fire and fury civil war campaign rules

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Campaignrules for the ACW

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  • 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

    1

    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

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    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

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    11.2 Captured Troops, Artillery, & Leaders ........................................................................... 38

    Chapter 12: Rules Clarifications for Fire and Fury .................................................................. 39

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    Chapter 1: Introduction

    These rules are based on Frank Chadwicks A House Divided, Alan Emrichs 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 Presidents 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 Presidents 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

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    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.

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    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)

    Harpers 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)

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    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. Preparation

    2. Movement

    3. Combat

    4. Promotion/Reorganization

    5. 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.

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    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 friendly-

    owned 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 sides 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

    players choice must be flipped over to half strength. If there are no full strength divisions available, then a half strength division of the players 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.

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    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 States modified Support Value, it moves politically closer to the Confederacy with this sole game effect: That States 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 States 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 States 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 States modified Support Value, add its Militia Infantry division to the Recruitment Pool.

    Support Value Border State

    4 Maryland

    3 Kentucky

    2 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:

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    +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 Players 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.

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    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 1861 1862 1863 1864 1865

    1 2/2 2/3 2/3 3/3 3/2

    2 2/3 2/3 3/4 3/3 4/3

    3 2/3 3/4 3/4 4/4 4/3

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

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

    6 4/5 4/5 5/6 5/5 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 divisions 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.

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    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 players ensuing Combat segment.

    Movement Table

    Unit Terrain Movement

    Regular Division Road 1 Box

    Unfriendly Railroad 1 Box

    River 2 Boxes

    Confederate Division Friendly Railroad 2 Box

    Union Inf & Cav Division Friendly Railroad 3 Boxes

    Cavalry Division Road, Railroad, or River 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.

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    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 owners 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 theyre 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.

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    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

    citys 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

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    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.

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    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.

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    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.

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    Chapter 6: Combat

    If, at the end of players 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 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 Emrichs 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.

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    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 players 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.

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    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 Success #

    Union (61-63) 10

    Confed. (61-63) 8, 9, 10

    Both (64 & 65) 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 Attackers Primary Transportation Line is the Attackers edge, while the opposite is the Defenders 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 Result

    1. Surprise Attack/Encamped Army

    2. Flanking Maneuver/Pre-Battle Intelligence

    3. Unorganized Command

    4. Cautious Commander

    5. Highly Motivated Division

    6. Fatigued Division

    7. Repeating Rifles

    8. Telegraph Lines

    9. Damp Powder

    10. Tragic Death

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    Surprise Attack (Attacker Only): The attacking army has caught the defenders by

    surprise. The attackers may set-up up to one normal moves distance from the front line of defenders, even if it places the attacking units on the defenders 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 Effect

    1-2 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 defenders 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

    defenders flank. These flanking units may be placed on the defenders 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.

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    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 # of Divisions

    Dawn 0930 1 Division 0930 1130 2 Divisions 1130 1430 3 Divisions 1430 1630 2 Divisions 1630 Dusk 1 Division

    The times of activation/deactivation are modified by the following table:

    Die Roll Result

    1 2 Turns Early

    2 1 Turn Early

    3-8 Normal

    9 1 Turn Late

    10 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 doesnt 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.

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    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 commanders 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 defenders 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.

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    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 rivers 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.

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    Construction Table

    Good Morale Disordered Morale

    Die Roll Result Die Roll Result

    2 or less

    No progress is made. Apply effects

    for this result from the Maneuver

    Table. Add one turn to construction

    time. 2 or less

    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.

    3 or 4 No progress is made. Add one turn to

    construction time. 3, 4, 5, 6

    No progress is made. Add one turn to

    construction time.

    5 or more Construction continues apace. 7 or more 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 Result

    1,2,3 On Time

    4 1 Turn Late

    5 2 Turns Late

    6 3 Turns Late

    Die Roll Result

    7 4 Turns Late

    8 3 Hours Late

    9 4 Hours Late

    10 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)

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    Month Dawn Dusk

    January 0730 1700

    February 0700 1730

    March 0630 1800

    April 0530 1830

    May 0500 1900

    June 0430 1930

    Month Dawn Dusk

    July 0430 1930

    August 0500 1900

    September 0530 1800

    October 0600 1730

    November 0630 1700

    December 0700 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 Result

    1 3 Turns Late

    2 2 Turns Late

    3, 4 1 Turn Late

    Die Roll Result

    5, 6, 7 On Time

    8, 9 1 Turn Early

    10 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 lan 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.

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    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 boxs 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 Each worn enemy brigade.

    1 VP Each wrecked or captured enemy battery.

    1 VP Each killed, wounded, or captured enemy corps, division, or exceptional

    brigade commander.

    2 VP Each spent enemy brigade.

    4 VP 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

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    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 days 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.

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    Procedure: All of a players 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 enemy-

    controlled 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 With Equip Without Equip

    Inf Brigade 2 1

    Cav Brigade 4 1

    Art Battery 2 .5

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    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 skedaddledwrecked 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 units modified Morale Value. If the die roll is less than or equal to the units modified Morale Value, it is eliminated and removed from the strategic board. If the die roll is greater

    than the units 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 divisions 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

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    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 players 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 players 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.

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    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

    players 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 sides 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 players 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!

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    Procedure: Place a Control marker in the box corresponding to each players 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 enemys 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.

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    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