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Regimental Quarters

Fire & Fury Rules Modifications and Clarifications


Rq Preferences & Points values Basic Point System
RQ Players card 1 If you do not have a scenario handy, use this system to
RQ Players card 2 determine the sides.
Formations & Movement Basic Stands:
Templates • The basic purchase is a single stand
Command radius veteran infantry = 5 points
green stands -1 (ie 4pts.)
RQ Preferences crack stands +1 (6 pts.)
cavalry +2 ( i.e. veteran cav. 7 pts. )
• Cavalry Fire: at 3” and 6” because of carbines, thus • Brigade Command stand @ 10 points plus above
out-ranged by infantry. modifiers. (You must have one for each brigade.)
• Crack CS cavalry fire mounted at half effect in close
range only, dismounted as union cavalry at both Artillery:
ranges, because of pistols and shotguns. • Smoothbore artillery stand = 50 points.
• Artillery Prolong: unlimbered artillery can move 1” • Rifled artillery stand = 60 points.
directly forward or to the rear. This is in addition to the • Horse artillery (either) stand = 30 points. (Counts as a
facing change already allowed. ‘damaged’ battery (½ fire points) and a ‘damage’ result
• Rifled Artillery: US: have 2 rifled to 1 smooth. CS: will actually wreck it.
have 1 rifled to 1 smooth. Use the modified fire factor • Arillery can be selected at a maximum of 1 battery for
table. every two brigades plus a maximum of 2 Corps
• Horse Artillery: Units designated as horse artillery are batteries.
treated as a “damaged” battery (fire at ½) and are • Cavalry brigades have horse artillery stands.
“wrecked” if damaged by combat.
• Silenced Guns: Silenced guns can ignore the F&F Command Stands:
rules for becoming un-silenced and may roll on the • Corps command = 50 points.
modified maneuver table under “Disordered: Silenced” • Divisional command = 25 points.
to see what happens. • 1 unattached cavalry brigade can be chosen but 2 or
• Out of Ammunition: Brigades and batteries which roll more brigades must be under divisional command.
a natural “10” must roll on the Out of Ammo column • Maximum of four brigades per division.
included on the fallen leader table to see if they’re • Roll 1d10 for each general/brigade – 9 or 10 indicates
really out. exceptional.

Victory Point System


Without victory conditions? Use this chart from the F&F
book for a quick take on who won and who lost.

1vp Each “worn” enemy brigade


1vp Each “wrecked” or captured gun stand
1vp Each enemy division leader or exceptional brigade
commander captured, killed or wounded.
2vp Each “spent” enemy brigade.
2vp Each enemy corps leader or exceptional division
commander captured, killed or wounded.
4vp Each enemy brigade that “quits the field” or is
eliminated.
4vp Each enemy exceptional corps leader captured,
killed or wounded.

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Fire and Fury: RQ Optional Modifications and Rules
The following modifications to existing F&F rules extend basic game mechanics and concepts. They reward various troop types,
increasing the overall realism of the game.

Uncommitted Maneuver Modifier:


Brigades which have not fired during the game and do not have LOS to an enemy brigade within 36” have a +3 to their
maneuver roll.
Unengaged Maneuver Modifier:
Brigades which have not fired or charged in two turns and which do not have LOS to an enemy brigade within 18” have a +1
to their maneuver roll.

Troop quality adjustments to Maneuver and Fire:


Two new troop types are added (Elite and Militia) to account for the European armies and extreme ACW troops. Troop
quality now figures into more of what the troops do as well. The following modifiers affect Maneuver/Disorder and Fire combat.
Mvr DisOrd Fire
Elite: +1 +2 +1d
Crack: +1 +1 0
Veteran: 0 0 0
Green: 0 -1 -1d
Militia: -1 -2 -2d

Crack/Elite units can deploy or redeploy line and still move a half move
Veteran units deploy or redeploy line and still move a quarter move

Passage of Lines Penalty: Passing through friendly stands will still cost 3MP for the moving unit but in addition there is a 30%
chance that either or both units will become disordered based on troop quality.
• Crack/Elite units need not roll.
• Veteran units may pass through only on a ‘Well-Handled’ result without rolling. If being passed through, however, they must roll
>3 on 1d10 or be Disordered.
• Green units must be ‘Well-Handled’ and roll a >3 on 1d10 to not be Disordered whether passing or being passed through.
• Militia units may not pass through and will automatically be Disordered if passed through.

Horse Artillery can move half and unlimber as a single action. This means they can move/unlimber/fire.

Brigade and Higher Officer figs;


Cannot be fired or charged upon as a single target nor are they counted as the nearest unit for breakthrough charges. If
contacted in a charge or movement while unattached they must roll to get away (Lost Leader Table?). If successful, they may be
repositioned anywhere within a normal movement range. They may not attach to a unit at this time.

Charges:
Multi Brigade Charge Modifiers: When an attacker makes a charge with multiple regiments he must declare a ‘primary’ unit. This
must be the brigade with the most stands in contact with the target brigade and/or attacking nearest the front facing of the target. This
‘primary’ brigade will be from whence the attacker draws all charge modifiers. Conversely, the defender’s modifiers will be drawn
from the targeted brigade.

Charge results where losses are incurred will apply only to the ‘side’ never to each brigade involved. This is a change from the FAQ
and gets rid of a penalty on using multiple brigades. It should be used in conjunction with the addition of another stand’s loss on
differences of three and higher on the charge table.

Hasty charge: Any unit that charges an enemy that they cannot trace LOS to at the start of their maneuver receives a –1 to there
charge score.

Troop Quality and Charges: For every difference of two (2) between the opposing sides troop quality in a charge, a +1 is given to
the superior grade of troop.

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Exotic Optional Rules:
These rules vastly change the game and should be used only with complete understanding by both parties.

Breaking a Charge:
If the defender can cause at least 2 stands worth of casualties the attacker must make a roll to continue the charge. If failed,
the attacker withdraws to cover in disorder.

Detachment of Regiments:
Any number of separate stands can be detached from a maneuver element during the attach/detach phase. This represents a
number of regiments being utilized independently. The resulting formations are rolled for as individual units on the maneuver table.
Detached elements operate at the strength level of their parent brigade but both are limited to legal formations for the number of actual
stands involved. Detached regiments (the ones without the brigade colors) suffer a –1 Maneuver penalty but act as normal brigades
and can be removed if reduced to one stand. As stands from detached regiments are removed from play, the parent brigade is assumed
reduced to the appropriate strength level (worn/spent) based on the total number of stands still in play. Detached elements are
considered rejoined at the moment movement brings the stands of the parent into contact.

Attachment of Regiments:
Separate stands from brigades that have been reduced through casualties to “spent” can be amalgamated into a single brigade.
The newly formed brigade has a troop level of “worn” no matter how many stands are folded into it. The Troop Quality of the new
Brigade is the lower of two equals or the quality of the brigade providing at least 2/3 of the resulting new unit. Replace the colors
stand of one of the brigades with a regular stand to denote the new status.

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Regimental Quarters: Fire & Fury Player’s Card 1

-or- damage and silenced a battery

Troops disordered and lose 2 stds.

Troops disordered and lose 3 stds.


3” 4” 6” 8” 16” 24” 32” 40”

Troops disordered and lose 1 std.


Range & Fire Points
Mtd Cavalry 2 / 1 1 / ½ Union/CSA

Troops disordered -or-

-or- battery wrecked

-or- battery wrecked


Withering Fire-
Desultory Fire-
Infantry 1/1

Battery silenced

Deadly Fire-
Telling Fire-
Lively Fire-
Smoothbore 10 / 10 4/3 3/2 2/1

No Effect
Rifled Arty 5 / 4 4/4 6/7 4/3

×½ ... fire points for infantry and dismounted ½ «9 10,11 -- -- --


Musketry & Cannonade

cavalry stands disordered or low on 1 «8 9,10,11 -- -- --


ammunition. 2 «7 8,9,10 11 -- --
×½ ... fire points for damaged artillery stand. 3 «7 8,9 10,11 -- --
×2 ..... fire points for each stand firing from 4 «6 7,8,9 10,11 -- --
enfilade.
5 «5 6,7,8 9,10,11 -- --
+1 ..... to die result when firing at a target: 6,7 «4 5,6,7 8,9,10 11 --
...while limbered 8,9 «4 5,6,7 8,9 10,11 --
...in column (march or field) 10,11 «3 4,5,6 7,8,9 10,11 --
...mounted cavalry 12 to 14 «2 3,4,5 6,7,8 9,10,11 --
...changing formation
15 to 19 «1 2,3,4 5,6,7 8,9,10 11
...changing movement mode
...about faced 20 to 24 «0 1,2,3 4,5,6 7,8,9 10,11
-1 ...... from die result when firing at a target: 25 to 29 -1 0,1,2 3,4,5 6,7,8 9,10,11
or ...in woods, town 30 to 34 -- -1,0,1 2,3,4 5,6,7 8»
-2 ...in broken ground 35 to 39 -- -1,0 1,2,3 4,5,6 7»
...in breastworks or sunken road 40 to 44 -- -1 0,1,2 3,4,5 6»
...behind stone wall
45 to 49 -- -1 0,1 2,3,4 5»
...is dismounted cavalry
50 or more -- -1 0,1 2,3 4»

Swept from the Field! - defenders retreat a full move

Charge Table +7 or
more
disordered/silenced. One troop stand captured and one skedaddles.
A leader and a battery, if present, is captured. An additional troop
stand is captured for each die result point difference over 10.
Attackers break through and must continue to charge a ½ move
toward the nearest enemy with the “breakthrough” modifier.
+1 .... Attached Ldrs, or exceptional Brigade
commander Driven Back! - Defenders retreat disordered/silenced beyond
enemy musket range. One stand skedaddles. Part of a battery if
+2 .... Fresh troops +4,+5,+6 present is captured (mark one gun stand ‘damaged’).
+1 .... Confederates charging Attackers either carry the position, or may continue to charge a ½
+1 .... Mounted Cavalry move toward the nearest enemy with the “breakthrough” modifier.
+1 .... Supported Hard Pressed! - Defending brigades are disordered and retreat
+1 .... Breakthrough charge +1,+2,+3 2” from the enemy. Batteries are silenced and retreat beyond enemy
-1 .... Outnumbered by 3/2 musket range. Attackers carry the position.
-2 .... Outnumbered by 2/1
-3 .... Outnumbered by 3/1 or more A Desperate Struggle! - Both sides are disordered and lose 1
0 stand of troops or guns. Continue charge combat and roll again with
-1 .... Disordered new modifiers.
-1 .... Low on Ammunition
-1 .... for each stand lost during current Assault Checked! - Attackers are disordered and retreat 2” from
-1,-2,-3 the enemy.
firephase
+1 .... Defending favorable ground: Attack Falters! - Attackers retreat in disorder beyond enemy
.... ...hilltop, ford, woods, sunken road,
-4,-5,-6 musket range and 1 stand skedaddles.
stone wall, breastworks Charge Repulsed! - Attackers retreat a full move in disorder
+3 .... Defending trenches -7 or and 1 stand skedaddles. One leader, if present, and a stand of
-3 .... Defender outflanked less troops are captured. An additional stand is captured for each die
result point difference over 10.

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Regimental Quarters: Fire & Fury Player’s Card 2
Maneuver Table Good Order
Troops
Disorder
Silenced

0 or Retire - Brigade retreats a full Quits the Field - The entire Quits the Field -
move. brigade skedaddles and is Silenced gun is lost
less removed from play
+1 .... For each detached
corps or division
leader within Disengage - Brigade retreats Broken - Brigade retreats a Broken - Silenced gun
1,2 beyond enemy musket full move in disorder and one retreats full move.
command radius. range. stand skedaddles
(+2 if exceptional.)
+2 .... For each attached
corps or division Hold Ground - cannot move Wavering - Brigade holds Wavering - Silenced gun
3,4 or change formation. ground in disorder. remains silenced.
leader within
command radius.
(+3 if exceptional.) Shaken - Silenced gun
+1 .... Exceptional Tardy - Brigade moves ½ and Shaken - Brigade rallies and returns to good order but
5,6 cannot change formation. holds ground. cannot change modes or
brigade
move.
commander.
+1 .... In column Well-handled - Brigade Rally - Brigade rallies and may Rally - Silenced gun
formation (FC or 7,8,9 conducts normal movement move ½ but cannot change returns to good order,
MC). and can change formation. formation. can limber/unlimber but
+2 .... Fresh troops not move.
-2 .... Spent troops Quick-time - Brigade may Rally with Elan - Brigade Rally with Elan -
10 or move full and an additional 4” rallies and may move Silenced gun returns to
more of movement. normally or change good order and may act
formation. normally.

Die
Fallen Leader Out of Ammunition
Roll

1 Felled by sniper* Out for the battle.


2 Shot dead in the saddle* Out normally
3 Mortally stricken* Out normally
4 Grievously wounded* Good shooting! No effect.
5 Disabled* Good shooting! No effect.
6 Mere flesh wound Good shooting! No effect.
7 Coat pierced but unscathed Good shooting! No effect.
8 Horse shot from under Good shooting! No effect.
9 Staff officer struck Good shooting! No effect.
10 Cooly ignores the fire Good shooting! No effect.

* Remove leader and replacement appears after one full turn.

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Fire & Fury Formations & Maneuvers
Line of Battle (LB)
Supported Line of Battle (SB)
• Second line must be within 1” of the first line. (p23)
• Both lines should be even or only a one stand difference.
• Only first line may fire, except in a charge.
• +1 bonus in charge combat.
Field Column (FC)
• Must have at least 5 stands @ 2 stands wide. (p24)
• Costs ½ movement to form from LB or MC.
• May freely change facing. (Does not “wheel”.)
• Only first line may fire.
• +1 bonus on Manuver Table.
• +1 bonus in charge combat.

Formation Change Notes: March Column (MC)


• When going to or redeploying an LB or SB no further • 1 stand wide. (p24)
movement is allowed. (p32) • May freely change facing. (Does not “wheel”.)
• A brigade going into a column or between FC & MC is • +1 bonus on Manuver Table.
allowed ½ movement after changing formation. • May use “road movement”. (Doubles movement on
• +1 to the fire die when firing at a brigade changing road.)
formations. • Counts as “enfiladed” from all directions. (p24)
• Only first stand may fire in musketry.
• Only first 2 stands fire and fight in charge combat.

By the Flank Oblique


• Must be in LB, SL or FC
• ½ movement
• Cannot contact enemy NOTE:
• Can oblique 45° A brigade
cannot oblique
and wheel in
the same move Advance
Withdraw
phase. (p28
col1)
• ½ movement
• no fire bonus

About Face
• Full movement
• +1 when fired at

Wheel
4
Fire and Fury
Outnumbering Table

3~2 2~1 3~1


2 3 4 6
3 5 6 9
4 6 8 12
5 8 10 15
6 9 12 18
7 11 14 21
8 12 16 24
9 14 18 27
10 15 20 30
11 17 22 33
12 18 24 36
13 20 26 39
14 21 28 42
15 23 30 45
16 24 32 48
17 26 34 51
18 27 36 54
19 29 38 57
20 30 40 60
5
Fire & Fury
Musketry Template
Cannon Template
Fire & Fury
«1” wide»
30°
» 45°
«-----------------------4” long----------------------- «1” wide»
«1” wide» «-----------------------4” long-----------------------

«1” wide»
45° »

30°
Fire & Fury
Cannon Template
Musketry Template
Fire & Fury
Fire Fury: Ratio Table

Lesser Force
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
3 1.50
4 2.00 1.33
5 2.50 1.67 1.25 Even Odds (No Charge Modifier)
6 3.00 2.00 1.50 1.20 3/2 Odds (-1 Charge Modifier)
7 3.50 2.33 1.75 1.40 1.17 2/1 Odds (-2 Charge Modifier)
8 4.00 2.67 2.00 1.60 1.33 1.14 3/1 Odds (-3 Charge Modifier)
9 4.50 3.00 2.25 1.80 1.50 1.29 1.13
10 5.00 3.33 2.50 2.00 1.67 1.43 1.25 1.11
11 5.50 3.67 2.75 2.20 1.83 1.57 1.38 1.22 1.10
12 6.00 4.00 3.00 2.40 2.00 1.71 1.50 1.33 1.20 1.09
13 6.50 4.33 3.25 2.60 2.17 1.86 1.63 1.44 1.30 1.18 1.08
14 7.00 4.67 3.50 2.80 2.33 2.00 1.75 1.56 1.40 1.27 1.17 1.08
15 7.50 5.00 3.75 3.00 2.50 2.14 1.88 1.67 1.50 1.36 1.25 1.15 1.07
Greater Force

16 8.00 5.33 4.00 3.20 2.67 2.29 2.00 1.78 1.60 1.45 1.33 1.23 1.14 1.07
17 8.50 5.67 4.25 3.40 2.83 2.43 2.13 1.89 1.70 1.55 1.42 1.31 1.21 1.13 1.06
18 9.00 6.00 4.50 3.60 3.00 2.57 2.25 2.00 1.80 1.64 1.50 1.38 1.29 1.20 1.13 1.06
19 9.50 6.33 4.75 3.80 3.17 2.71 2.38 2.11 1.90 1.73 1.58 1.46 1.36 1.27 1.19 1.12 1.06
20 10.00 6.67 5.00 4.00 3.33 2.86 2.50 2.22 2.00 1.82 1.67 1.54 1.43 1.33 1.25 1.18 1.11 1.05
21 10.50 7.00 5.25 4.20 3.50 3.00 2.63 2.33 2.10 1.91 1.75 1.62 1.50 1.40 1.31 1.24 1.17 1.11
22 11.00 7.33 5.50 4.40 3.67 3.14 2.75 2.44 2.20 2.00 1.83 1.69 1.57 1.47 1.38 1.29 1.22 1.16
23 11.50 7.67 5.75 4.60 3.83 3.29 2.88 2.56 2.30 2.09 1.92 1.77 1.64 1.53 1.44 1.35 1.28 1.21
24 12.00 8.00 6.00 4.80 4.00 3.43 3.00 2.67 2.40 2.18 2.00 1.85 1.71 1.60 1.50 1.41 1.33 1.26
25 12.50 8.33 6.25 5.00 4.17 3.57 3.13 2.78 2.50 2.27 2.08 1.92 1.79 1.67 1.56 1.47 1.39 1.32
26 13.00 8.67 6.50 5.20 4.33 3.71 3.25 2.89 2.60 2.36 2.17 2.00 1.86 1.73 1.63 1.53 1.44 1.37
27 13.50 9.00 6.75 5.40 4.50 3.86 3.38 3.00 2.70 2.45 2.25 2.08 1.93 1.80 1.69 1.59 1.50 1.42
28 14.00 9.33 7.00 5.60 4.67 4.00 3.50 3.11 2.80 2.55 2.33 2.15 2.00 1.87 1.75 1.65 1.56 1.47
29 14.50 9.67 7.25 5.80 4.83 4.14 3.63 3.22 2.90 2.64 2.42 2.23 2.07 1.93 1.81 1.71 1.61 1.53
30 15.00 10.00 7.50 6.00 5.00 4.29 3.75 3.33 3.00 2.73 2.50 2.31 2.14 2.00 1.88 1.76 1.67 1.58

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