Fire and Fury Detailed Description
Fire and Fury is a grand tactical scale game that uses brigades as the maneuver
elements allowing the larger battles of the American Civil War (ACW) to be
fought. Battles such as Gettysburg, Manassas and Antietam are easily recreated
completely with this set of rules. It is not for those gamers that want to
dabble in the details of regimental level ACW wargaming but is suited for those that would rather recreate the larger battles of the war.
Basing: Each 1" x 3/4" (or 7/8" or 1") stand of 3-5 infantry
represents either 150 or 200 men, each gun model represents a complete battery
of 6-8 guns. Units average 5-7 stands for Union and 6-9 stands for Confederate forces but can be as small or as large as necessary to represent historical brigades.
Contents: Game includes rules glossy 69 page rule book with scenarios for all three days of Gettysburg and 2 reference cards.
Game Designer: Rich Hasenauer
Publisher: Dave Waxtel & Quantum Printing
Mailing Address: Fire and Fury, P.O. Box 956, Colombia, MD 21044
Rules Overview
The rule book is a beautiful glossy paged full size booklet with many color
photographs and it is filled with detailed diagrams and charts for clarity.
The booklet includes a very informative section on painting miniatures and
building tabletop terrain that makes the rules worth buying for beginner or
intermediate wargamers even if they are not into the ACW. Fire and
Fury emphasizes tabletop beauty by marking the status of units
(Disorganization, out of ammunition, wrecked batteries, etc.) with markers
made from miniatures instead of casualty caps or cardboard chits like other
wargames.
The Game Turn Sequence
Each side alternates taking turns, first Union then Confederate. The turn's sequence of play is identical
for each side, consisting of three phases:
- Maneuver Phase -- Each of the moving side's units is diced for prior to movement.
F&F combines the morale with the movement of each unit. Units that are
disordered or have suffered significant casualties will suffer, or recover from, loss of
cohesion in this phase. Penalties range from limited movement to complete
unit dispersal. Each unit may move in turn after their movement roll.
- Musketry and Cannonade Phase -- All units which can fire may do so. Non moving troops
fire first, then moving troops in two separate sub-phases.
- Charge (Combat) Phase -- Combat is resolved with a simple system of
combat modifiers that are applied to each sides units die rolls. Combat results
are applied immediately. Play then switches to the non-moving players phase.
Fire and Fury page written and maintained by: Allan Wright -- aew@unh.edu
Last update: 3 March 1995