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How
to use Victory Games "Civil War" (CW) strategy game and convert the battles
to Fire and Fury (FF) games.
by
Jim McConnell Revised 6/9/95
1.
Both sides agree to fight a particular CW battle as a FF game.
2.
Depending on the type of CW hex (clear, forest, swamp, road/gap) the battle
occurs in, the appropriate FF battlefield is selected.
3.
The Defender, as defined in CW terms, chooses the side of the battlefield
he wishes to defend. The Attacker gets the other side.
4.
Each side then creates an Order of Battle (OOB) using the following guidelines:
A.
Each CW Strength Point (SP) translates to 20 FF stands of infantry, or
cavalry if commanded by a CW cavalry leader, plus two batteries of artillery,
horse if cavalry. This ratio can be modified if both players agree.
B.
Each CW leader counter present at the battle must be represented by FF
leader stand of appropriate rank: CW 1 star = FF Division leader, CW 2
star = FF Corps leader, CW 3 star = FF Corps or Army leader, CW 4 star
= Army leader.
C.
In the OOB, each CW translated FF leader stand must command a unit appropriate
to his command level: a Division leader must command 1 or 2 CW SP's worth
of FF troops (20 to 40 stands plus 2 to 4 batteries if the standard 20/2
ratio is used), a Corps leader must command 2 or more divisions comprising
2 to 6 CW SP's worth of FF troops (40 to 120 stands plus 4 to 12 batteries).
D.
The OOB may (and sometimes must) include FF leader stands (both Division
and Corps leaders) who are not representing a CW leader counter. Such FF
leaders are always "Average", never "Excellent" or "Poltroon". They must
command forces within the size constraints outlined above for leaders of
their rank.
E.
Each Division in the FF OOB should contain from 2 to 5 brigades and be
commanded by a FF Division leader. Each Corps should contain 2 or more
Divisions. Artillery batteries may be distributed at the Brigade, Division
or Army level.
F.
The FF effectiveness rating for each Brigade in the OOB is translated from
the CW game system as follows:
(1)
All CW SP's which have never fought in battle will yield green FF stands.
(2)
Once a green CW SP is involved in its first battle (either a CW battle
or an FF battle), that CW SP becomes a veteran.
(3)
The player whose army wins a battle (either CW or FF) may promote one Veteran
CW SP to crack. If all the CW SP's in the victorious army began the battle
green, one of these may be promoted directly to crack.
5.
The OOB should now be complete, with the exception of FF "E" ratings for
Brigades and Leaders (and P ratings for Leaders), which will be discussed
below. The players now decide, without telling each other, if any part
of their respective armies will be committed to a "Right Flank March""(RFM),
a "Left Flank March" or a both.
A.
No more than 50% of the FF stands in an army can be committed to Flank
Marches, and no more than one Flank Marching Force can be assigned to each
flank of the same army.
B.
Each Flank Marching Force must contain a minimum of 1 CW SP's worth of
FF stands, and must be commanded by a CW leader counter derived FF leader
of appropriate rank. The components of each Flank Marching Force should
be noted on the OOB.
6.
Each player now sketches, in scale, the deployment of his on-table units
on his copy of the battlefield map. All on-table units must be deployed
within the players initial deployment zone. Units assigned to Flank Marching
Forces are not deployed on the map at the start of the battle. Opponents
are not shown these initial deployment maps.
7.
At the start of the battle, each player places on the table only those
units deployed on-table which would be visible from the enemies initial
deployment zone.
A.
With the aid of a neutral party (wife, mailman, unsuspecting passerby),
and with the results hidden from his opponent, each player determines the
"E" and "P" ratings of Brigades and Leaders which start the battle on-table,
using the following method.
(1)
If a CW leader has a tactical Rating of +2, the FF Division or Corps Leader
representing that person will be an "E". If the rating is +1, there is
a 50% chance the FF Leader will be an "E", rolled at the beginning of the
battle, or in the case of Flank Marches, upon arrival on the battlefield.
(2)
If the CW leader has a Tactical Rating of -2, the FF Division or Corps
leader will automatically be "P"(for Poltroon). A -1 Rating means a 50%
chance of a "P" rating.
(a)
In the FF game, brigades in an unattached "P" leader's chain of command
get no plus modifiers from that leader, but take a -1 on the Maneuver Table
if out of his command radius.
(b)
If a "P" leader is attached to a brigade, all other brigades in his chain
of command take a -1 maneuver modifier, and the brigade to which he is
attached has a 50% chance of rolling +1, 50% -1, on both maneuver and close
combat tables, rolled for each use.
(3)
Brigades have a flat 30% chance of having an "E" rating, rolled before
each battle.
B.
If either or both players have designated any Flank Marching Forces, the
neutral party, keeping all results secret from both players, rolls dice
to determine the arrival of the respective Flank Marching Forces (FMF).
(1)
For each FMF for each side, a 4-sided die is rolled. If the modified result
exceeds the FMF's leader's CW initiative rating, that FMF's march has been
"swift"; if the modified result equals the initiative rating, the march
has been "deliberate"; if the modified result is less than the initiative
rating, the march has been "plodding".
(2)
A "swift" marching force enters the table anywhere along it's target Flank
March Entry zone, fully deployed, on the fourth turn of the game; both
players are informed of the imminent arrival on the third turn.
(3)
A "deliberate" marching force enters on the ninth turn, with notification
of arrival on the eighth turn.
(4)
A "plodding" force enters on the fourteenth turn with notification on the
thirteenth.
(5)
If both sides have a FMF on the same flank, and one is "swift" while the
other is "plodding", arrivals are as above. If one is "swift" and the other
"deliberate", or one "plodding" and one "swift", there is a 50% chance
that they will encounter each other off-table. This determination is made
by the neutral party by rolling a die before the game.
(a)
If an off-table encounter occurs, the smaller of the two Flank Marching
Forces never arrives, while the portion of the larger force arrives which
is in excess of the strength of the smaller force arrives as previously
determined. No losses are suffered by the forces which never arrives on
the table.
(b)
Each cavalry stand which is part of the FMF counts as two stands for purposes
of how many enemy stands are prevented from arriving on table in case of
an off table encounter. If no off table encounter occurs, the respective
FMFs arrive at their indicated times.
(6)
If both sides have an FMF on the same flank, and their arrival times are
identical, an off table encounter automatically occurs as described above.
(7)
On the turn which an FMF arrives on the battlefield, rolls are made for
the "E" and "P" ratings of leaders and brigades.
C.
Adjustments to the FF battle setup to take into account CW battle "Column
Shifts" as follows.
(1)
If the battle is being fought in a Forest hex, subtract 1 from all die
rolls for the attackers FMF arrival times, and allow the Defenders breastworks
equal in inches to 25% of the total number of stands in his on table defending
force.
(2)
If the battle is being fought in a "swamp" hex or across a Gap/Road hexside,
neither player may attempt flank marches, and the Defender is allowed breastworks
equal in inches to 50% of the total number of stands in his defending force.
(3)
If the Attacker enters the Defenders hex by crossing an un-navigable river
hexside, subtract 1 from all die rolls for the Attacker's FMF arrival times,
and allow the Defender 25% breastworks.
(4)
If the Attacker enters the Defender's hex by crossing a navigable river
hexside, subtract 2 for all die rolls for the Attacker's FMF arrival times,
and allow the Defender 50% breastworks.
D.
Adjustments to the FF battle setup if the defending army is Demoralized
in CW terms at the start of the battle are as follows.
(1)
The defending army may not attempt any flank marches.
(2)
All brigades in the defending army start the battle with a FF Effectiveness
Rating of "Worn". Thus a "Green" 10-stand brigade, normally a 10.8.6,
would be a -.10.6; a "Veteran" 8-stand brigade would be a -.8.4 (instead
of 8.6.4), etc.
8.
The length in turns and starting hour of a FF "game day" will vary according
to the CW turn in which the battle is being fought, as per the following
table:
|
CW
Turn
|
Dawn
|
Dusk
|
#
FF Turns
|
|
Mar
- Apr
|
0600
|
1800
|
25
Turns
|
|
May
- Jun
|
0500
|
1930
|
30
Turns
|
|
Jul
- Aug
|
0500
|
1930
|
30
Turns
|
|
Sep
- Oct
|
0600
|
1800
|
25
Turns
|
|
Nov
- Feb
|
0700
|
1700
|
21
Turns
|
FF
battles can last more than one FF game day, ending only when one of the
contending armies is driven from the battlefield, or withdraws voluntarily.
A.
If nightfall arrives with neither commander conceding defeat, the FF battle
will continue next day.
(1)
Only those brigades and batteries which were on-table at nightfall the
previous day may participate the next day.
(2)
"Skedaddlers" return to their brigades; all other losses remain lost, with
consequent reductions in effectiveness.
(3)
Neither army may advance nearer to the enemy than the positions they occupied
at nightfall, though they may fall back. Within this restriction, brigades,
batteries, and leaders may be moved up to three standard moves distance
from their nightfall positions, done as a single "night move" without maneuver
die rolls.
B.
An army holding on until nightfall can withdraw from the table unmolested
overnight.
C.
An army which withdraws or is driven from the FF battlefield is automatically
Demoralized in CW terms, regardless of other considerations.
9.
A FF battle is won by the army which has accumulated the most FF "Victory
Points" (VP's) by the end of the battle; the FF battle loser is then the
loser in CW terms as well, and must retreat from the CW hex in which the
battle was fought. Note that it is possible (though unlikely) for an army
which has withdrawn or been forced from the FF battlefield to still be
the "winner" in VP's.
A.
All FF killed/wounded or captured stands are considered permanently lost
in CW terms, prorated as CW SP's in the same ratio as that used to convert
from CW SP's to FF stands when building the Order of Battle. Losses to
"Crack" stands must be prorated separately.
B.
Whether it wins or loses the FF battle, an army is Demoralized in CW terms
if it loses 2 or more CW SP's in the battle, or if it is forced from or
withdraws from the FF battlefield.
C.
An army remaining in possession of the battlefield at the end of a FF battle,
and which has lost 1 or no CW SP's, will have a proportional chance of
being Demoralized equal to the chance it would have had of becoming Demoralized
after suffering losses of 1 or no SP's on the CW Combat Results Table had
the battle been fought as a CW battle rather than a FF battle.
D.
CW Leader Loss Checks need not be made for any CW leader who actually appeared
on-table at any time in the FF battle; CW leaders who never appeared on-table
(possible only if they were part of a FMF which never arrived) must roll
for CW Leader Loss. FF Leaders killed or disabled in FF terms during
the battle are killed or wounded in CW terms as well.
E.
By definition, there are no "Green" stands left in an army after a battle.
The exception would be any "Green" stands which were part of a FMF which
never arrived on-table. Such stands remain "Green", and suffer no losses
in the battle.
10.
The following changes to the CW rules on Promotions are in effect.
A.
When a CW leader fights in a battle (CW or FF), place his next step promotion
counter on the turn record track on the turn the battle is fought.
B.
In the Reinforcement Phase of each CW turn, roll a die for each leader
promotion counter on the turn record track, subtracting from the die roll
a number equal to the difference between the current turn number and the
turn number at which the promotion counter is positioned on the track.
For example, if the Sherman 2-star counter has been placed at Turn 2, and
the game is now in the Reinforcement Phase of Turn 3, subtract 1 from the
die roll (the difference between 3 and 2).
C.
If the modified die roll is equal to or less than the Tactical Rating of
the leader counter currently in play (the 1-star Sherman counter in the
above example, not the 2-star), put that counter in the "Promotion Pool"
(not the Leader Pool) for that turn.
D.
Promotions may be taken from the "Promotion Pool" only by a player who
wins the initiative die roll for a pulse with an odd-numbered initiative
die roll, and then only by using his "free reinforcement" for the purpose.
E.
Promotion counters are chosen randomly from the "Promotion Pool". If there
are promotion counters remaining in the pool when all leaders from the
Leader Pool and all reinforcements have been entered for both sides, and
all Commands have been used for both sides, the turn ends with the non-promoted
leader counters still in the pool for next turn.
11.
FF gives no role to an army leader; he might as well not be there. Based
on the assumption that an army leader's main role in battle is that of
controlling and directing the actions of his immediate subordinates, the
corps leaders, the following FF rule change gives a battlefield role to
army leaders.
A.
A FF army leader stand has an Army Command Radius of 30". Friendly
corps leader stands which lie within this 30" radius of the army leader
stand during the maneuver phase act as described in FF. Friendly corps
leader stands lying outside this 30" radius during the maneuver phase have
their maneuver modifiers reduced by one for any maneuver die rolls they
might modify; such reductions may not, however, result in a negative modifier.
B.
An army leader stand may personally place any artillery stand in his army,
provided it is within his "tactical" command radius (the standard FF 18").
C.
An army leader stand may attach himself to any brigade in his army, having
the same effect on maneuver die rolls as a corps leader of the same rating
(i.e., +3 if 'E', +2 if "Average", +1 if "Poltroon"), and the same effect
on charge combat as any other attached leader. However, while the army
leader stand is attached to a brigade, all corps leaders under his command
are considered to be out of his army command radius, and suffer the consequent
maneuver table modifier reductions.
D.
CW boardgame leader counter army command rating affect FF army leaders
as follows.
(1)
For each "positive" CW army command rating point, add 6" to that FF army
leader stand's army command radius (thus, R. E. Lee's army command radius
in an FF battle would be 48", Grant's would be 42").
(2)
For each "negative" point CW army command rating point, deduct 6" from
that FF army leader stand's army command radius (thus, McClellan's radius
is 24"; Fremont's, the poor sod, is only 12").
(3)
For each "positive" CW army command rating point, an army commander may
re-roll a friendly maneuver die roll of his choice each turn; army leaders
with "negative" CW army command ratings may be required by their opponent
to re-roll one of their own army's maneuver rolls for each "negative" point,
each turn.
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