John Desmond
United States Lansdowne Pennsylvania
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1 - Fire & Fury is a very good set of rules. I've
played it a lot, both in the second day at Gettysburg scenario - we of the Center City miniature Gamers here in Philadelphia have run that at the Civil War Museum and Library of the Loyal Legion of the United States several times, also at Historicon and Cold Wars - and in smaller battles. 2 - It was designed to be a set of rules that would enable 8-10 people to replay Gettysburg in real time and in a managable amount of space. To do that, the brigade is the smallest unit of maneuver, all batteries of artillery are equivalent... 3 - The main problem with using Fire & Fury for smaller battles is that a couple of extreme pairs of rolls on the Charge Combat Table can decide the game. Our usual correction for this is to use 8-sided dice for Charge Combats in smaller battles. You need a situation with at least 8-10 brigades on each side for a good game of F&F, although it is possible to scale up Johnny Reb scenarios by 'promoting everybody one rank' - replacing regiments with brigades, etc. 4 - The Fire & Fury rulebook is not easy to use in play - the binding is very fragile, and is necessary to pour over lots of verbiage to find something in the middle of a battle. It's possible to put all the essential rules on six typewritten pages - we use these 'reference sheets' that I've made up, during games, almost exclusively. Check the 'Files' section.
5 - The 'Second Day at Gettysburg - Battle for the Round Tops' scenario is seriously unbalanced in favor of the Union, because of the 'perfect intelligence' factor. Gen. Meade knows what Rebel units are available, and if Lee commits all his troops, the Union can mass artillery on Cemetary Ridge, stage a 'Pickett's Charge in Reverse' and smash the Confederate center. Some form of unknown Rebel unit arrival and off-board reserve movement is necessary.
Fire & Fury - Miscellaneous Notes
Most of these annotations are the work of Jim Womer, a wargamer and a gentleman. My thanks go to him for the effort he put into this
Because Fire & Fury is basically a Move / Counter Move game (modified slightly by Defensive Opportunity Fire (p 35, fig 22)), there is nothing wrong with the moving player stating his intentions as to what he is trying to accomplish with a particular move, which avoids needless ambiguity and unnecessary arguments. If the opponent objects, try to work it out. The non-moving player should pay attention to his opponents moves, be alert to claiming defensve fire, and not assume that his opponent has mastered the game. Players may work out reasonable adjustments on terrain. Behave as an intelligent adult playing a sophisticated game with other adults and you can do no wrong.
Roll on Maneuver Table - To Move To Change Formation If Disordered
Maneuver table modifiers are cumulative
A general's command radius may also be stated as "Within his line of sight up to 18" ( 2" in woods and towns )"
Movement rates thru different types of terrain may be prorated
Penalties for fording and from passage of lines are from basic movement rates. A ford on a road is a ford, not a second-class bridge.
Charge Movement is subject to special limits. The charging brigade must select a target brigade or detached battery. The charging unit must move by the most direct route measured from center of charging unit to nearest point of defending target. Charge moves are Advance, Oblique, and Wheel, only - others (incld About Face) prohibited. March columns may not charge
Units eligible for Defensive Fire have the opportunity to fire at any unit that moved into or thru their line of sight during the prior maneuver phase, subject to range and arc of fire limits. Non-moving player should check for artillery ranges.
Musketry & Cannonade Table
Fire by unit that is both disordered and low on ammunition is halfed only once
If a brigade is supported by a second brigade, the effects of incoming fire apply to both brigades. Stands lost are removed from the brigades alternately. Losses are Not Doubled.
If artillery is attached to a brigade, enemy artillery may counterbattery the attached artillery and ignore the infantry.
At least two stands of a brigade must be in range for the brigade to be an eligible target.
Artillery low on ammunition can only fire canister.
Charge table modifiers
Maximum of + 1 to each side for attached leaders / exceptional brigade commanders
Either the + 1 for "Confederates charging", or the + 1 for "Mounted Cavalry" apply - Not Both
- 1 for "Disordered" also applys to silenced arty batteries
Charge table effects apply to all defenders / attackers, including seperate brigades in supporting lines.
Rules Change - Delete the language on p 29 under "Retreat Full Move", about disordered brigades and silenced batteries "quitting the field".
If you lose a leader, tell the umpire so he can prepare a replacement. Place the fallen leader with your side's casualty stands. If an exceptional brigade commander is a casualty, place an officer casualty with your side's losses, tell the umpire and your opponent.
Q & A
Non-disorder markers ( low ammunition, silenced batterys, etc ) are removed at the end of the maneuver phase, after the movement of detached leaders ??
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Robert Hawkins
United States Mooresville North Carolina
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Nice summary. This is the rules set that got me into the miniatures gaming concept. While I don't have a lot of experience I have found F&F to be enjoyable and accessible.
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