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Random Events for Fire and Fury

This table assumes that all brigades and artillery, have been allocated to Divisions or Corps and numbered, but not yet placed on the table.

Roll a d20 to generate a random event;

CS.

1. Flank march; up to two brigades, roll for entry from turn two and roll for which flank. [See below.]

2. Encamped; 1st division is deployed in tents. Deploy automatically in any formation in turn two, or when enemy within 6". Units may not move, but may fire.

3. Forced march; One brigade and a battery may deploy up to the half way line.

4. Captured guns; 1st. brigade 2nd. division has breach loaders, double fire effect.

5. Experienced; 1st. brigade 1st. division very experienced, +1 to all combat rolls.

6. Late brigade; roll for entry on own side, in any formation, from turn three. [See below.]

7. Cavalry outflank; roll for entry from turn two and roll for which flank. [See below.]

8. Damp powder; all 2nd division at -1 to fire rolls.

9. Low on ammo; 1st. division has only 3 rounds left.

10. Lost; 1st. division lost, must deploy in left quarter of own side.

11. Wide cavalry outflank; roll for entry from turn three, on opponents side. [See below.]

12. Extra brigade;  6/4/2 arrives unexpectedly on own side in turn three.

13. Drunk brigade; 2nd. Brigade, 1st. division, -1 to all combat and fire rolls.

14. Stragglers; rejoin all brigades in 1st. division. Add one stand to each brigade and adjust stats.

15. Artillery lost; all artillery arrives on own side in turn two.

16. Captured battery; extra battery attached to Corps, fire as CS.

17. Brigade commander ill; exceptional regimental commander takes command, add 1 exceptional.

18. Death; lose one exceptional commander, felled by own picket.

19. Crack Cavalry; equipped with pistols and shotguns, and may fire mounted as Confederate, as Union if dismounted, up to 3" only.

20. Army commander; arrives to conduct the battle, add into chain of command above Corps, +1 to manoeuvre rolls and +3 if attached.

V2.2

Dave Hynds Aug. 01

Entry to the table for flank or late marches, is achieved on the roll of 9,10 on a d10. Modifiers for exceptional Brigade or Divisional commanders, also off table, may be added in. Players may chose whether or not any Divisional artillery/commanders are off table with the Division. If the roll is successful, the flank or late march arrives. It will be necessary to roll to determine which side a flank march arrives. Individual units then make manoeuvre rolls as normal, with movement measured from the table edge. If they get no movement, units are placed on the table edge.

If the initial roll is failed, it is re-rolled, reducing the score required each turn, by one. Note, that deployment is not turn one…turn one is that turn following deployment.

 

 

Random Events for Fire and Fury

This table assumes that all brigades and artillery, have been allocated to Divisions or Corps and numbered, but not yet placed on the table.

Roll a d20 to generate a random event;

US.

1. Flank march; up to two brigades, roll for entry from turn two and roll for which flank. [See below.]

2. Encamped; 1st division is deployed in tents. Deploy automatically in any formation in turn two. Units may not move, but may fire.

3. Forced march; One brigade and a battery may deploy up to the half way line.

4. Emplaced position; 1 brigade and an emplaced battery may be deployed anywhere up to the half way line. [Emplacement +2 for battery only.]

5. Experienced brigade; 1st. brigade 1st. division very experienced, +1 to all combat rolls.

6. Late brigade; roll for entry, anywhere on own side in any formation, from turn three. [See below.]

7. Cavalry outflank; roll for entry from turn two and roll for which flank. [See below.]

8. Damp powder; all 2nd division at -1 to fire rolls.

9. Two late brigades; roll for entry on own side in any formation, from turn three. [See below.]

10. Breach loaders; 1st. brigade 2nd. division has Sharps breach loaders, double fire effect.

11. Artillery caisson; no low on ammo if caisson within 12" of battery when 10 is thrown.

12. Dissention; 2nd. division Commander argues with corps Commander, so no Corps bonus for this division.

13. Drunk Brigade; 2nd. brigade 1st. division, -1 to all combat and fire rolls.

14. Surprised; Lose the first turn after deployment.

15. Lost; 1st. division lost, must deploy in left quarter of own side.

16. Observation Tower; extends command radius to 24" for all corps and divisional commanders.

17. Commander ill; exceptional regimental commander, takes command of 2nd. Brigade 2nd. Division.

18. Amalgamation; two small brigades (six or less stands), are amalgamated by Corps to form a larger brigade. Re-label with status of better brigade.

19. Artillery Lost; 2nd division artillery rolls to enter own side, from turn 3. [See below.]

20. Coloured Brigade; 3rd brigade 1st division is coloured, -1 to all combats.

V2.2

Dave Hynds Aug. 01

Entry to the table for flank or late marches, is achieved on the roll of 9,10 on a d10. Modifiers for exceptional Brigade or Divisional commanders, also off table, may be added in. Players may chose whether or not any Divisional artillery/commanders are off table with the Division. If the roll is successful, the flank or late march arrives. It will be necessary to roll to determine which side a flank march arrives. Individual units then make manoeuvre rolls as normal, with movement measured from the table edge. If they get no movement, units are placed on the table edge.

If the initial roll is failed, it is re-rolled, reducing the score required each turn, by one. Note, that deployment is not turn one…turn one is that turn following deployment.