<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Fire and Fury</title>
	<link>http://www.boardgamegeek.com/boardgame/12355</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 08:11:28 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 08:11:28 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Card Gernerated Fire and Fury!</title>
	<description>John,&lt;br&gt;The Fire &amp; Fury fire chart is different than the Age of Eagles'.  &lt;br&gt; Also, Leader casualties are slightly different(70% KIA for charismatic Leaders)&lt;br&gt;&lt;br&gt;I have a complete deck of cards made up for age of Eagles.&lt;br&gt;Let me know if you want the AOE Deck. I can e-mail you the 14 jpg files.</description>
	<link>http://www.boardgamegeek.com/article/2416897#2416897</link>
	<pubDate>2008-06-22T20:36:31+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Thread: Re: Card Gernerated Fire and Fury!</title>
	<description>John,&lt;br&gt;&lt;br&gt;I have downloaded the complete set and have been using them. The group likes the cards, it appears to plays faster, no longer needing to look up any charts.&lt;br&gt;&lt;br&gt;I have downloaded your Napoleonic set also. I converted the Fire and Fury card set and have been using it for the Age of Eagles set. It appears to work fine, still playtesting it, but will let you know.&lt;br&gt;&lt;br&gt;I changed out the Confederate and Union on the card face to a french or a group of allied flags for the melee modifiers.&lt;br&gt;&lt;br&gt;I removed the out of Ammo, as Age of Eagles does not use out of ammo.&lt;br&gt;&lt;br&gt;Great addition to the Fire and Fury game,&lt;br&gt;&lt;br&gt;If you have not played Fire and Fury using this card set, I would recommand that you give it a go. It appears to speed up the game play, and allows one to add special events to suit the Sceniro.&lt;br&gt;&lt;br&gt;John&lt;br&gt;&lt;br&gt;John</description>
	<link>http://www.boardgamegeek.com/article/2383049#2383049</link>
	<pubDate>2008-06-10T04:08:49+00:00</pubDate>
	<dc:creator>inquisitor</dc:creator>
</item><item>
	<title>Thread: Re: Card Gernerated Fire and Fury!</title>
	<description>John, I have made the card deck for Age of Eagles. I have about half the files posted on the Age of Eagles game page.  I also have a sample sheet posted in Age of Eagles Images. Check'em out!&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2369704#2369704</link>
	<pubDate>2008-06-04T20:00:06+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Thread: Re: Card Gernerated Fire and Fury!</title>
	<description>Thanks, I will print these out and be using them this coming weekend.&lt;br&gt;&lt;br&gt;John</description>
	<link>http://www.boardgamegeek.com/article/2361047#2361047</link>
	<pubDate>2008-06-02T05:50:17+00:00</pubDate>
	<dc:creator>inquisitor</dc:creator>
</item><item>
	<title>Thread: Re: Card Gernerated Fire and Fury!</title>
	<description>&lt;i&gt;Thanks John,&lt;br&gt;Just a note. All the cards have not been uploaded yet, and I goofed up and up loaded two duplicates. There should be twelve sheets for 108 cards(eight events). I will let you know when it gets worked out with BGG. &lt;/i&gt;&lt;br&gt;&lt;br&gt;O.K. what you need for a full deck are images: Card Sheet 1, 2, 3, 5, 7, 8, 9, 10, 11, 12, 13, 15. Images, Card Sheet 4, Card Sheet 6, Card Sheet 14 are the duplicates. Tootles</description>
	<link>http://www.boardgamegeek.com/article/2360866#2360866</link>
	<pubDate>2008-06-02T03:46:32+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		card sheet15 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic338532_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/338532</link>
	<pubDate>2008-06-02T03:40:09+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		card sheet 14 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic338024_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/338024</link>
	<pubDate>2008-05-31T19:27:57+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		card sheet 13 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic338022_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/338022</link>
	<pubDate>2008-05-31T19:25:59+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		cardsheet 12 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic338019_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/338019</link>
	<pubDate>2008-05-31T19:24:00+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		cardsheet11 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic338017_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/338017</link>
	<pubDate>2008-05-31T19:21:58+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Thread: Game 2 at Kubla Con</title>
	<description>   Well, Sunday morning started out sunny!  iMagine that. The sun shined and the birds chirped as my friend and I set up the Fire &amp; Fury game for the day. We designed a scenario inspired by LincoLn's grand plan to occupy the Shenandoah Valley. Stonewall was absent, but have no fear, Fremont was present. &lt;br&gt;&lt;br&gt;   Players present; five Union and four Confederate. The order of battle comprised of 17 Union Brigades averaging 11 stands each and 16 Confederate brigades averaging 8 stands each. The battle started with a heavy fog in the valley, visibility 8&quot;. The Valley had a small rail junction in the northeast and a major rail junction and town in the southeast. In the middle of the northern part of the battle ran a large inpassible mountain from north to south. The terrain in effect made the forward area of battle an 'L' shape.&lt;br&gt;   &lt;br&gt;   What made this game new and exciting was the introduction of our new card system to replace the die, and add random events. The events added were: two Gen. Fremont delays, sharpshooters, Your Leader seems to be Exceptional, Good Ground, Accurate Fire, Charge, and Determined Defender.&lt;br&gt;&lt;br&gt;   The game began with the only units in LOS charging each other. We have so many stands of cavalry, we gave each side 2 brigades and let them slash at it. When the Cavalry was finished, after three desperate stuggles and a swept from the field, there were only 5 stands out of 30 cav left in just 2 turns. &lt;br&gt;&lt;br&gt;   In another twist, we had Early's division deploy by rail one brigade at a time from the distant Richmond front. Every turn 1 brigade showed up at the little junction in the north, and this helped solidify the CSA center.&lt;br&gt;&lt;br&gt;   Hooker's division had the Union left flank and was moving to take the little junction in the north. He moved up and fired when the fog lifted to reveal 2 Confederate brigades holding the town. Hooker's fire was effective, and he continued to fire until the Rebels in that area were worn or spent. Finally storming the town 12 turns into the game, unable to continue any further.&lt;br&gt;&lt;br&gt;   Early's division was rushed into the center where one brigade charged, and broke through. Charged and broke through. Repulsed a counter charge, then charged and broke through. This Stonewallesque brigade kept moving forward until it found itself in front of a wall of Union soldiers and three batteries. It weathered two +30 fire attacks only losing 1 stand in the entire battle. The Stonewall's victory was Pyric at best as the rest of Early's division was pinned down and destroyed by concentrated Union fire.&lt;br&gt;&lt;br&gt;   The Union right was given to Gen. Fremont, who had to cross a river and deploy through newly irrigated fields. Fremont wavered three times, twice refusing to move towards the enemy. While Bank's Corps was stalled in the center abused by the new Stonewall Brigade, Fremont's men finally made contact. Although initially checked, they whittled down the Confederates and began to push them back.&lt;br&gt;&lt;br&gt;   We played 12 turns in six hours. At the end, the Confederates still held most of the FOB from the begining of the battle, but their position was becoming untenable due to high rates of casualty. It was judged a Union minor victory, and all were pleased with the day's event.&lt;br&gt;&lt;br&gt;   All of the variants used were well received. The major addition, card generation of Manuever, Fire, and Charge, was a big success! There were no arguments over cocked dice. The turns also moved much faster through the manuever and fire phases because of the use of cards. &lt;br&gt;   Another variant used which everyone liked was having smoothbore and rifled cannons, each with its own range/fire power chart. &lt;br&gt;   The fog starting the game with  limiting visability, and lifting by 6&quot; per turn went a long way in spicing up what would be normal Fire &amp; Fury decisions. &lt;br&gt;   Finally, the irrigated, ploughed fields with increasing movement penalties as more and more men moved through the mud gave great realism to the degrading of maneuver conditions on the battlefield. &lt;br&gt;&lt;br&gt;   I found this battle more enjoyable than Fire &amp; Fury 1 on Saturday. Not just because I designed it, but because there was more room for each side to maneuver with the added bonus of our card system rising to improve the Fire and Fury system to a great Civil War rules set.&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2357251#2357251</link>
	<pubDate>2008-05-31T09:02:34+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
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	<title>Thread: Re: Card Gernerated Fire and Fury!</title>
	<description>&lt;i&gt;I played Hooker on the left flank, didn’t do that well, but I had a lot of fun playing. The group ran a great game, and kept it moving. The card system was great, sped up the game a lot. I am hoping to bring this card system to Age of Eagles.&lt;br&gt;&lt;br&gt;I downloaded the cards, I will be using them in some upcoming games.&lt;br&gt;&lt;br&gt;John thanks again for a great game&lt;/i&gt;&lt;br&gt;&lt;br&gt;Thanks John,&lt;br&gt;Just a note. All the cards have not been uploaded yet, and I goofed up and up loaded two duplicates. There should be twelve sheets for 108 cards(eight events). I will let you know when it gets worked out with BGG.&lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2357130#2357130</link>
	<pubDate>2008-05-31T06:26:55+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Thread: Re: Card Gernerated Fire and Fury!</title>
	<description>I played Hooker on the left flank, didn’t do that well, but I had a lot of fun playing. The group ran a great game, and kept it moving. The card system was great, sped up the game a lot. I am hoping to bring this card system to Age of Eagles.&lt;br&gt;&lt;br&gt;I downloaded the cards, I will be using them in some upcoming games.&lt;br&gt;&lt;br&gt;John thanks again for a great game&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2356973#2356973</link>
	<pubDate>2008-05-31T03:57:07+00:00</pubDate>
	<dc:creator>inquisitor</dc:creator>
</item><item>
	<title>Thread: Game 1 at Kubla Con</title>
	<description> Kubla Con's first Fire &amp; Fury game happened on a blustery Saturday night. All were in Good spirts as 6 players took control of 4+ Union Corps and 5 players commanded 3+ corps for the CSA. The GM had set up a beautifull terrain board to simulate the countryside east of Gettysburg. It was a 'what if' scenario having elements of Meade's Army cutting the Confederate column in half. &lt;br&gt; The terrain was constictive to Union deployment, which only served to render the Union numerical advantage moot. Confederate forces drove into the Union lines from the outset and steadily drove Union forces back. The Union's main offensive push was in the North, and the aggresive Confederate charges stalled any hope by the Union to split the confederate column in two. The Union forces were lined up 5 Brigades deep, but the Confederates overwhelming charge modifiers controled the forward area of battle sent Union brigade after brigade retreating to the rear.&lt;br&gt;  Union forces in the center failed to charge in light of an entrenched Confederate line behind a stone wall, and the center became an artillery duel that was inconclusive. The center's entire battle was fought by ranged fire where as contact was made on both flanks in relentless melee combat. &lt;br&gt;  The Union left flank in the south faired no better than its brothers on the right. Although troop concentrations were not a problem on the left, troops numbers slightly favored the Union, but superior confederate quality was more than a match for the Union on the left flank. &lt;br&gt;  In the end the Union was being pushed back on both flanks and it was agrred that Meade would have to withdraw from the ground he held. A Confederate victory.&lt;br&gt;  The scenario built by the GM was interesting, but he let numbers get the better of his judgment. With the Union having more troops the GM removed 'E' Leaders from the Union and gave more to the confederates. He also made most of the Union green while a majority of Confederates were veteran. The OB ended up with almost half the CSA brigades as exceptional while very few Unoin were. This made the Confederates an assault machine, going into charge combat with a +5. Even if they took a stand casualty, they were still a +3. The Union was given an impossible task, to be on the offensive against a superior Confederate army. Almost everyone had a good time, except the Union commander on the right who ended up losing a charge with 18 stands to 8. The board was excellent, and miniatures were well painted. A six hour affair that was worth your time.&lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2356267#2356267</link>
	<pubDate>2008-05-30T22:13:19+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Fire and Fury Card sheet 10 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic337688_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/337688</link>
	<pubDate>2008-05-29T22:37:34+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Fire and Fury Card sheet 9 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic337687_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/337687</link>
	<pubDate>2008-05-29T22:36:20+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Fire and Fury Card sheet 8 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic337686_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/337686</link>
	<pubDate>2008-05-29T22:35:12+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Fire and Fury Card sheet 7 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic337685_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/337685</link>
	<pubDate>2008-05-29T22:33:40+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Fire and Fury Cards sheet 6 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic337683_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/337683</link>
	<pubDate>2008-05-29T22:32:19+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
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	<title>Thread: Re: Card Gernerated Fire and Fury!</title>
	<description>Here is a player aid image I created to help exlpain the card.&lt;br&gt;White squares in the fire box are Desultry, Grey is disorder, Gold is one stand, Blue is Two stands, and red is Three.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/337680"><img src="http://images.boardgamegeek.com/images/pic337680_t.jpg" border=0></a></div>]]></description>
	<link>http://www.boardgamegeek.com/article/2353098#2353098</link>
	<pubDate>2008-05-29T22:20:45+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
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	<title>Thread: Card Gernerated Fire and Fury!</title>
	<description> I have developed a card gernerated system to replace the dice in Fire and Fury. It was play tested at Kubla Con over the Memorial Day weekend to great reviews. Below is an example of one of the cards used in the game.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/337666"><img src="http://images.boardgamegeek.com/images/pic337666_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The card provides for the four major functions;Manuever, Fire, Charge, Leader casualty/ammo depletion.&lt;br&gt;A. The Top number in the circle provide a D10 result for the Manuever Chart and for any other D10 needs.&lt;br&gt;B. The Fire is handled on the columns on either side of the card. It is color coded to give you a result for the number of fire factors involved in the attack. Die modifiers are now shifts up or down the chart.&lt;br&gt;C. Charge is the pentigon in the middle. It actually provides a charge differential, with the picture in the backround and the color of the D10 circle denoting in whose favor.&lt;br&gt;D. The bottom of the card has the event block which announces wounded leader, low ammo, KIA, ect...&lt;br&gt;&lt;br&gt;The card system has some nice benifits.&lt;br&gt;1. It allows us to add in tailored event cards to fit the senario. For the convention we had Gen. Fremont in action and we added cards that caused his units to delay or discount Fremonts leader bonus.&lt;br&gt;2. The die differntial was tweeked for charges, which added low charge differentials and removed some of the more drastic results. It had the happy effect of a few desparate struggles.&lt;br&gt;3. There is no more die rolling, so no more discusions about cocked dice. With a slight modification to the sequence of play, drawing all manuever cards after Attach/Detach leaders, The game moves along twice as fast. At the convention, with 10 players, and some of them new to the game, An entire game turn was completed in under a half hour!&lt;br&gt;&lt;br&gt;So, there you have it. hopefully some of the people who played at the convetion will chime in on how these cards worked. But as it stands, I cant see playing this game with out the cards from now on.</description>
	<link>http://www.boardgamegeek.com/article/2353037#2353037</link>
	<pubDate>2008-05-29T21:56:44+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
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	<title>Thread: Re: Leader Modifiers</title>
	<description>As long as the &lt;b&gt;Corps Leader&lt;/b&gt; is unattached, he will modify all the brigades under his command regardless of whether a &lt;b&gt;Division Leader &lt;/b&gt;is attached.&lt;br&gt;&lt;br&gt;The modifiers are also cumulative. For example; a brigade could benefit from an &lt;b&gt;Excellent Leader&lt;/b&gt;, an attached &lt;b&gt;Divisional Leader &lt;/b&gt;of its own division and an unattached &lt;b&gt;Corps Leader &lt;/b&gt;from its own corps.&lt;br&gt;&lt;br&gt;Regards,&lt;br&gt;&lt;br&gt;&lt;i&gt;Jim O'Neill&lt;/i&gt;&lt;br&gt;&lt;b&gt;Est. 1949&lt;/b&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2241566#2241566</link>
	<pubDate>2008-04-17T17:39:15+00:00</pubDate>
	<dc:creator>oneilljgf</dc:creator>
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	<title>Thread: Leader Modifiers</title>
	<description>If a Division leader is attached to one of his brigades, does a possible corps leader modifer effect the other brigades?</description>
	<link>http://www.boardgamegeek.com/article/2238724#2238724</link>
	<pubDate>2008-04-16T20:53:33+00:00</pubDate>
	<dc:creator>thecvw</dc:creator>
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	<title>Thread: Re: [Review] Fire and Fury</title>
	<description>Thanks for the nice comments!&lt;br&gt;&lt;br&gt;The player aid cards are indeed very good but the one glaring omission, which always elicits questions if we haven't played for a while, is the movement impact of changing formations.  It isn't a complicated rules but can be a pain to have to look up.  In essence it doesn't matter which formation you are moving from but rather which you are moving to: if moving into line (single or supported) it takes a full move, if moving to column then it takes a 1/2 move.</description>
	<link>http://www.boardgamegeek.com/article/2093799#2093799</link>
	<pubDate>2008-02-19T13:05:44+00:00</pubDate>
	<dc:creator>whisperin_al</dc:creator>
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	<title>Thread: Re: [Review] Fire and Fury</title>
	<description>I just finished playing 5 games of this rule system over the last three days. We played most of the games with 2 union Corps vs three Confederate Divisions (5 players). Some important facts to remember:Union artillery is better at medium/long range and Confederates get a bonus when charging. We used the Order of battle from the Gettysburg scenario but made up the battles. The Confederate First Corps vs the Union I and XI Corps. &lt;br&gt;    First the +'s&lt;br&gt;The rules are simple and pretty clear. By the second game we had no problems. My rule set (bought in about 1992) came with two great player aid cards. I never had to look at the rule book after the first game because nearly 99%+ of the info you need to play the game is on the cards. If you used basic correct tactics then most of the time you came out on top. With experience one could play a very large battle like Gettysburg with 3 Confederate 5 Union players especially if you removed all the cavalry that played little or no roll in the battle. Only Buford's Union Cavalry Division was a factor during the battle.   &lt;br&gt;   The -'s&lt;br&gt;The game uses 10 sided dice to determine everything from movement, to fire, and to melee (charge combat). This made the 10-god a major factor at times with the same amount of units on the board. For example a Confederate Division had only 4 infantry brigades and 2 artillery units. One time I fired three infantry brigades and one artillery unit at a Union infantry brigade. Because I threw a 10 all of my units were out of ammo. This meant that the infantry could only fire 1/2 and the artillery could only fire at close, and all units suffered a negative one in melee for being out of ammo. To regain ammo you have to move over 8 inches away from your enemy. I was facing six Union brigades and 5 artillery units so that was not possible. Also the rule of 10 allows the gamers for the good or bad to pull some big upsets in combat. You work really hard to get an attack going with all the modifiers on your side and then roll a 2 on the dice and your enemy rools a high number and negates all your hard work. The other negative is that Union artillery in mass at medium range is really hard to deal with especailly if the Union out numbers the Confederates.&lt;br&gt;    Still over all I would rate the system a lot of fun. Just for you folks who like to count. I won once, lost twice and twice played to a draw.&lt;br&gt;   Alan had an outstanding review of how the system works.</description>
	<link>http://www.boardgamegeek.com/article/2092278#2092278</link>
	<pubDate>2008-02-18T21:50:07+00:00</pubDate>
	<dc:creator>usmctoysoldiers</dc:creator>
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	<title>Thread: Re: [Review] Fire and Fury</title>
	<description>A late post but good review. I am painting ACW figures for this.</description>
	<link>http://www.boardgamegeek.com/article/1500935#1500935</link>
	<pubDate>2007-05-16T04:17:33+00:00</pubDate>
	<dc:creator>stampdog316</dc:creator>
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	<title>Thread: [Review] Fire and Fury</title>
	<description>&lt;i&gt;Fire and Fury&lt;/i&gt; (F&amp;F) is a set of miniature wargame rules for the American Civil War (ACW) by Rich Hasenauer published by Dave Waxtel &amp; Quantum Printing. The rules contains a brief introduction, the miniature rules (with a Quick Reference Sheet), five scenarios from the Battle of Gettysburg and a guide to building terrain. The basic unit of manoeuvre is the Brigade. The miniature rules can be played at two scales either a figure ratio of 1:150 with a ground scale of 1 inch equals 45 yards or a figure scale of 1:200 with a ground scale of 1 inch equaling 60 yards.  Each game turn represents 30 minutes of battle.&lt;br&gt;&lt;br&gt;&lt;b&gt;Presentation&lt;/b&gt;&lt;br&gt;The rules come in a glossy softback letter size format 70 pages long.  There are a mixture of colour and black &amp; white illustrations (mostly of actual miniatures games) along with copious diagrams to explain the various rule concepts.  A separate double sided card Quick Reference Sheet (QRS) for the rules is also provided along with a black &amp; white paper template for firing arcs and some paper buildings which may be cut out.  The rules are laid out in a two column format with contents but no index.&lt;br&gt;&lt;br&gt;&lt;b&gt;Miniature Rules&lt;/b&gt;&lt;br&gt;F&amp;F The rules provide specific basing provisions (3 to 5 infantry to a 1 inch by 3/4 inch base) with a little flexibility.  Only Divisional and Corps level command stands are separately represented.  Infantry is organised into Brigades (typically of 6 to 12 stands) and these have ratings which reduce their effectiveness as they take casualties.  Casualties are based on entire stand removal and so a unit will drop from &quot;fresh&quot; through &quot;worn&quot; to &quot;spent&quot; with fresh giving a positive modifier for manoeuvre and charge combat and spent giving a negative modifier.  Leaders are also potentially rated as &quot;exceptional&quot; which provides a positive modifier for manoeuvre.  Only 10 sided dice are utilised.&lt;br&gt;&lt;br&gt;The turn sequence is as follows:&lt;br&gt;&lt;br&gt;Union Manoeuvre&lt;br&gt;Musketry &amp; Cannonade (Confederate defensive fire then Union offensive fire)&lt;br&gt;Charge Combat (simultaneous)&lt;br&gt;Confederate Manoeuvre&lt;br&gt;Musketry &amp; Cannonade (Union defensive fire then Confederate offensive fire)&lt;br&gt;Charge Combat (simultaneous)&lt;br&gt;&lt;br&gt;&lt;i&gt;Manoeuvre&lt;/i&gt;&lt;br&gt;F&amp;F utilises a combined morale and movement mechanism with a single die roll per brigade being modified to account for leaders, unit effectiveness and if in column with the result then being read from a table with the relevant column depending on the state of the unit i.e. good order or disorder.  This is a very quick and easy approach which enables a large number of units to be handled easily.  Movement distances are generally 12 inches for infantry and 18 inches for cavalry with terrain modifiers (roads, rough, fording etc.)&lt;br&gt;&lt;br&gt;As to formations, four are available for infantry: line (1 stand deep), supported line (2 stands deep - may consist of more than 1 unit), field column (two stands wide) or march column (1 stand wide).  Only march column can take advantage of roads to gain bonus movement (typically double normal).  Advancing, withdrawing, about facing, moving by the flank, obliquing, passage of lines and wheeling are all covered.  Changing formation halves movement when going into a column formation and no movement is allowed when going into a line formation (annoyingly this is omitted from the QRS) but a unit can form up on the command stand in a pretty flexible way regarding facing.  Unit flanks may be refused to avoid exposing flanks.  Since morale is embedded in the movement table no separate test is required to charge the enemy and the entire unit will be counted in combat even if only part actually contact the enemy unit (the same applies for the unit contacted).&lt;br&gt;&lt;br&gt;&lt;i&gt;Fire Combat&lt;/i&gt;&lt;br&gt;Fire points are allocated by stand and depend on the range to target and weapon quality (though only at a high level - for example Confederate artillery is less effective than Union except at canister range).  This is modified for disorder, low on ammunition and if the target is enfiladed to calculate the total fire points.  A d10 is rolled with modifiers for target status (e.g. limbered artillery, column, mounted cavalry, changing formation) and cover.  These are then checked on the fire table to determine the result which ranges from &quot;desultory fire&quot; (no effect) to &quot;withering fire&quot; (lose 3 stands and become disordered).  A natural 10 will make the firing unit low on ammunition but also allows a roll on the fallen leader table if an officer is attached to the target unit.  The defending player may fire at any point in the attacking (active) player's turn thus avoiding the starting and ending out of arc situations.&lt;br&gt;&lt;br&gt;&lt;i&gt;Charge Combat&lt;/i&gt;&lt;br&gt;The charge combat mechanism is extremely straightforward.  Each side rolls a single d10 and the result is modified by attached leaders, unit effectiveness, formation, numbers, disorder, fire combat losses, cover and flank attacks.  The modified results are compared and the difference checked on the charge table to see the result.  The results range from &quot;swept from the field&quot; (where the defender retreats in disorder with losses and attackers break through) to &quot;charge repulsed&quot; (attackers retreat with losses).  This can seem a little random at times due to the impact of the d10 but it is possible to rationalise the results.  Multiple unit combats involve selecting a primary combatant unit and counting additional &quot;incidental&quot; stands from the other units for numbers purposes only.  Where units have differing formations, disorder status, effectiveness etc. this is rationalised by simply applying those from the larger unit.&lt;br&gt;&lt;br&gt;Clearly a number of the mechanisms have been abstracted but this allows relatively fast play with turns in large games playing in about a 1:2 real to battle time ratio.&lt;br&gt;&lt;br&gt;&lt;b&gt;Gettysburg Scenarios&lt;/b&gt;&lt;br&gt;Sixteen pages are given over to an overview of the Battle of Gettysburg and five scenarios for playing parts of the battle.  These include two each for July 1st and July 2nd (the latter including the Battle for the Round Tops) and a single scenario for July 3rd (Picket's Charge).  The scenarios include a description, orders of battle, a map, arrival sequences, victory conditions and any special rules.&lt;br&gt;&lt;br&gt;&lt;b&gt;Summary&lt;/b&gt;&lt;br&gt;Whilst not perfect these are some of the best miniature rules I have come across.  They are not the right scale for some scenarios and converting to smaller scale scenarios reveals the abstraction that is necessary to keep the pace up at their intended level.  The rules are easy to pick up both initially and if they haven't been played for a while and, as such, are a good gateway set of rules.  The QRS has almost all the information you need to run the game (although the movement impact of formation changes is an annoying omission) but you may need to refer to the main booklet for multiple unit charge combat.  The stand removal and marker system avoids book keeping so you only need to keep a record of turns.  Overall the rules give a nice feel and come highly recommended.</description>
	<link>http://www.boardgamegeek.com/article/1240582#1240582</link>
	<pubDate>2006-12-23T13:04:11+00:00</pubDate>
	<dc:creator>whisperin_al</dc:creator>
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	<title>Thread: Re: Disordered units</title>
	<description>Just saw your post today.  Only one disorder marker per unit at any given time.</description>
	<link>http://www.boardgamegeek.com/article/956206#956206</link>
	<pubDate>2006-06-17T19:58:33+00:00</pubDate>
	<dc:creator>ducksoup90042</dc:creator>
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	<title>Thread: Disordered units</title>
	<description>&lt;img src=&quot;http://files.boardgamegeek.com/images/blush.gif&quot; alt=&quot;:blush:&quot; border=&quot;0&quot;&gt; I may very well have just missed something in the rules but, I'm still stumped. Can a unit recieve 'multiple' disorder effects? OR do you just ignore any &quot;D&quot; results after your first disorder? &lt;br&gt;&lt;br&gt;Do you modify your rally roll for EACH disorder? &lt;br&gt;&lt;br&gt;Thanks for any answers to this question.&lt;br&gt;&lt;br&gt;Jim</description>
	<link>http://www.boardgamegeek.com/article/739602#739602</link>
	<pubDate>2005-12-22T15:26:09+00:00</pubDate>
	<dc:creator>CaptjimC7</dc:creator>
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