The following is a smallish Fire and Fury scenario. Although there are a lot of special rules they do go some way to reflecting the differences between the battles of the East and West and those of the Trans-Mississippi and do not slow down the game. Please feel free to comment on or provide suggestions for this scenario.
I have not provided a historical commentary. Sorry.
Alan Saunders
A Scenario For Fire & Fury
Union Forces Army of the Frontier Blunt's Command Blunt 1 Ldr First Division *Weer 9/8/5 Inf *Cloud 12/10/7 Inf Artillery 3 Artillery *Armed with smoothbores Cavalry Wickersham 11/8/6 Inf Salomon 6/5/3 Cav Herron's Command Herron 1 Ldr (E) Second Division Huston 1 Ldr Clark 4/3/2 Inf *Dye 5/4/3 Inf Artillery 1 Artillery *Partially armed with repeaters Third Division Bertram 3/-/2 Inf Orme 8/6/4 Inf Artillery 2 Artillery Cavalry Harrison 4/3/2 Cav Confederate Forces Army of the Trans-Mississippi First Corps Hindman 1 Ldr First and Second Division Shoup 1 Ldr *Roane 10/8/5 Inf Fagan 10/8/5 Inf *McRae 11/9/6 Inf Artillery 2 Artillery *Armed with smoothbores Third Division Frost 1 Ldr Parsons 14/12/8 Inf *Shaver 8/7/5 Inf Artillery 1 Artillery *Arkansas conscripts Fourth (Cavalry) Division Marmaduke 1 Ldr *Shelby E 7/5/4 Cav *MacDonald 2/-/- Cav Lane 3/-/2 Cav Artillery 1 Horse Artillery *Armed with shotgunsMap This scenario uses an 4' x 8' table laid out as follows:
Editor's Note: This map was created from Alan's "ASCII-Vision" map. Pink hash
marks on the perimiter mark each 12" section. This map is not exactly to
scale. North is towards the top of the map.
Special Rules
All Cavalry brigades fire with Confederate cavalry factors except those of Shelby and MacDonald. Shelby's and MacDonald's Cavalry Brigades are armed primarily with shotguns. These cannot fire at above 4- range and count 1/2 point per stand up to that range. If firing whilst in Charge combat they have a fire factor of 1.
The following brigades are armed with smoothbores and fire with Confederate cavalry factors: Weer, Cloud, Roane, McRae.
Dye's Brigade is partially armed with repeaters. This gives them a fire factor of '1.5' per stand at up to 4" rather than the usual '1'.
Shaver's Brigade had a regiment of Arkansas conscripts which may have been difficult to control on the battlefield due to their reluctance to fight. Therefore, if this brigade is disordered it suffers a -1 on all maneuver die rolls until the disorder is removed.
The Confederate artillery batteries were mainly equipped with light 6 pounder guns. To simulate this all Confederate artillery except that of Frost's Division suffers a -1 fire factor at all ranges except above 24" where they fire with a factor of '1/2'.
No Confederate unit can leave the ridge until its division is activated. On each Confederate turn one division of the owning player's choice is automatically activated, allowing its units to move freely for the rest of the battle.
Note that in addition to his own division Herron may command units in Huston's division. However no Union unit may receive command benefits from both Huston and Herron on the same turn.
The 1630 and 1700 turns for both sides are considered to be twilight. Artillery may only fire out to canister range (4") and infantry can only fire if in charge combat. All command radii are reduced to 2" maximum and all maneuver die rolls are made at -1.
Terrain Effects
Woods are rough going and provide a -1 fire combat modifier for cover and a +1 charge combat modifier for favourable ground.
Contours give a +1 charge combat modifier for favourable ground if upslope of the enemy. Troops on hills may fire over woods on level ground as if they were friendly troops. Measure relative distance from the edge of the wood nearest the target.
The Illinois River is 2" wide and crossable only in march column at the ford.
The stream is 1" wide and is crossable without penalty by infantry, cavalry and leaders. Artillery may only cross at the ford.
Defensive bonuses from terrain are not cumulative.
Game Length
The scenario starts with the Union 1230 turn and ends with the Confederate 1700 turn. The Union move first on each turn. Each side therefore get 11 turns.
Victory Conditions
Both sides score points for damaging or destroying enemy units as described in the rules. In addition the Union score 5 points for each unspent infantry brigade they have on the ridge upon which the Confederates deployed at the end of the game. The Confederates score 1 point for each stand (infantry, cavalry, leader or artillery) lost by Herron's command on or before the first Confederate turn after the first of Blunt's force arrives.
Compare victory points at the end of the game. If the Union do not have at least 10 more points than the Confederates or the Confederates 5 more points than the Union then the game is a draw. Otherwise the side with the highest score wins.
Deployment
Union
Dye's Brigade is placed in line facing South on the hill between Points A and B. Huston's divisional artillery is attached to it.
Bertram and Orme should be placed in line facing South West centred on, South West of and within 4" of the ford over the Illinois River. One artillery battery (Herron) should be attached to each brigade.
Harrison's Brigade should be placed in march column facing South West centred on, North East of and within 8" of the ford over the Illinois River.
Confederate
Confederate brigades should be formed up in a line along the ridge with the right flank at the Eastern end of the ridge, facing North and no more than 16" from the Southern edge. Brigades should be in the following order right to left:
Shelby, Fagan, McRae, Parsons, Shaver, Roane, Lane.
MacDonald's Brigade is placed to the immediate right of Shelby's Brigade.
All brigades are in supported line except Shaver and Parsons who are in line. Cavalry may start mounted or dismounted.
Artillery starts unlimbered and attached to or within 4" of any brigade in its division. Artillery may be up to 16" from the Southern edge.
Leaders start within 2" of any unit under their command.
Reinforcement Schedule
Union
1230 Clark (B) T BLUNT, Wickersham, Salomon (A) T +1 3 Artillery (Blunt) (A) T +2 Cloud, Weer (A)The turn of entry of Blunt's force is determined by dice roll. At the start of each Union turn roll a dice (D10) and add it to the scores of all pervious rolls. If the total is greater than 20 then that Union turn is considered to be 'T' and the first reinforcements appear.
All Union troops enter in any formation within 6" of the entry point. No brigade can initiate charge combat on the turn of entry unless the target is within 6" of the entry point.
Confederate
The Confederates receive no reinforcements.
End of Scenario