Fire and Fury Jeu de Guerre de Sécession

Revue des Règles du Jeu de Guerre

Fire and Fury Jeu de Guerre de Sécession

Fire and Fury is an innovative game system using miniature armies to recreate battles de la Guerre de Sécession. The game emphasizes playability without sacrificing historical accuracy.

The rules offer everything joueurs de guerre look for in a Civil War game: unit quality, leader effectiveness et pertes, morale, command control, weapon effectiveness, ammunition supply, et the fog of war.

The basic combat unit is the brigade of infantry ou cavalry. With less than two hundred miniature figurines the player can take command of a division ou an entire corps. A game involving several players can recreate battles between opposing armies of from 15,000 to 100,000 hommes per side.

Fire and Fury will appeal to the new gamer ou the veteran, the Civil War buff ou the person just discovering this fascinating period.


  • Titre: Fire and Fury
  • Période: Guerre de Sécession (Guerre Civile Américaine)
  • Type: jeu de guerre opérative
  • Échelle du Temp: 1 tour = 30 minutes
  • Échelle du Terrain: 1/1620 ou 1/2160 (1 inch = 45 ou 60 yards)
  • Échelle de Troupes: 1 infantry stand = 150 ou 200 men
  • Basing: 25 × 19 to 22 mm infantry stands avec 3 - 5 figurines
  • Rate de partes par minute at 100 meters range: (unmodified)
    • Infanterie: 0.0023 hits
    • Cavalerie (Confédérée): 0.0023 hits
    • Cavalerie (Nordiste): 0.005 hits
    • Artillerie (Cannister): 0.58 hits
  • Game Designer & Art Director: Richard W. Hasenauer, Columbia, MD
  • Game Developers: Mike Pierce, Ray Pfeifer, Michael Montemarano, Greg Lyle, Craig Good, Lenny Millmann
  • Play Testers: Bob Watts, Hank Martin, Fred Hubig, Brian DeWitt, Rob Lockley, Chip Durant, Joe Richards, Dave Waxtel, Ron Prillamann, Jay Molleneux, Bill Rankin, Bob Hoy, Dale Johnson, Les Faison, Dave Choat, Dave Alsop, Josh Gottesmann, et members of the Potomac Wargamers
  • Editor: Ray Pfeifer
  • Rules Editor: Lenny Millmann
  • Editorial Assistant: Michael Montemarano
  • Contributing Writers: Greg Lyle, Mike Pierce
  • Illustrateur: Dave Choat
  • Graphics Assistant: Steve Smith
  • Format: brochure de 70 pages
  • Langage: Anglais
  • Maison d’Édition: David Waxtel, Quantum Printing, New York, NY
  • Publié: 1990


  1. Introduction, 2 pages
  2. Mustering your Forces, 6 pages
    • Figures
    • Stands
    • Markers
    • Painting Miniatures
  3. Prepare for Battle, 7 pages
    • Game Scales
    • The Order of Battle
    • Brigade Effectiveness
    • Exceptional Leaders
    • Labeling
    • The Battlefield
    • Troop Placement
    • Playing Time
    • Length of a Battle
    • Winning the Battle
    • Game Referee
  4. Fighting the Battle, 33 pages
    • Sequence of Play
    • Tables & Charts
    • Die Roll Procedures
    • Phase I: Maneuver, 14 pages
    • Phase II: Musketry & Cannonade, 8 pages
    • Phase III: Charge, 9 pages
  5. The Bataille de Gettysburg, 16 pages
    • The Campaign
    • Juillet 1st
    • Juillet 2nd
    • Juillet 3rd
    • Gettysburg Order of Battle
    • The Aftermath
  6. Building Battlefield Terrain, 5 pages

Quick Reference Chart

  • Maneuvre Table
  • Play Sequence Chart, Movement Rates Chart, Fallen Leader Table
  • Musketry & Cannonade Table
  • Charge Table
  • Arc of Fire Gauge
  • Civil War Buildings #1
  • Civil War Buildings #2
  • Civil War Buildings #3

The rules are professionally designed, laid out, et illustrated, including 17 colour photos of Fire and Fury battles, as well as black et white scenario maps for the Bataille de Gettysburg. Tactical formations, evolutions, maneuvers, combat situations, et retreat moves are superbly illustrated avec 56 photos et scale drawings of miniature brigades. Headlines et subheads are bolded, et the body text is type-set in a standard book typeface. The rules are exceptionally well written, fun to read, et easy to understand. Fire and Fury set an industry standard in wargame rules design which is rarely matched by the competition.

Brigade Effectiveness & Leader Ratings

Fire and Fury introduced simple brigade identification labels like "Picket – Armistead - E 10/8/5", which are easy to read et contain all relevant command control, brigade strength, morale, et leadership information of a brigade. In this example, Armistead’s Brigade of Picket’s Division has a full strength of 10 veteran infantry stands, et an elite brigade commander rating. Armistead’s brigade loses its freshness bonus when 20 percent pertes have been incurred, et it is considered spent once its strength has dropped to 5 stands. Brigade identification labels are small enough to be attached to the underside of the brigade command stands, et they can be easily referred to when a brigade needs to pass maneuver ou charge combat tests.

Status Markers

Fire and Fury revolutionized the use of modelled status markers which replaced many book-keeping chores, et improved the visual appeal of wargames by eliminating the unsightly battlefield clutter consisting of coloured pipe cleaners, painted rocks, gems, anneaux des pertes, ou cardboard markers prescribed by many competing wargame rules before it. The modelling of status markers has become an art form thanks to Fire and Fury.

Maneuver, Combat, et Morale

By a stroke of pure genius Fire and Fury completely eliminated the need for laborious et repetitive morale tests before et after fire combat, before et after melee, et before the start of the next turn. Instead, realistic et easily implemented morale effects are built into the Fire and Fury maneuvre, fire combat, et melee results tables. These revolutionary game mechanisms work exceptionally well to provide historically accurate morale results the Union et Confederate players can live with.

Ammunition Supply

The ammunition supply rule in Fire and Fury is yet another clever game mechanism, which regulates the ammunition expenditure of brigades et batteries at critical stages of a firefight. Brigades engaged in desultory fire need not worry about their ammunition supply. As the intensity of the firefight increases, however, brigades may run low on ammunition. Again, no book-keeping is required, because the "low on ammunition" result is built into the fire table, et Fire and Fury uses modelled infantry, cavalry ou artillery "low on ammunition" markers to mark brigades ou batteries which have run low on ammunition et need to retire out of enemy musketry range to replenish. Where competing wargame rules either ignore ammunition expenditure ou require the player to account for every single round fired, lost, ou scrounged on the battlefield, Fire and Fury uses a surprisingly realistic et easily implemented ammunition rule.

Fight, Run, ou Surrender

Some wargame rules go to great length to explain that of the 33 au 50 soldats représentent par une seule figurine perte, only a few hommes are actually killed ou wounded, the remainder being considered ineffective for the rest of the battle. Individual miniatures are micro-managed as players consult laborious charts to arrive at a 33.34 ou 66.67 percent probability d’une figurine perte, which is then marked avec un anneau de perte, until all the figurines on a stand have been eliminated by fire et melee, et the stand can be removed from play. Many of these games drag on until well over 75 percent of the figurines have been shot ou stabbed, regardless of the fact that historical rates de perte were much lower. In Fire and Fury, brigades will suffer a proportion de pertes par tir et melee, autres hommes will skedaddle, run panic-stricken off the battlefield, et some are captured during melee. Entire brigades may skedaddle when they are exhausted, disordered, et their morale fails. Fire and Fury games are never a dull fight to the last figurine stand, they end within a realistic time frame as one side loses ground et the other becomes too exhausted to follow-up on its victory.

Game Time matches Real Time

Fire and Fury wargames typically require about the same time it took to fight the historical battle, because players acting as division et corps commanders are able to maneuver, fire, et melee their brigades without reference to complicated et ambiguous rules which need to be read, re-read, et argued over incessantly. Moderately experienced Fire and Fury joueurs de guerre only need the quick reference chart to play, et it takes less than 15 minutes to train a previously frustrated rules lawyer to become a successful division commander.

Scenarios, Variants, et Resources

Fire and Fury is extremely popular around the world, et avid players have designed many valuable scenarios, campaign rules, et house rules like random army generation tables, hidden terrain effect charts, even game variants for other periods to complement the game. Nach Paris - La Guerre Franco-Allemande de 1870 by Nick Dorrell, published in Wargames Illustrated No. 140, Fire & Fury for the Napoleonic Wars (WI 143), et Fire et Furia Francese by Nick Dorrell (WI 150) are some of the early Fire and Fury variants adapted to other periods of warfare du 19e siècle. The best-selling et most successful Basic Original Fire and Fury (BOFF) variant is The Age of Eagles by Colonel (Ret) Wilbur E. Gray, which was published in 2005 et sold out almost immediately.

Fire and Fury is a must-have for anyone interested in la Guerre de Sécession, wargamer ou not. The rules are so popular that interested players should be able to find fellow Fire and Fury gamers virtually anywhere in the world. The flow, look et feel, period flavor, et historical accuracy of the game is exceptional, et it is difficult to imagine how Fire and Fury might be topped. All things considered, Fire and Fury offers excellent value for money.

Questions Fréquents

Pour plus d’information, veuillez contacter les éditeurs de la revue Military Miniatures Magazine sur facebook.

Règles du Jeu de Guerre