A Scenario For 'Fire and Fury'
The following troops are required:
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Union |
Confederate |
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Leaders: |
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Corps |
2 |
2 |
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Divisional |
2 |
4 |
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Infantry stands |
86(8) |
73(11) |
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Cavalry stands |
8(2) |
5(1) |
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Dismounted Cav. |
6 |
4 |
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Horseholders |
2 |
1 |
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Artillery stands |
4 |
4 |
The number in parenthesis is the number of brigades of that type.
If using 6mm or 10mm figures, all distances should be reduced by 25%.
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Army of the Gulf |
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16th Corps (Part) |
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Smith |
1 Ldr (E) |
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First and Third Divisions |
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Mower |
1 Ldr |
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Hubbard |
9/7/5 Inf |
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Hill |
7/5/3 Inf |
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Lynch |
10/8/5 Inf |
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Moore |
6/5/3 Inf |
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Artillery |
2 Artillery |
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19th Corps |
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Franklin |
1 Ldr |
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First Division |
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Emory |
1 Ldr |
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Dwight |
17/14/10 Inf |
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McMillan |
12/10/7 Inf |
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Benedict |
12/10/7 Inf |
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Shaw |
13/10/7 Inf |
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Artillery |
2 Artillery |
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Cavalry Division |
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Lucas |
4/-/3 Cav |
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Gooding |
4/-/3 Cav |
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Army of West Louisiana |
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Taylor |
1 Ldr (E) |
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Walker's Division |
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Walker |
1 Ldr |
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Randal |
8/6/4 Inf |
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Scurry |
8/6/4 Inf |
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Waul |
9/7/5 Inf |
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Artillery |
2 Artillery |
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Mouton's Division |
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Polignac |
1 Ldr (E) |
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Gray |
5/4/3 Inf |
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Stone |
4/3/2 Inf |
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Green's Cavalry Division |
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Green |
1 Ldr (E) |
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Bagby |
7/5/4 Inf |
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Major |
5/4/3 Inf |
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Bee |
5/4/3 Cav |
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Artillery |
1 Artillery |
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Churchill's Command |
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Churchill |
1 Ldr |
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Parson's Division |
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Parsons |
1 Ldr |
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Clark |
4/3/2 Inf |
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Burns |
11/8/6 Inf |
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Tappan's Division |
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Tappan |
1 Ldr |
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Gause |
5/4/3 Inf |
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Grinsted |
7/5/4 Inf |
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Churchill's Artillery |
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Artillery |
1 Artillery |
The Union forces are in two separate Corps, each under their own commander. The cavalry division is under Franklin's command.
The Confederate forces are under the overall command of Taylor. Churchill's troops may receive command modifiers from either Taylor or Churchill, but not both in the same turn. This is in addition to any modifiers they receive from their own divisional commanders.
The direction of the Union army in this battle was initially very poor, with brigades failing to support each other because they had not received orders to do so. To simulate this, all Union brigades and batteries are restricted in their movement until they have been activated. An inactive Union brigade or battery may not voluntarily move from its initial starting position, but may roll on the movement table to change into either line formation or to allow it to refuse its flanks. It may fire normally. If forced to withdraw from its initial position, it must attempt to move back to that position as soon as possible.
Attempts may be made to activate brigades at the start of each Union move. Roll a D10 and apply the following modifiers:
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1630 turn: |
-2 |
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16th Corps before 1730: |
-1 |
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Confederate unit in sight: |
+1 |
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Or |
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Confederate unit in sight and behind flank: |
+2 |
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Each attached Corps or Division leader: |
+1 |
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If fired at since last roll: |
+1 |
A final score of 7 or more is needed to activate the brigade.
A brigade or battery is automatically activated if it is engaged in charge combat.
Artillery attached to a brigade may not detach unless forced to by enemy action. It is activated if the brigade it is attached to is activated; it is not tested for separately. If an attached battery is forced to withdraw then it must attempt to reattach to its parent brigade as soon as it is able to do so.
The last two turns of the game (1900 and 1930) are considered to be twilight. This has the effect of reducing maximum visibility and firing ranges to 4" and giving a -1 on all maneuver rolls.
Click here to view the map.
All woods are considered light, so they affect line of sight and combat, but do not affect movement. They provide a -1 cover bonus and a +1 favourable ground bonus in charge combat for infantry and dismounted cavalry.
Streams are 1" wide and fordable along their entire length. Units defending behind them receive a +1 bonus for favourable ground.
The gully provides a -1 cover bonus for units defending it as well as a +1 bonus for favourable ground in charge combat. This bonus does not apply if the defending unit is outflanked or if more than half of the fire points are enfilading.
The town of Pleasant Hill is treated as rough terrain. It provides a -1 cover bonus and a +1 favourable ground bonus in charge combat for infantry and dismounted cavalry.
The scenario starts with the Confederate 1630 turn and ends with the Union 1930 turn. The 1900 and 1930 turns for both sides are considered to be twilight.
Both sides score points for damaging or destroying enemy units as described in the rules.
The Confederates score points for holding the following terrain features with an unspent brigade at the end of the battle:
Pleasant Hill 5 points
Road Junction 'X' 10 points
Compare victory points at the end of the game. If one side has scored at least 15 points and at least 5 points more than the other has, then it is considered to have won, otherwise the battle is a draw.
Union brigades are deployed as shown on the map. All batteries are unlimbered. All cavalry is dismounted. Franklin and Emory begin the game in the town of Pleasant Hill. Smith and Mower start anywhere within 2" of any brigade in their command, but may not start attached.
Confederate units begin as deployed on the map. Churchill's battery begins limbered; all other batteries are unlimbered. All leaders begin within 2" of, or attached to, any brigade in their command.
The Union has no reinforcements
1700 POLIGNAC, Gray, Stone (A)
Reinforcements enter in road column, but do not have to roll on the maneuver table on the turn of entry.