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2 Posts

Fire and Fury» Forums » General

Subject: Fire & Fury - review, notes, etc rss

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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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