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Variable Unit Generation Tables
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| 1.) Year and Theater of Operations | 1861 | 1862 | 1863 | 1864 | 1865 | ||
|---|---|---|---|---|---|---|---|
| Eastern Theater of Operations | 01-06 | 13-25 | 39-51 | 65-77 | 91-95 | ||
| Western Theater of Operations | 07-12 | 26-38 | 52-64 | 78-90 | 96-00 | ||
| Ignore this table if the theater of operations is know, i.e. in campaign games using maps. Otherwise, one player rolls 2D10 percentage dice on the table and determines where the battle will take place. Eastern and western theaters are split 50:50 here. | |||||||
| 2.) Brigade, Division, and Corps Leader Rating | Despicable | Average | Exceptional | ||||
| Union | 1861-63 | 01-10 | 11-90 | 91-00 | |||
| 1864-65 | 01-05 | 06-83 | 84-00 | ||||
| Confederate | 1861-63 | 01-05 | 06-72 | 73-00 | |||
| 1864-65 | 01-05 | 06-83 | 84-00 | ||||
| Note: Treat despicable leaders as average if you prefer to play Fire and Fury by the book. Otherwise, consider the following rule expansion: Despicable Leaders and brigadiers are treated in the same way as exceptional leaders and brigadiers, except that they provide 0 maneuver modifiers. Despicable leaders and brigadiers provide a -1 melee modifier, unless they are outranked by an average or exceptional leader attached to the same brigade. If removed from play due to combat, despicable leaders and brigadiers are replaced normally (page 20). Mark despicable leader labels with a "DP" or "Dip" (Dipsomaniac). A player who forgets to reveal a despicable leader, immediately receives an additional despicable leader replacement at the opponents discretion. The despicable replacement may only be used to downgrade an average leader or brigadier, not an exceptional one. Despicable corps leaders seek the company of one division leader in their corps, i.e. these two leader stands are permanently attached until the corps leader is removed from play due to combat. Despicable division leaders must remain in command radius of at least one brigade of their own division. Despicable brigadiers are permanently in command of their unfortunate brigade, they cannot be replaced voluntarily by the player. |
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| 3.) Divisional Strength: Number of Brigades | 2 Bgds. | 3 Bgds. | 4 Bgds. | ||||
| Union | 01-15 | 16-80 | 81-00 | ||||
| Confederate | 01-20 | 21-85 | 86-00 | ||||
| Roll 2D10 percentage dice when the division arrives on the tabletop battlefield. Once the number of brigades is know, roll for brigade strength on table 4. | |||||||
| 4.) Brigade Strength: Number of Stands | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
| Union | - | 01-10 | 11-65 | 66-90 | 91-95 | 96-97 | 98-00 |
| Confederate | 01-05 | 06-20 | 21-73 | 74-90 | 91-95 | 96-98 | 99-00 |
| Roll 2D10 to determine the number of stands in each brigade, then roll for brigade morale below, and refer to page 12 of the rules to label the brigade command stand appropriately. | |||||||
| 5.) Brigade Morale Rating | Green | Veteran | Crack | ||||
| Union | 1861-62 | 01-40 | 41-95 | 96-00 | |||
| 1863 | 01-25 | 26-87 | 88-00 | ||||
| 1864-65 | 01-15 | 16-81 | 82-00 | ||||
| Confederates in the East |
1861-62 | 01-24 | 25-81 | 82-00 | |||
| 1863 | 01-10 | 11-76 | 77-00 | ||||
| 1864-65 | 01-10 | 11-80 | 81-00 | ||||
| Confederates in the West |
1861-62 | 01-30 | 31-90 | 91-00 | |||
| 1863 | 01-15 | 16-80 | 81-00 | ||||
| 1864-65 | 01-20 | 21-80 | 81-00 | ||||
| For labeling instructions, refer to the Brigade Effectiveness Table on page 12 of the rules. | |||||||
| 6.) Divisional Artillery Ratio | 1 Battery per 9 Stands | 1 Battery per 8 Stands | |||||
| Union Division | 1-70 | 71-100 | |||||
| Confederate Division | 1-80 | 81-100 | |||||
| Procedure: Roll for every division involved in the battle. Assign two thirds of
the artillery to the divisions, and one third to Confederate Corps or Union Army Artillery Reserve. Note: Do not round fractions of batteries up or down. Instead, roll equal or lower than the fraction of a battery computed, using percentage dice. Example: A Confederate division of 3 brigades receives 7, 7, and 8 stands, for a total of 22 stands in the division. The player then rolls an artillery ratio of 1 battery for every 9 stands of infantry/cavalry, resulting in 2.44 which translates to 2 batteries and a 44% probability of a third battery. The player rolls 2D10 percentage dice, and, if his score is equal to or less than 44, he will receive the third battery. Two batteries are assigned to the division, and the third battery becomes a corps reserve battery. |
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Variable unit generation may be used in conjunction with army level campaign games like HOUSE DIVIDED, where the basic maneuver element is a division of infantry or cavalry. Players refer to the variable generation method when a previously unengaged division enters combat for the first time. Thereafter, casualties need to be deducted from the actual division strength. Fire and Fury does not offer a set of campaign rules, but standard practise in many wargames is to return 50% of the battlefield casualties immediately after the fight.
Fire and Fury does differentiate fire combat casualties and stragglers from captured troops, leaders and equipment. The 50% return rule does not apply to prisoners, they can only be exchanged by mutual consent or they may be freed if a POW camp is liberated. In battle, keep prisoners separate from other casualties by handing the stands to the opponent. Ideally, if players trust eachother with their beautifully painted miniatures, have the captor take the actual stands home for safekeeping in a prisoner of war camp. This drastic method creates a realistic feeling of compassion for the unfortunate troops now in enemy hands. Players will be more likely to negotiate exchanges, or they may decide to hold prisoners deliberately to bring a campaign to conclusion. Either way, casualties and prisoners lost will have a significant impact on the flow of the campaign.
The article is based on the original Fire and Fury Random Unit Generation Tables produced by Thomas Wirsing, used here with the author’s permission.
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