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Fire & Fury (guerre de Sécession 1860-1865)

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Fire & Fury (guerre de Sécession 1860-1865)

Message par EriC"Ace of Spades" le Lun 10 Jan - 0:52

NEWS récupérées sur le site fireandfury Very Happy

bonne lecture ... Cool

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Regimental Rules: Version 2.1

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Home Competitions Armies Random Events Rules


Rule Extensions for Fire and Fury

Fire and Fury Regimental by D. J. Hynds

The aim of these rule adaptations is to allow smaller conflicts to be re-enacted, somewhere between small skirmishes and grand battles. It implies something characteristically different about this level of play. I hope to have achieved is a game that retains the grand control, but at brigade level, with the mechanisms and flavour of Fire and Fury, but with a little more of the regimental level detail, such as weapon variations, skirmishing and more terrain detail, which at army level is averaged out and lost.

Scale: 1” = 20 yds; 1 turn = 10 mins; 1 stand = 50 men; 1 gun stand = 2 gun section.

Additional markers: lying down marker; sniper marker;

Command

Command Radius; 18” on horseback. (Brig comm. stands become regmtl., divl. become brigade, etc.)
Leaders; roll for exceptional and weak leaders on a d10 as follows, for infantry and cavalry units. Confed Confederate Union
Exceptional (+1 to manoeuvre/combat) 8/9/10 9/10
Weak (-1 to manoeuvre/combat) 1/2 1/2
Roll on this chart for new leader, the turn following that in which leader is lost.
Brigade Commanders; receive fire if within 2" of any targetted unit, even if not attached.

Fallen leaders/Colours:

Rolling 10 when firing, target checks fallen leader chart.

Rolling 10 in combat, and winning, enemy colours captured. (1VP) A units colours can only be captured once in a game.

Regiments losing a leader or colours, -1 from the next manoeuvre roll, or -2 if both lost last turn.

Regiments can only re-capture the colours back by rolling a 10 in a combat the turn immediately afterwards.

Movement

Movement: all movement remains the same except…

Formations: Column, Road column and Single line only. (No supported line, except in prepared works.)
Linear obstacles (fences, hedges, works)

Infantry: -3” from movement.
Cavalry: crack/veteran/green -3” from movement/-3” plus disordered/may not cross
Artillery: Do not cross linear obstacles unless a section is cleared. Half a turn for light (fences); whole turn for hard (walls).
Rapid move in rough ground: 3/4 movement, but end turn disordered, may be a charge.
March column on tracks 1 ½ normal movement rate.

Manoeuvre Modifiers: add the following modifiers…

-1 if colours or colonel lost last turn.
-2 if both lost last turn.
+1 if combat winners last turn.
-1 for weak leader.
-1 per unsupported flank. (No friendly unit within 4" at the start of the turn)
Infantry

Lying Down:

To reduce casualties from fire.

Use a laying marker or lay command stand down.

-1 if firing whilst lying, (unless using breech loading carbines), -1 when fired against (cumulative with other bonuses).

If attacked, unit automatically stands,

If attack starts in the flank, or from within 4", unit stands, but is disordered.

Passage of lines: POL

Whilst advancing, costs 3"

A unit retreating through another, costs nothing, but may disorder it....

Stationary unit makes a reaction roll, rolling as for manoeuvre, but with additional modifiers....

POL Reaction Chart Stationary Unit; status and effects
Manoeuvre modifiers plus... Die Disordered Effects Good Order Effects
-1 if passing unit is disordered,

-1 if passing unit is being pursued in breakthrough charge.

2 or less Quits the field Disordered, 1 stand skedaddles, retire 6".
3,4 Disordered, 1 stand skedaddles, retire 6". Become disordered, 1 stand skedaddles
5,6 1 stand skedaddles Become disordered
7 or more No effect No effect

Skirmishers: protect a unit from infantry fire, and provide early warning of attack

May operate up to 15” from the unit, line or column, to the front and/or either flank.
Stands deploy 1” apart (the line is assumed to stretch across the front of the unit).
Up to 1/2 the unit strength may skirmish, before a line.
May fire normally. Receive fire at -1 (cumulative with terrain bonuses) shielding unit from infantry fire.
Add +1 to fire roll as weapons will be aimed, and not part of a general volley.
May NOT charge. Must fall back on the unit if charged.
Skirmish stands may be 'picked up' by forward movement, or fall back on the unit.
Skirmishers may be disordered, but take their status from the main unit.
Skirmishers losing a stand to fire, are automatically driven back to the main body.
If surprised, any skirmishers within 2" of attackers hidden position are captured and removed from play. Others retreat.
If more than 1/4 of the unit is skirmishing, and falls back before a charge, main body fires at half effect.
If skirmishers are in use, an oblique attack on a line, results in the 2 end stands being refused to meet the attack, but NOT for an attack from behind the flank. (1 stand for units of 4 or less) (See diagram)
Artillery may target the main unit irrespective of skirmishers.



Breastworks: light works may be prepared once a unit has occupied the same ground for 2 consecutive turns, providing there are materials to hand, fences, buildings, undergrowth, rocks, rough ground, etc. (-1 to fire, +1 to combat dice)

Cavalry

Charge reaction;

may advance 2” to meet a cavalry charge.

Roll 7+ on manoeuvre die, 10 if disordered. Normal manoeuvre modifiers apply.

-1 to defending combat unit which has not advanced to meet, cumulative with other modifiers.

Crack and veteran CS may fire with hand weapons when receiving or charging. (1/2 effect)

Cavalry may skirmish, either use dismounted stands, (3 single skirmishing figures per stand.)

-2 for fire against cavalry skirmishers (cumulative with terrain bonuses)

Artillery

Batteries may have 2 or 3 sections. Sections may be deployed separately.

Apply ‘silenced battery’ and ‘low on ammo’ to the whole battery if deployed together, or relevant sections if separately deployed.

In combat or fire, apply ‘battery damaged’ marker as 'section damaged'.

For ‘"mso-bidi-font-weight: normal">‘battery damaged’ marker as 'section damaged'.

For ‘deadly fire’ and ‘swept from the field’ results, read ‘battery section’ instead of battery.

In melee count each section as 1 combat stand.

Targetting: widely separated batteries or sections (over 6" apart) may not combine their fire onto distant targets (over 16"), unless a) the target is the closest enemy to each battery, or b) the target is within charge range of a friendly unit.

Captured battery sections may be turned on the enemy, but only canister fired. A stand of infantry must be assigned to each battery section to do this. It is then treated as a normal battery section, but may not move except by prolonge movement. Infantry losing a stand this way, continue to count stand for turn status, but not in firing or combat. If battery is subsequently lost or abandoned, stand returns to unit, unless destroyed with the section/battery.

Prolonge Movement: guns may be man-handled by prolonge, using ropes and hand spike, up to 1” per turn, forwards or backwards. Batteries may change section facing by 45% in prolonge movement. This will occupy a half-turn. Batteries may fire at half effect.

Firing

Surprise Fire: units may be fired upon, from close range, (within 4") by concealed units . Movement is completed by the active player, the firer then chooses at what point the fire is made. It may be combined with other fire. Active player then rolls on Surprise Fire Effects table. The unit may need to be moved back to the point of fire, and table effects worked out from there.

Surprise fire may be achieved by hidden units or by units lying down in cover and standing up to fire; units using skirmishers cannot be surprised.

Surprise Fire Effects
if still in good order if disordered by fire
cumulative modifiers
-1 if fire incl. artillery.
-2 if in incl fire from behind flank.
-1 if leader killed.
less than 3 recoil: retire with remaining movement allowance. driven back: beyond musket range, 1 stand lost.
3-6 checked: halted at the point of firing. recoil: retire with remaining movement allowance.
more than 7 no effect checked: halted at the point of firing.

Infantry Firing:

Weapon Distribution: in a random game, weapon distribution should reflect the distribution for the relevant period.

Infantry Weapons Union Confederate
1862 1864 1862 1864
Smoothbore muskets 30% 5% 60% 10%
Rifled smoothbores 45% 15% 25% 15%
Springfields/Enfields 25% 80% 15% 75%


Targeting: it is assumed that any infantry or cavalry stands able to fire, will target any enemy to their immediate front. When no target is available, they may engage in flank (oblique) fire, on any stands within the normal fire arc.

Fire Table: fire points per stand at varying effective battlefield ranges for varying weapons.

Infantry and cavalry weapons
Close Range (up to 8”) Medium Range (8-16”) Long Range (up toup to 24”) Notes
Springfield rifled musket* 1½ 1 ½
Rifled smoothbores 1 ½ No long range
Breech loading Carbines* 1 ½ No long range No penalty when firing lying down.
Repeaters (union only) 4 1 No long range No penalty when firing lying down.
Smoothbores 4" 8" Only effective at very short ranges.
1 ½
Sniper rifle Used against single target up to 30". Hit on roll of 9/10. +1 to die roll if below 15". No penalty when firing lying down.

Pistols/shotguns* (CS cavalry) ½ (in melee whilst mounted only)
Fire points (round down in the case of halves) *Firearms most typically found, other arms are likely only in historical scenarios.


Low on Ammo: Confederates go low on ammo if a 9 or 10 is rolled, to reflect the fact that they typically carried less ammunition than the union. (30 rounds as opposed to 50).

Point Blank Volley: a unit may choose to reserve fire until the last minute, rather than fire at greater ranges. +1 to fire die roll if a unit holds its fire against a target until it is within close range.

Flank Fire: is any infantry fire from either flank, from stands that do not overlap the frontage of any of the defending units stands.

A unit without skirmishers receiving flank fire (oblique) from at least 4 infantry stands, is pushed back 1" on that flank, if not lying down or in works. Angle the line to keep a straight deployment line. If both flanks receive flank fire push the whole regiment back 1".

Snipers: usually operated in a skirmish line, with a specialised sniper rifle. There will only be one, if 9/10 is rolled when the skirmishers are deployed. Fires in the normal sequence, specifying individual target within 30". Hit on a roll of 9/10. +1 to die roll if below 15". May target any regimental, brigade or divisional commanders. Target rolls on fallen leader table.

Artillery Firing:

Batteries of 4 or 6 guns are represented by 2 or 3 stands. Each stand represents a section of 2 guns. At this level of the game, it is unlikely that there will be more than 1 battery per side.

Artillery may fire any of 4 types of ammunition.

Canister: used against infantry, double-shotted at close range. Use the existing canister funnel extended with a ruler.

Shell: was used against buildings, earthworks and units under cover. If 9 or 10 is rolled, any target building building catches fire. (+1 to die roll for rifled pieces)

Shrapnel: was used against bodies of infantry at longer ranges, usually 500 - 1500yds. Roll for leader if 10 is rolled. (+1 to die roll for rifled pieces)

Solid Shot: was used against buildings, works, and bodies of troops at longer range. It was more accurate than other ammunition. No bonus for rifled pieces, because though it was more accurate, rifled projectiles often buried themselves on impact. When firing shot into forward slopes -1 from die roll.

All artillery firing shrapnel, shell and shot, deduct 1 from the die roll if target has moved more than 6" that turn.

Battery Fire Points per Section (2 guns/1 artillery stand)
Double Canister Canister Shrapnel Shell Shot
Up to 8” Up to 16” over16” over32” over16” over32” over24” over48”
12lb smoothbore 4 2 2 1 1 ½ 1 ½
3" rifles 2 1 2 1 1 ½ 1 ½
+1 to die roll for rifled pieces
Up to 6” Up to 12” over12” over24” over12” over24” over18” over36”
6lb smoothbore 3 1½ 2 1 1 ½ 1 ½
Roll 9/10 to fire building
Modifiers -1 from die roll if target has moved > 6" that turn.

Disordered batteries: may fire at half effect. This status can be removed a) the turn after the battery fails to receive fire, or b) by a withdrawal of at least 4".

Prolonge Fire: using the prolonge hooks, a battery may fire whilst withdrawing. To do so it moves half distance and fires at half effect. It may do this a section at a time.

Firing Over Troops: batteries may fire over their own troops if they are above them and more than 6" behind them, or at an elevated target, if they are similarly more than 6" behind their own troops. A roll or 1 or 2 when firing over friendly troops, disorders that unit, as debris falls on them.

Melee

Manoeuvre Modifiers: add the following modifiers…

-1 if cav. failed reaction charge, v. cavalry, cumulative with other modifiers.
-1 if target of surprise attack..
Rolling 10 in combat, and winning, enemy colours captured. (1VP)
Surprise Attack: units may be charged by concealed units from within 4". Fire at the attackers may ONLY be at 1/2 effect from the surprised unit. Normal combat follows, except that defender has an extra -1 surprised combat modifier.

Other Additions

Buildings: are more significant at this scale. The can be occupied by a regiment, count as rough ground to cross, and will block line of sight. Count as hard cover -2 to fire, +2 to defend. Defenders must vacate a burning building the turn after it is fired, or lose 1 stand per turn.

Hidden units: in certain circumstances, units may be hidden by design, terrain or weather. If there is no line of sight between the enemy and the entire deploying unit, a command stand may represent the unit, until it is seen.

Units may be ‘hidden’ as part of a scenario, and become visible when enemy are within 4" (2” in woods) unless they reveal themselves by firing or moving first.

If one side starts on the table, and the other deploys onto it, then the ‘in situ’ side may hide units, but the locations and facing must be written down clearly beforehand. They are revealed as above.

Hidden units do not have skirmishers deployed.

Fog: mist limits visibility. Deploy and move infantry and cavalry unit command stands only.

Units become visible when within 4” of an enemy unit (2” in woods). The moving unit is placed first. Command stand remains on the spot. Remaining stands are placed in line, either side, or column.

If deploying from the table edge, batteries are placed limbered when mist clears, within half their possible maximum movement range for the misty turns, leaders where desired.

Mist clears on a roll of 7 or more by either player from turn 3.

Darkness: When twilight falls, visibility and command radius is reduced to 8” for 2 turns.

Once it is dark, visibility is reduced to 4”. All stands other than command stands can then be removed, until within 4” of an enemy.

Please feel free to send me any comments

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EriC"Ace of Spades"
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