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"Regimental Fire & Fury using a D12 " Topic


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Comments or corrections?

14th NJ Vol02 Feb 2016 5:26 p.m. PST

Been toying around with the idea of using a D12 instead of the D10 for RF&F, mainly on the Fire Combat Table. I'm thinking it would give more chances to get a Withering Fire result and increase the chance to Check a Charge. In both cases our games seem to have very few of either of these results. Anyone else ever try this? Gamers familar with RF&F,what do you think?

Major General Stanley02 Feb 2016 5:41 p.m. PST

…and keeping the charts the same? That certainly makes firing bloodier, as suggested: I never found that to be a problem though. Using two dice is a PITA and a D12 would screw up the maneuver table. It also screws up running out of ammo and leader casualties. You could just make most troops Trained or Raw and limit the use of Cold Steel to get more checked charges.

Personal logo Yellow Admiral Supporting Member of TMP02 Feb 2016 6:37 p.m. PST

There are well enough checked charges and casualties for me, especially in larger games. As the good Major noted, a d12 will make the game bloodier, which will ruin the balance between fire and maneuver. It's already pretty hard to keep a battle plan going after contact, I don't think it should get even harder.

My main complaint is about the Maneuver table. There's no real pattern to the results, so the maneuver phase is very charty and slow.

- Ix

cw3hamilton03 Feb 2016 8:34 a.m. PST

Hi 14th NJ Vol., 3 February 2016

When play testing the RF&F rules for 8 years, we went through 78 versions of the QRS! Using a D12 would throw off just about every game mechanic. I recommend you try using the QRS 2.0 that is free to down load on the fireandfury.com website. This optional QRS slightly raises the number of fire points required to receive plus die roll modifiers on the fire combat table. Try that first before you do the D12 option.

Personally, I like the original QRS. I think it has the right amount of balance for fire combat (causing casualties) and checking a charge. Try it and please report back and tell us what you think.

Best, Lowell (Editor/Rules Lawyer;-)

138SquadronRAF07 Feb 2016 9:28 a.m. PST

If you're trying to fix RF&F a d12 will not help. Two d6 would solve most of the statistical problems with the rules. It's almost as bad as "Napoleons Battles."

Mac163808 Feb 2016 4:06 a.m. PST

We are playing the Antietam The Cornfield from the scenario book.
We (both sides) are finding it difficult to shift all the "crack"and "veteran" we are having to almost wipe them out, the troops in this scenario are good troops how are well lead.
Using a D12 would mean we would need to have to wipe them out.

We at the LWA have been playing F&F for mean years now and have enjoyed playing them, we are now going through the various scenario for RF&F I have to say i think we are enjoying them even more.

Dobber10 Feb 2016 11:59 a.m. PST

I can't say if it would be a good idea to use a D12/2D6 or not, but I believe that if you exclusively limit it to the Fire combat charts and leave everything else a D10, as the OP alluded to, you SHOULD get more casualties over the course of a game.
I'm a bit rusty on my ACW, as I haven't played any in over a year, but as I seem to recall the biggest obstacle to gaining fire superiority was somehow the remove disorder thing always seems to happen just in time to put it right back on, so perhaps a simpler way to go about it is to ignore the disordered effect on the fire table. Again, I'm not saying its a good idea, just one that will result in more fire points. If thats you and your group's fancy.

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