the Promotion Segment may not be used to raise Veteran to Crack divisions. 7.2 Confederate Replacement Training The Confederate player rolls one d6 during his Promotion Segment. On a roll of one (1), he may promote two divisions that turn, instead of one.

31

07/07/15

Chapter 8: Recruiting After all promotion and reorganization has been completed, Generals may recruit new divisions by spending the recruitment points that have been allocated to them. Additionally, the Generals may choose to spend the recruitment points in order to replenish existing under-strength division. Procedure: To recruit, roll one die. The Union player always receives a minimum of 3 Recruitment Points per turn, even if he rolls a 1 or 2. The Confederate player always receives a minimum of 2 Recruitment points per turn, even if he rolls a 1. Additionally, he never receives more than 4 Recruitment Points per turn, even if he rolls a 5 or 6. Spending Recruitment Points: One Recruitment Point is spent to recruit one of that player’s Militia (Green) divisions from the Recruitment Pool.  Both Militia Infantry and Militia Cavalry may be recruited if available in the Recruitment Pool. Placing a Recruited Division: A newly recruited Militia division can only be placed in a friendly-controlled Recruitment City that has a shield of that side’s color (Red for Confederates, Blue for Union).  Recruitment Cities with a value of 1 or 2 may only raise one division.  Recruitment Cities with a value of 3 or greater may raise up to two divisions. Some friendly cities, when captured, become Recruitment Cities for the other side. Cairo, for example, is a recruitment city for whomever controls it. Recovering Reduced Divisions Players may spend a Recruitment Point to recover one reduced-strength unit on the map (flipping it back up to its white-numbered side) in lieu of recruiting a Militia unit from the Recruitment Pool (as usual). 8.1 Maximum Army Size The numbers in the Recruitment Cities are used to determine the maximum allowable size of a player’s army. Procedure: The sum of all numbered shields of the correct color (blue for the Union, red for the Confederacy) in all Recruitment Cities controlled by that player is his Army Maximum Size. This is the maximum number of divisions that he is allowed to have in play at a time.  A player may not recruit more Militia divisions than necessary to bring him up to his Army Maximum Size (even if more are available).  If, however, the number of divisions a player currently has on the board exceeds his current Army Maximum Size due to loss of a city, he is not required to remove any divisions. Both players’ Army Maximums should be shown using two Control markers and the numbered track in the southeast corner of the board. Be sure to keep these values current!

32

Fire & Fury Miniature Campaign v3.2

Procedure: Place a Control marker in the box corresponding to each player’s initial Army Maximum size (i.e., the sum of all controlled Recruitment City Values). In the 1861 Campaign Game Scenario, this would be 29 for the Confederacy and 34 for the Union. Whenever a player captures a Recruitment City containing a shield of his color, adjust his Control marker upward on the scale; whenever a player loses a Recruitment City containing a shield of his color, adjust his Control marker downward accordingly. Note that if a player captures a neutral Recruitment City (i.e., one that his opponent did not control – specifically, those that begin the game in Kentucky), his enemy’s Army Maximum Size will not be reduced (since it was never previously increased for having controlled it). 8.1.1 Confederate Troops Capture Washington D.C. The Confederacy does not automatically win if Washington is captured. Procedure: Instead roll one die and subtract that amount from the Union Army Maximum Size value. This only happens the first time the Confederates capture Washington. If it happens again, it is treated like any other Recruitment City.  If a one (1) is rolled, subtract two (2).  If the Union recaptures Washington, add only its Recruitment Value (of one) to the Union Army Maximum Size. 8.2 Union Army Drafts The Union player begins the 1861 Campaign Game Scenario with only twelve Militia Infantry divisions. The other twelve are set aside and the Union player may not recruit them. They do not enter play until Drafted. Procedure: The Union player gains these additional Militia Infantry divisions over the course of three Drafts.  Drafts occur at the beginning of the 04 (April) Game Turns in 1862, 1863, and 1864.  For each Draft, four of these Militia Infantry divisions are added to the Recruitment Pool and are available for the Union player to recruit on that turn. 8.2.1 The Draft Riots of 1863 The four Militia Infantry divisions drafted by the Union in 1863 are not all added to the Recruitment Pool during the 04 (April) 1863 Game Turn. Instead, one is added in 04 (April), another in 05 (May), one more in 06 (June), and the last one in 07 (July) of the year 1863. 8.3 Increasing Union Forces To reflect the increasing Union mobilization of resources, the ability of the Union to support troops increases with each draft. Procedure: After the first Draft on 04 (April) of 1862, the Union may support on the game board (and Recruit up to) four more divisions than its Army Maximum Size.

33

07/07/15

After the second Draft it may have four more, and after the third draft, another four divisions. EXAMPLE: If the Union army maximum in 05 (May) 1864 is 35, up to 12 additional (47 total) Union divisions may be in play on the board. Note that this is an economic increase and not a political one. Therefore, the Union Army Maximum Size does not increase for purposes of a Confederate victory. 8.4 Foreign Troops and Navy The War at Sea: If, during the Union Movement Segment, the Foreign Navy marker is flipped to the Union side, that resource is unavailable to the Confederate Player. Unlike the three domestic Confederate Navy Boxes, the Confederacy can flip the flag marker in the Foreign Navy Box back to its Confederate side. This is done at the cost of one Recruitment Point during the Recruitment Segment Replacing Destroyed or Disbanded Foreign Intervention Units: If destroyed or disbanded, Foreign Intervention Units can be replaced during the Confederate Recruitment Segment. However, each Foreign Intervention Unit costs two Recruitment Points to replace. These divisions are recruited back ‘in Europe’ and, once again, require Confederate Sea Movement to get back onto the game board on a future Confederate Player Turn.

34

Fire & Fury Miniature Campaign v3.2

Chapter 9: Capturing and Controlling Boxes Throughout the game, all blue boxes not controlled by the Confederates are controlled by (i.e., ‘friendly to’) the Union. All gray boxes not controlled by the Union are controlled by the Confederacy. All tan boxes (i.e., those in Kentucky) that are not controlled by either side are neutral and not friendly to either side. Procedure and Timing: A player ‘captures’ (‘owns’ and/or ‘controls’) a box by having at least one division there at the end of his friendly Combat Segment. Just ‘passing through’ or residing in a box at the end of a particular March during your Movement Segment does not change control of that box to ‘friendly’. Control of boxes only changes at the end of a player’s Combat Segment.  Once captured, a box remains under that player’s control until the other player recaptures it (but note the Cavalry unit exception below). Noting Control: Physically occupying a box with a division at the end of a friendly Combat Segment denotes its current ownership. If there is a Control marker in that box, remove it. If a player captures a tan box or a box of the enemy color, and later completely vacates that box, immediately place a Control (Flag) marker there to indicate its continued ownership by the vacating player.  Any box without a division or Control marker in it is deemed to belong to its original owner (Union or Confederate) based on the color of that box. Tan boxes without Control markers are uncontrolled. Exception: Cavalry divisions alone (without infantry divisions) control a box only while they occupy it. The instant they completely vacate it, control reverts back to the box’s original color (i.e., A player must bring in (or recruit) a friendly Infantry at that box in order to place a Control marker there and maintain ownership. Key Concept: Cavalry ‘raids’ deep into enemy territory thus maintain only tenuous control. However, cavalry raids into enemy-controlled friendly territory will convert those spaces back to their natural (friendly) color.

35

07/07/15

Chapter 10: Game Length and Victory Conditions 10.1 Game Length The game can last up to 40 Game Turns, from 07 (July) 1861 to 06 (June) 1865. The game will be generally sorter, however, because one player usually wins before that time. Game Turns are marked on the Turn Record Track placing the wooden Turn marker along the perimeter of the board. Advance this marker by one box at the end of each Confederate Player Turn to indicate the beginning of a new Game Turn. 10.2 Victory Conditions Union Victory Conditions: The Union wins when (and if) they simultaneously control all seven Confederate Recruitment Cities with a Recruitment Value of 2 or 3. Specifically, these cities are: 1. Atlanta 2. Charleston 3. Memphis 4. Mobile 5. New Orleans 6. Richmond 7. Wilmington When the Union player captures the last of these Recruitment City boxes, play stops immediately, and the Union wins. Confederate Victory Conditions: For the Confederates to be victorious, they must win any of the following objectives: 1. Capture (and avoid losing) sufficient Recruitment Cities to make the Confederate Maximum Army Size greater than that of the Union’s. If this is done, play stops immediately, and the Confederacy wins. 2. Avoid a Union Victory. If the Union has not fulfilled their victory conditions by the end of Game Turn 40 (or 45, if agreed upon), the Confederacy wins by default. The South has survived and receives recognition as an independent nation by the North.

36

Fire & Fury Miniature Campaign v3.2

Chapter 11: Miscellaneous Rules 11.1 Fortifications There are three types of fortifications that are used during the game: hasty works, entrenchments, and permanent fortifications. Hasty Works: Hasty works are those works that are built during a tactical battle. Brigades will not be able to build hasty works until the January/February, 1863 turn. Hasty Works provide a -1 to incoming fire for cover and +1 for defending against a charge. In order to build hasty works, a brigade must remain stationary for 1 full turn. They may still fire during the turn they are building the hasty works, but do so as if they were disordered. The frontage of the works equals the frontage of the brigade. Hasty works are only usable by the brigade that builds them. If the brigade moves from the position (either voluntarily or involuntarily), the hasty works are lost. Entrenchments: Entrenchments are semi-permanent non-battlefield breastworks that are built as part of strategic movement. These works are built by divisions that received a march order to entrench. The entrenched army will receive 18” of breastworks for every division that was entrenched prior to the start of the battle. Additionally, a redoubt is received for each artillery batter from those entrenched divisions (excluding reserve artillery). These works provide a -2 to incoming fire for cover and a +2 for defending against a charge. During the tactical battle, these breastworks act as permanent fortifications. Units may occupy or vacate any section of the works as they desire and the works will remain. Permanent Fortifications: There are a few cities throughout the map that contain permanent fortifications. These differ from entrenchments in that these works will always remain in place, and will continue to grow, regardless of whether any divisions are entrenched there or not. Additionally, any division that begins the turn in one of these boxes is automatically considered to be entrenched. Note: breastworks and artillery pieces added each month are cumulative with previous months. Trenches: Breastworks that are improved into trenches provide an additional bonus. Defenders in a trench receive a -2 on fire for cover and +3 for defending trenches against a charge. Fortress Monroe: Fortress Monroe is a traditional stone fortress. As such, it has 24” of continuous walls. When placed on the battlefield, these 24” of works must be continuous and placed in a location designated by the Judge. Brigades that occupy the works receive a -2 to fire for cover, and cannot be charged. Additionally, these units are considered to be one level higher than the surrounding terrain for indirect fire purposes. It is permanently manned by 2 artillery batteries. Fortress Monroe does not increase in size. Divisions that are entrenched may choose to build breastworks per the entrenchment rules above.

37

07/07/15

Washington D.C.: Fortifications and guns are placed at Washington according to the following schedule. They show up at the start of the turn before any movement is done by either side. (Breastworks can be converted to trenches at the cost of 2” for every 1” converted.) These works can be part of a continuous belt, separate works, or a combination of both. Redoubts are allowed to be placed for all garrisoned artillery as well as any artillery belonging to divisions that are entrenched (excluding Army or Corps Reserve Artillery).  August 1861 – 24” of breastworks  September 1861 – 24” of breastworks and 1 Artillery Battery  October 1861 – 24” of breastworks and 1 Artillery Battery  November/December 1861 – 24” of breastworks and 1 Artillery Battery  Starting in January/February 1862, 6” of breastworks are added each month. In addition, 2 Artillery Batteries are added on the January/February 1862, 1863, 1864, & 1865 turns. Richmond: Fortifications and guns are placed at Richmond according to the following schedule. They show up at the start of the turn before any movement is done by either side. (Breastworks can be converted to trenches at the cost of 2” for every 1” converted.) These works can be part of a continuous belt, separate works, or a combination of both. Redoubts are allowed to be placed for all garrisoned artillery as well as any artillery belonging to divisions that are entrenched (excluding Army or Corps Reserve Artillery).  August 1861 – 24” of breastworks  September 1861 – 24” of breastworks and 1 Artillery Battery  October 1861 – 24” of breastworks and 1 Artillery Battery  November/December 1861 – 24” of breastworks and 1 Artillery Battery  Starting in January/February 1862, 6” of breastworks are added each month. In addition, 2 Artillery Batteries are added on the January/February 1862, 1863, 1864, & 1865 turns. Vicksburg: Fortifications and guns are placed there according to the following schedule. They show up at the start of the turn before any movement is done by either side. (Breastworks can be converted to trenches at the cost of 2” for every 1” converted.) These works can be a part of a continuous belt, separate works, or a combination of both. Redoubts are allowed to be placed for all garrisoned artillery as well as any artillery belonging to divisions that are entrenched (excluding Army or Corps Reserve Artillery).  August 1861 – 12” of breastworks  September 1861 – 12” of breastworks and 1 Artillery Battery  October 1861 – 12” of breastworks  November/December 1861 – 12” of breastworks and 1 Artillery Battery  Starting in January/February 1862, 3” of breastworks are added each month. In addition, 1 Artillery Battery is added on the January/February 1862, 1863, 1864, & 1865 turns. 11.2 Captured Troops, Artillery, & Leaders Troops, artillery, or leaders captured during the course of a battle have no direct affect on that battle, except where noted, and are removed from play.

38

Fire & Fury Miniature Campaign v3.2

Chapter 12: Rules Clarifications for Fire and Fury Great Eastern Battles Scenario Book  Charging in March Column – A brigade in march column may not initiate charge combat. All brigades in march column must remain more than one inch away from all enemy units except limbered artillery. If a limbered battery is in the path of an enemy march column it must be moved away by its owner. The battery is retreated a full move and receives a silenced marker. During the next movement phase, the battery must be retreated at least a half move to remove the silenced marker. If the battery is moved a full move away and can still be contacted by the march column it is captured and removed from the board. (pg 4, col. 1)  Assault Column – Similar to a March Column, but used when charging across a bridge or ford. To form an assault column the attacking brigade must start its player turn within a half move distance from the crossing and in any formation. The unit must first roll a “well handled” effect during its movement phase which allows it to temporarily change formation into an assault (march) column before charging over the bridge or ford. During the fire combat phase the assault column is considered to be a target enfiladed from all directions. Only the assault column’s front stand may return fire.

 

 

Charge combat must be resolved if the crossing is defended by an enemy unit within two inches. The assault column is considered outflanked during the charge and does not receive a modifier for support. It may count all of its stands for numbers. If the assault column wins the charge by a +1 or more die roll difference, it must again change formation immediately after crossing. It must deploy into a single or double line formation with both flanks refused and touching the creek. If a bridge or ford is undefended, the assault column charges over the crossing and deploys unopposed. (pg. 4, col. 2) Disordered units that are forced to retreat a full move a second time are only removed from play if they are forced to retreat through an enemy brigade, battery, or impassable terrain. (pg. 4, col. 2) Benefit of Woods – A firing unit receives a -1 modifier when firing at any infantry or dismounted cavalry target in woods, including firing at a unit charging through woods. Infantry or dismounted cavalry defending in woods during charge combat receive a noncumulative +1 favorable ground modifier. Artillery or mounted cavalry fired at or in charge combat in wooded terrain are not modified. (pg. 5, col. 1) Modifiers – Defensive modifiers given in charge combat for favorable ground are noncumulative. Modifiers given for stone walls and field works are in addition to those given for favorable ground. (pg. 4, col. 3) Elevations – Elevations consist of one or more terrain contour levels and crest lines. Generally, a crest line can be assumed to run down the long axis of the elevation. Units on elevations are considered to be on a crest line, or on either the forward or reverse slope of the elevation. A unit is on the forward slope, in relation to other units, if it is on the same side of the crest line. It is on the reverse slope, in relation to other units, if the line of sight to the unit crosses the crest line. Crest lines are considered to be one level higher than the elevation they are on. A line of sight is blocked if it passes through an elevation that is higher than both the firing unit and the target. An exception is that line of sight is not blocked by a crest line if the units are within 2” of each other. Line of sight is not blocked by elevations or obstacles that are lower than both the firer and target.

39

07/07/15

Line of sight is normally blocked by woods, orchards, swamps, towns, and units (friendly or enemy brigades and batteries). Artillery (but not infantry) may fire over these obstacles if: a. the firing battery or the target is on a crest line or the forward slope of a higher elevation, and b. no part of the potential obstacle is closer than 4” to either the firing battery or the target, and c. the potential obstacle is either lower than the firing battery or lower than the target.



 

Units defending on a higher elevation (including a crest line) during charge combat receive a noncumulative +1 favorable ground modifier. (pg. 5, col. 3) Abatis – Infantry in march column and leaders may cross an abatis without delay. All other formations must halt immediately on entering the abatis. They may move away the following turn. Units entering an abatis within enemy musket range immediately become disordered. Artillery or mounted cavalry may not cross an abatis except on a road. (pg. 12, col. 1) Railroads – Infantry may move in march column or by the flank along a railroad to negate movement penalties through woods or to ford streams. Artillery or mounted cavalry cannot use a railroad for movement. (pg. 12, col. 1) Towns – Town areas have the same effect on movement, combat, and line of sight as a wooded area. Movement penalties are negated if a unit moves through a town in march column on a road. Individual building models have no effect and may be moved aside to allow for the passage of units through a town area. (pg. 44, col. 2)

Great Western Battles Scenario Book  Looting – The first non-charging “Green” brigade to pass through or within 2” of each enemy camp must halt and end movement for that turn to “loot”. A charging brigade, leaders and batteries do not stop to loot. [To be considered a charging brigade], the charging brigade must make contact with an enemy unit at the end of movement. Once a camp has been looted it is removed from the board. A unit that involuntarily retreats through a camp does not stop to loot. (pg. 9, col. 2)  Redoubts – When a brigade incorporates into its formation a battery that is located in a redoubt, it receives the redoubt’s charge combat modifier, but only the battery benefits from the fire combat modifier. (pg. 12, col. 1)  Redoubts – Only one artillery battery may occupy a redoubt. Within the redoubt a battery has a full 180 degree arc of fire. The battery fires full strength within 45 degrees on either side and half strength from 45 to 90 degrees on either side.





When a battery within a redoubt is silenced or low on ammunition it does not retreat to remove the markers. The markers are removed at the end of the battery’s second maneuver phase. (pg. 13, col. 2) Mounted Infantry – When dismounted, this unit fires at full strength up to 8 inches. In addition, this brigade may form a supported line of battle. While in a supported line of battle, these units do not receive the -1 modifier in fire combat normally given to dismounted cavalry. When dismounted, an appropriate number of stands must be removed to act as horse holders, just like normal dismounted cavalry. (pg. 29, col. 2) Repeating Rifles – A cavalry brigade armed with repeating rifles is able to fire at double strength out to 8 inches when dismounted. (pg. 30, col. 2)

40

Fire & Fury Miniature Campaign v3.2

Core Rule Book  Brigade Effectiveness – The brigade effectiveness level remains constant through out a player turn… The lower level will begin in the very next player turn. (pg. 12, col. 2) If it is the Confederate player’s turn, and a brigade takes enough casualties to drop it from Fresh to Worn, it will maintain a Fresh status until the Union player’s turn.  Playing Sequence – Each half-hour game turn is divided into an alternating Union Player Turn and a Confederate Player Turn. Each Union and Confederate turn consists of three phases that must be played in the sequence outlined on page 18. A phase must be completed before proceeding to the next phase. A player turn ends after all three phases have been played. After completing both player turns, a game turn is completed. (pg. 17, col. 1)  Replacing Leaders – [Leaders to be replaced] remain out of play for one friendly player turn. The brigades of the lost leader’s command lose the benefits of the leader’s modifiers until he is replaced. The replacement leaders are returned to play on the second friendly player turn. (pg. 20, col. 2)  Attached Leaders – It is important to remember that a leader may not move more than its 18” movement distance in a single game turn. The newly attached leader will complete any remaining movement when the brigade attempts to maneuver. The Brigade and leader now move together as one unit. The two may be limited to the balance of movement of the leader or any brigade movement restrictions, whichever is less. (pg. 21, col. 2)  Dismounted Cavalry – May only form a line of battle. It may not be supported or offer support to another brigade. (pg. 24. col. 2)  Silenced Artillery – Artillery that starts the phase silenced must attempt to rally by limbering-up and retreating at least half its movement rate. (pg. 25, col. 1)  Advance and Withdraw – A brigade cannot advance and withdraw in the same phase… A line formation may not change its facing more than 45 degrees during its movement. (pg. 27, col. 1)  About Face – A brigade may only about face under the following conditions 1. Withdrawing more than half its movement rate to the rear. It may again about face and front the enemy once the movement is complete. 2. Moving by the flank. 3. Hold its ground. (pg. 27, col. 1 & 2)  Withdrawing Without an About Face – A brigade may withdraw without the use of an about face if it uses half or less of its AVAILABLE movement rate. The brigade must maintain its facing to the enemy, and such a brigade is not subject to the +1 fire modifier. (pg. 27, col. 2) This means that a unit cannot wheel, but can oblique.  Moving by the Flank – A brigade moving by the flank may not contact an enemy brigade or battery. (pg. 27, col. 2)  Wheel – [The stand on the inside of the wheel] pivots to assume a new facing, while all other stands swing forward or backward to conform to the new facing. A brigade in line may wheel up to 45 degrees during the phase. Movement is measured from the front edge of the stand which wheeled the furthest distance. (pg. 27, col. 2)  Refuse the Flank – A brigade can refuse the flanks as it advances, withdraws, moves by the flank, or changes into a line formation. A brigade may NOT refuse its flank when charging or in a column formation. (pg. 28, col. 1)  Charge – A charging brigade advances toward the enemy by the most direct route. This route is traced from the CENTER of the charging brigade to the closest point of the defending unit. The charging brigade may wheel before moving forward to charge. The charging brigade may oblique towards the enemy in a direct path… A brigade may not charge during a turn in which it has changed formation, moved by the flank, or made an about face. (pg. 28, col. 2)

41

07/07/15

  





   











Retreat – A retreating brigade or leader ignores movement penalties for rough terrain and fording. Batteries that are required to retreat must pay all movement penalties. (pg. 29, col. 2) Wheeling and Oblique During a Retreat – [A] retreating brigade may wheel and oblique even greater than 45 degrees to complete its retreat requirements. (pg. 29, col. 2) Movement Mode and Formation in a Retreat – Infantry and mounted cavalry must maintain its current formation. Dismounted cavalry will maintain its formation when required to retreat 2” from enemy units. For any other retreat results, the cavalry must mount. Artillery batteries must always limber to retreat. (pg. 29, col. 2) Quitting the Field – A brigade that starts the retreat disordered, or a silenced battery, “quits the field” and is removed from play [when a brigade or battery cannot complete its required retreat movement because of the presence of enemy brigades, batteries or impassable terrain.] (pg. 29, col. 2) Retreating Beyond Enemy Musketry Range – For purposes of retreat only, the enemy musketry range is considered to extend beyond the enemy brigade in every direction… Friendly brigades and batteries in this case do not block line-of-sight and the retreat must continue to the proper distance. (pg. 30, col. 1) Passage-of-Lines – A brigade loses 3” only once during movement, regardless of the number of formations it passes through. (pg. 31, col. 2) Changing Formation – The formation change must be the first action taken by the brigade. (pg. 31, col. 2) Redeploy a Line – [Changing from single line to double line, or vice versa] must maintain its original facing. A brigade may not move if changing line formations. It may refuse its flanks as it changes formation. (pg. 32, col. 1) Deploy Column into Line – Changing from a field column into [line], one stand in the current column is selected as a guide and must maintain its position, but can be pivoted to face in any direction. [When changing from march column to line], the guide stand must always be the lead stand in the march column formation. As the brigade changes formation, it may refuse its flanks up to 45 degrees. (pg. 32, col. 1 & 2) Forming Field Column – Any two adjacent stands in the current line formation are selected as guide stands and may pivot in place to face in any direction. [When changing from a march column], the guide stands must always be the two lead stands. After changing into a field column, the brigade may then move up to half its normal movement rate. (pg. 32, col. 1 & pg. 33, col. 2) Forming March Column – To form a march column, select any one stand of the current formation as a guide stand. The guide stand may be pivoted to face any direction. The guide stand must now move the allowed half movement rate. (pg. 33, col. 2) Removing a Silenced Battery Marker – They simply retreat at least half their movement rate away from the enemy during the Maneuver Phase. A silenced battery that ends its move out of enemy musketry range is considered to be rallied and the silenced marker is removed after its movement is completed. A battery may not unlimber during the turn in which a silenced marker is removed. (pg. 33, col. 2) Replenishing Ammunition for a Battery – Artillery must limber, retreat at least half its movement rate, AND be out of enemy musketry range or line of sight at the end of the Maneuver Phase to remove a low on ammunition marker. Artillery must be limbered to remove the marker. (pg. 33, col. 2) Selecting a Target – A target is normally one brigade. When a second brigade moves up to provide a second line of support for the charge combat, they are treated as a single target. (pg. 35, col. 2) *From this, it appears that the only time that a brigade in support may receive casualties from fire combat is when it is involved in a charge.

42

Fire & Fury Miniature Campaign v3.2



 

  

      





Firing on a Battery Attached to a Brigade – When infantry or cavalry stands fire upon a battery attached to a brigade, at least half of the total fire points must be applied to the brigade. The balance of the fire points may then be applied to the attached battery. (pg. 35, col. 2 & pg. 37, col. 1) Counter-Battery Fire – Artillery may counter-battery fire a targeted attached artillery and ignore the brigade [the battery is attached to]. (pg. 37, col. 1) Range – When firing at a brigade, the firing unit must have at least two enemy stands within its range for the enemy brigade to be considered a target. Any part of a stand, no matter how small, counts as one stand within range. This two stand requirement is also applied to determine which artillery or cavalry fire point value is used. (pg. 38, col. 1) Line-of-Sight – There must be a 1” gap between blocking stands and/or terrain features for the LOS to remain unblocked. Artillery firing canister must have a gap equal to its 30 degree arc of fire to have a clear LOS. (pg. 38, col. 2) Enfilade Fire – Artillery cannot be enfiladed. (pg. 39, col. 1) *The rules don’t specifically say this, but this is extrapolated from the text due to it only referring march and field columns and line and double lines. Dismounted Cavalry and Cover – Dismounted cavalry does not receive any additional modifiers for being in cover. They receive a -1 for being dismounted cavalry and that is not cumulative with any other modifier. (pg. 37, col. 1) Suffice it to say, if dismounted cavalry is located in fieldworks that qualify for a -2 modifier, I think it would be acceptable to take the better of the two modifiers; in this case, the -2 for cover. Cover Modifier – A modifier only applies when half or more of the target’s stands are behind or in the cover. (pg. 39, col. 1) Cover Modifier for Stone Walls, Breastworks, etc – The cover modifier for stone walls, sunken roads, or breastworks is negated if at least half of the total modified fire points upon the target do not cross the cover. (pg. 39, col. 1) Silenced/Disordered in a Charge – If half or more of the total stands involved in a charge combat are silenced and/or disordered, a -1 modifier is applied. (pg. 40, col. 1) Low on Ammunition in a Charge – If half or more of the stands participating in a charge combat are low on ammunition a -1 charge combat modifier is applied. (pg. 41, col. 1) Fallen Leaders – On the second player turn following the leader casualty, the commander is replaced. (pg. 41, col. 1 & 2) Charge, The Attacker – An attacking brigade may never split its stands and allocate them to more than one charge combat. (pg. 42, col. 2) Charge, The Defender – A participating defending brigade is a brigade that has been selected as a target by the attacker, or any brigade where more than half the stands have been contacted by the attacker… Regardless of how many charge combats its stands are allocated among, a defending brigade will always abide by the Charge Table effects of the one combat in which it is a participating brigade. (pg. 44, col. 1) Incidental Stands – [Incidental] stands are counted only for determining the size of the defending force, and can not suffer losses, disorder, or retreat results applied to the participating defending brigades… A defending brigade must allocate at least one stand against each brigade which has made incidental contact with it. If a defending brigade is a participating brigade and is also involved in incidental combat, up to half of its stands may be allocated to the incidental combat. This allocation is made by the defender after the attacker has specified all the attacks he intends to make. (pg. 44, col. 1) Defending Artillery – Artillery batteries that are detached will always be treated the same as a participating brigade. Attached batteries are considered as part of a

43

07/07/15









brigade and are treated as any other stand of the attached brigade. If a battery is an incidental stand and is forced to fall back, it must limber and fall back a full move. A battery forced to make such a move is not considered silenced and may freely move and/or unlimber in its next turn. (pg. 45, col. 2 & pg. 46, col. 1) Retreat After Combat, Artillery – When participating artillery stands are defeated and survive the combat effects, they are immediately silenced and must limber-up. They retreat their full movement rate away from the enemy and are affected by rough terrain. (pg. 47, col. 2) Retreat After Combat, Incidental Stands – Incidental stands will retreat with their parent brigade, suffering the same combat results. These stands will count, however, in the incidental combat regardless of the order in which the charge combats were resolved. (pg. 48, col. 1) Carrying the Position – At least one of the attacking brigades must advance a minimum of 1” to occupy the vacated position. Brigades that attacked from the flank or at an angle may advance to the center of the vacated position to satisfy this result. (pg. 48, col. 1) Breakthrough – The breakthrough move is measured from the position of the attacker at the point of contact and not after the attacker carries the position. (pg. 48, col. 2)

44

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF