Tuesday, 23 April 2013

Fire and Fury QRS and Rule Clarifications for the Gettysburg Refight.

For all those of you who are interested I have added a new Page with a copy of the QRS we will be using on the day.

Below are some rule clarifications from Geoff the Umpire also to be known as GOD!!!




Rule for the Gettysburg Refight.
The following list of Rule clarifications and changes is taken from Fire and Fury’s official scenario books and website. It includes a number of rules, unchanged from the rule book that we are in the habit of forgetting during play. There are also six rule changes that have been adopted from the excellent Regiment Fire and Fury rules.

Victory Points: 1VP for worn brigades, wrecked/captured batteries, or for killed exceptional brigade, division or corps commanders. 2VP’s for spent brigades. 4VP’s for destroyed brigades. [Eastern Scenario Bk. pg. 4 col. 1]

Manoeuvre Table Roll (Rules Change):A brigade must roll on the Manoeuvre Table if it attempts to move, change formation, or begins the player turn disordered’. For brigades that are within the command radius of their divisional leader one die roll is made. All brigades under the command of that leader use the same base die roll. A separate roll on the manoeuvre table is made for each brigade that is outside the command radius of their divisional leader. [Rules change from RFnF].

Movement: you cannot wheel and oblique in the same movement phase. [Clarification Rules pg 28 col. 1]

March Column: may not initiate charge combat, except with a limbered battery, which must then move off a full move and end its turn disordered. [Western Scenario Bk. pg. 4 col. 1]

About face: a unit may only about face free in the following circumstances…
A) when it retreats ’... more than half its movement rate to the rear...’ and ends facing the enemy.
B) when ‘... moving by the flank...’
C) or when ‘... holding its ground...’ [Rules pg.27 col.1/2.]

Units having about faced may not charge.

Refusing Flanks: In order to maintain its facing, a unit should only refuse up to half its front rank stands. When moving, its refused stands come back into the original facing before movement. (This should prevent the temptation to form on the refused stands for a subsequent move) [Rules pg.28 col.1.].

Also, "...as it advances and withdraws..." suggests to me a brigade can refuse flanks if it is pushed back, and if it is occupying the ground. [Rules pg.48 col.1.] The only exclusions are "...when charging or in column..." count breakthrough as a charge.

Dismounted Cavalry: dismount from any formation into a single line, and mount up into any formation. They may not support and cannot be supported. When tardy, they may dismount, but only if in a single line. [Website Answer.] Cavalry may not charge in the same turn as mounting because of formation change.

Firing: a unit may be targeted by a firing stand when...
a) some part of one stand is in range... [Rules change from RFnF]
b) and it is within the firing arc... (45 degrees for infantry/30 degrees for artillery)
c) and firers have line of sight to the unit. (ie Not blocked by terrain and troops. [Rule pg.38])

Low on Ammo Guns (Rules Change): An artillery battery that is low on ammo may fire out to maximum range at half fire points. Fire points for canister are also halved. [Rules change from RFnF].

Benefits of Woods; artillery and mounted cavalry deployed in woods do not get a terrain modifier in fire or combat. [Eastern Scenario Bk pg.5 col.1]

Batteries: cannot be enfiladed. . [Clarification Rules pg.39 col.1.]

Fire over Obstacles; changed to....'may fire if...battery or target is on a...higher elevation, and no part of the obstacle is closer than 4" to either the firing battery or the target'. [Eastern Scenario Bk pg.5 col.2]

Musketry and Cannonade (Rules Change): A brigade that suffers a ‘Lively fire’ result on the Musketry & Cannonade Table loses one stand if it was already disordered. [Rules change from RFnF].

Combat: effects of the table are applied separately to each participating brigade. [Rules pg.42 col.2.]

Charges: should be by the ‘most direct route’…'the centre of the charging brigade to the closest point of the defending unit...’ though it may wheel and charge, or charge obliquely. [Rules pg.28 col.2.]

Although units must charge along the most direct path, you may adjust the path of each additional charging unit to allow its stands to contact the target [Rules change from RFnF].

Modifiers; 'defensive modifiers given in charge combat for favourable ground are non-cumulative... but... modifiers given for stone walls and fieldworks are in addition to those given for favourable ground'. This is not clear from the original rules. [Eastern Scenario Bk pg. 4 col. 2] Stone walls and field works do not modify combat if the unit is attacked from flank or rear. [Eastern Scenario Bk pg.5 col.1]

Charge Bonus: +1 bonus is carried through by Confederate troops into desperate struggles and breakthroughs. [Clarification Rules pg.47 col.2.]

Charge Combat (Rules Change): An attacking brigade that suffers a ‘Hard Pressed’ or a defending brigade that suffers an ‘Assault Checked’ result on the Charge Table lose one stand if already disordered. [Rules change from RFnF].

Breakthroughs: you are outflanked, if a breakthrough starts from behind your frontage. [Clarification Rules pg.46 col.2.] Frontage is measured by drawing a straight line between the outside corners of the two front end stands and extending it.

Retreat: away from the enemy need not be in a straight line. It may angle more than 45 degrees to complete its retreat requirements. [Rules pg.29 col.2.]

Retreating a Full Move: a disordered brigade is removed from play only if it is forced to retreat through an enemy brigade or impassable terrain. It may angle more than 45 degrees to complete its retreat requirements.  [Clarification Rules pg.29 col.2.]
 

Here are some photos of a bit of 1:1 scale wargaming!








Thursday, 11 April 2013

Refresher Game

A while ago the Southern Strategists got together for a Brigade level Fire and Fury game.  Just a small affair with the intention of re acquainting ourselves with the rules.

Here are some photos from the game.

The figures are all 15mm from various manufacturers.











Sunday, 3 March 2013

Fire and Fury Markers

The Fire and Fury rules make use of several markers to signify a brigade's or battery's status, order or movement mode during the battle. Some of these markers will be used quite often, others may only be used once or twice through out the whole game!

Disorder/ Silenced marker.

Probably the most common marker used. Any brigade not disordered at some point during a game has not been doing their part!!

Disorder/ Silenced can be dead or wounded figures.

Low on ammunition marker.

Firing makes use of a D10 to determine the final result. If you happen to roll a 10 on the dice when firing you will not only cause some pain to the enemy but your unit or units may go "low on ammo"as well.

Loading chaps for the foot brigades.

Various types that could be used.
 The ammo markers above are from Foundry( Barrels at the back), wooden barrels made for model ships, resin crates and piles of BB pellets glued together.
ACW Caisson

David's ammo chest.


Breakthrough marker.


This one is used when your attacking brigade has won the melee and you get the chance to carry on charging another half move toward the enemy and into another melee!
Generally an officer type figure waving a sword is good for this marker.

Damaged battery marker.


Used when a battery suffers a "damaged" combat effect. This reduces the firing effect from the battery.

Made from some spare barrels, spare wheels and some balsa wood.

One of David's . Again spare wheel and barrel and this one has an added wounded artillery crew member.

The red hat helps make him stand out on the table.

Limber marker.


Often we just have the gun model turned around to show that it is limbered. This can sometimes get confusing though. Here are some possible ways to show that the gun is limbered.

David's gun and limber. David replaces the gun model with this limber set when the gun is limbered and then changes them back when it unlimbers.
Kent's 6 horse gun and limber set.
My gun and limber set. A 4 part setup .

Another option.


With just the horses. When the gun unlimbers I will take away the horses and turn the gun to face.

Rebel battery on the move.
  Personally I prefer to see models instead of labels or shiny stones to represent certain things on the table top. We realise that not everyone wants to model these extra markers. Here I have tried to make up a photo of some of the markers that could be downloaded, resized and printed off to use instead of buying and painting more figures.
Of course you may have access to better photos than these that will work.

There are some gamers who are planning on getting some laser cut markers made instead but I have no idea what they will look like.

Sunday, 17 February 2013

Calling all Generals!

I have added extra pages to the blog with the Orders of Battle for the Gettysburg game.

If you did not get the email that was sent out tonight and wish to play ( there are a few gaps that need to be filled) contact Chris and let him know.








Here is some info that was also emailed out tonight.



Gettysburg 2013- The Tabletop Refight Brought to you by The Southern Strategists

Aim
1.       To play days two and three of the Battle of Gettysburg

2.       The rules will be the original brigade level ‘Fire and Fury’ with some minor amendments for 28mm (TBA by the end of March) at a scale of 1 base = 150 men.

3.       Venue will be the St Albans-Shirley Club, 269 Hills Rd, Christchurch. 

4.       The date is the weekend of 6th & 7th July. Start time is 9am both days, finishing 5-6pm on Saturday and around 3pm Sunday. A small lunchbreak around 1pm is also scheduled.

5.       Our intention is to give this game the aesthetic splendour it deserves, so we will be creating a game table that faithfully reproduces the battlefield together with several of the notable buildings on it. A map of the game table will be sent out by the end of February.

6.       The game will be run as a wargame, and not as a faithful re-enactment of the actual battle based on the dispositions of the two armies on the morning of 2nd July 1863. Thereafter, players will be at liberty to act as they wish. However, we will be devising a cunning set of victory points allocated to various terrain areas, acts of bravery or cowardice and casualties designed to keep the Union from sitting behind stone walls, and the Confederates still thinking a mass infantry charge is a good idea.


Set Up
1.       The allocation of players to their division/s is as per the attached spreadsheet. The CinC for both armies will be represented by Adrian Powell as Meade and Chris Packer as Lee. In the case where there are two players involved in playing a division/corps, the players involved should liaise with each other to ensure the corps artillery is represented (and for the Union, the army artillery reserve).

2.       All key terrain will be represented, although some dimensions of the battlefield will need to be fudged to ensure figures can be reached in the middle of the table, players have adequate table access and personal space, and with enough space to deploy their figures correctly. We will ensure that the table is contoured in such a way as to prevent slippage.

3.       The game set up will commence on the Friday afternoon and will be taken down around 4pm on the Sunday afternoon.

4.       We also hope to have some appropriate musical accompaniment to proceedings.

5.       Upon arrival at the game, each participant will receive (assuming payment has been received);
·         A cap
·         T shirt
·         Name badge (with actual name and historical name/s)
·         Quick reference sheet


Players Obligations
1.       Bring fully painted figures (to a good wargamers standard) representing the units they have agreed to contribute to the game. This should include all infantry stands, artillery stands including a proportionate share of corps artillery, divisional commanders, and if that player controls the 1st division in that corps, the corps commander also.

2.       For each infantry unit, there should be a low ammo marker, disordered marker and breakthrough marker.

3.       For every artillery stand, a damaged battery marker, silenced marker and a low ammo marker. Limber markers are optional, but some means of representing limbered status is required.

4.       A suitable yet subtle means of identifying infantry/artillery units and their factors, and which division/corps they belong too.

5.       Ensure payment of the entry fee (TBA) prior to the event (this will be by direct credit to a trust account set up by Weston Ward and Lascelles Solicitors of Christchurch)

6.       Bring some D10 dice and measuring device calibrated in inches. An arc of fire gauge will be supplied.

We hope the above guidelines help players to understand the nature of the event, their responsibilities and what we hope to achieve. We really want to make this game a success, both from a visual and event enjoyment point of view.

We would ask that we be advised at the earliest time if you are unable to attend, so we can make changes as necessary. 

We intend to video the event for YouTube consumption, and hopefully complete an article for one of the wargames magazines.


For any queries, please let me know on chrispacker66@gmail.com. We will update everyone on progress re costs, QR sheets, the cap and shirts, rule amendments and the final army lists very soon.

Regards
Chris Packer (on behalf of the Southern Strategists)