FURIOUS REASON - "Lite" Updated 3/19/01
This is a variant to the "Furious Reason" rules set which adapts the Fire and Fury rules set to the 18th century, blending them with The Age of Reason rules. It was orginally published in MWAN magazine and is availiable on the Web at WWW.Magweb.com.

This variant is by Bill Estes
Edition 4.0 and Notes 1.6: "Here's the latest version of Furious Reason Lite. I've included restrictions on formed regular infantry to charge and have added the "blown" cavalry concept to the rules."

Edition 4.2 and Notes 1.8: Bill added off-table flank marches.

Edition 4.3 and Notes 1.9: Bill changed some of the rules including those pertaining to artillery.

Edition 4.8 and Notes 2.7: Bill has added new "removal rules" for Battalion Gun markers for those units allowed to have Battalion guns.

You can email Bill at: WEstes2142@aol.com

Furious Reason Light 4.8

Changes, & Clarifications of Furious Reason Light.
1. Opportunity fire is performed as per AOR.
2. Small arms fire is done as per AOR (Non-Prussian units can move half & fire at a -1.If non-Prussian units move more than half than can't fire. Prussian units can move half & suffer no penalty, move full and have a -1 penalty on fire. After they have 1st fired they act the same as non-Prussian units.)
3. Formation changes are performed as AOR.
4. Line of Sight as per AOR.
5. Interpenatration as per AOR.
6. Melees are handled as per AOR. (All stands in the front line fight; continuing melees are continued till the next turn.)
7. Penalties for being within 1 inch for column & 1/2 inch in line are removed. (However, players should try to maintain this distance when possible. In some cases, terain will not allow this.
8. Artillery must have friendly infantry support within musket range or cavalry support within charge range and must stay in those ranges the entire length of the movement to advance toward the enemy if the enemy is visible.
9. Oblique movement is conducted as per AOR. (Non-Prussian formed infantry can oblique up to half of their movement. If they oblique more they become disorganized (cessation cured). Prussian & Light troops can oblique all of their movement.)
10.Player's can react to a charge by countercharge or may move or change formations, (if their position and movement allow it), with multiple units. They are NOT limited to charging the original attacker. They cannot countercharge or move a unit that has already moved this turn. Units that can react are limited to those that can effect the charge. (I.e. even though a unit may have line of sight and may have some degree of proximity, it must be able to "modify" the immediate tactical (not strategic) situation.
11. Off-table reserves are added. Both sides can keep up to 50% off-table for reserves.
12. Waive command response roll for militia units until they are within medium artillery range, charge range of cavalry, or rifle/musketry range.
13. Regular infantry can charge only in the following circumstances:
    A. The enemy is in fortifications, town, fieldwork, etc.
    B. The enemy is flanked.
    C. The enemy is routed or disordered.
    D. The attacker is entering a continuing melee to support other units.
This does not apply to irregular infantry, however skirmish troops will not charge well ordered formed units frontally. Melees can occur accidentally due to fog, moving up a hill forom opposite sides.
14. Cavalry is disordered at the end of a melee, victorious or not.
15. Flank off-table marches are allowed in most cases.
16. Broken Morale Status is added.
17. Modified battalion gun rules to effect morale on the movement table and reduced firepower.
18. Added battalion gun removal chart due to fire or melee.

Furious Reason Lite Notes Vers. 2.7

1. All players can premeasure to their hearts content. You can also use a straight edge, protractor, etc. or whatever tool that you want to assist in accuracy.
2. Formed Infantry can move ½ their movement & fire at a -1. Infantry can not fire or move if the unit has already completed its action except to perform “hasty fire”.
3. Different deployment costs from line to column & vice versa is standardized in the following manner.
   A. Moral Class 1 units pay a ¾ movement penalty for changing formation.
   B. Moral Class 2 unit pays a ½ movement penalty for changing formation.
   C. Moral Class 3 unit pays a ¼ movement penalty for changing formation.
   D. Moral Class 4 unit pays a 2” movement penalty for changing formation.
4. A line formation is defined as a unit that has more stands in width than in length.
5. A column formation is defined as a unit that has more stands in length than in width.
6. A unit that has the same number of stands in length & width is considered a column.
7. A. Visibility in Light Woods 4”
B. Visibility in Heavy Woods - 3”
C. Visibility on a hill - 3”from the top edge.
D. You can see through skirmishers & deployed artillery but you can’t fire through them.
8. The attacker will always get the initial -2 modifier for attacking buildings & works. It is possible to outflank defender depending on his setup.
9. The charger, if he passes the command response roll travels ¼ of his charge distance allowed per doctrine. If contact is made against that unit within ¼ of the distance it does not get a chance to react & melee immediately occurs.
10. Change of formations always comes off of the command stand. Where that command stand is could be very important.
11. Maneuver table modifiers are to be added up but are not cumulative. (For example, if you have 3 enemy units in charge distance to flank or rear, it is only a -1, not a -1 times 3.)
12. A unit can always choose to Retreat rather than roll the Command dice. It will move 1 full move away from its closest enemy, become disordered & then face the enemy. The player has some discretion on where to put the unit but it needs to be away from the enemy.
13. Artillery units will have to pass the command response test as the formed units do if they are in range. This is NOT necessary if they are simply changing facing. This will cause a -1 penalty for movement on fire. If the battery doesn’t fire immediately after being prolonged or changing facing then it will have made its move for the turn. It will only be able to fire if directly charged & then it will be at ½ fire points. (Hasty Fire!)
14. Clarification. Only units that have not fired or moved are eligible for “passthrough fire”.
15. Units that are being charged by enemy units that are not within their facing are not able to countercharge. If they are not hit within the charger’s first ¼ move & pass command response they can evade (retreat), change formation and/or facing or stand in place. Spoiled units that are being charged by units not within their facing can only remain motionless unless their command roll requires a mandatory move.
16. Units that are “spoiled”(have already moved or fired) can only perform hasty fire.
17. If a unit is in “all around formation” such as in a town or redoubt it will receive support from the two stands on the flanks (if they haven’t been lost to combat) even if they are not touching because of the dimensions of the town or works. Unless there is a reduction caused by losses, a 4 stand unit will always have 3 stands fighting in melee in this formation.
18. If multiple units on the same side lose a melee, multiple casualties are taken off of each of the units, not just one. If just one stand is lost, dice for the unit that suffered the loss.
19. Artillery that is charged is to be handled as per "The Age of Reason" rules (AOR).
20. You may decide to fire & then move but you must take the appropriate modifiers.
21. When calculating the command response roll, to include the enemy unit in charge distance on flank & rear that unit must be able to make that charge if it was its turn. (no intervening terrain, troops, etc.)
22. During a charge, if a unit takes fire & must stop, it stops where it takes the fire.
23. You must be behind the flank of an enemy before you move to obtain the Flank fire modifier.
23. You must be behind the flankof an enemy before you move to obtain the Flank fire modifier.
24. Skirmish Cavalry can charge in heavy woods but it’s charges are limited to LOS (3 inches)
25. Skirmish units can have flexible formations to configure with terrain, however they must have 1 stands width between stands to indicate they are in “skirmish” formation.
26. To change from one skirmish formation to another costs that unit a “formation change”.
27. Formed units can’t charge through other formed units.
28. You can split fire.
29. Before opportunity fire can be taken, the enemy unit has to have moved.
30. It is permissible to charge through unformed units (friendly artillery, friendly skirmishers).
31. When a unit is being charged from close range and it is rolling to determine fire, it may ignore the rolls that would indicate it was firing from far range.
32. Disordered infantry and cavalry as well as blown cavalry can provide rear support. Routed infantry and cavalry cannot.
33. Cavalry can’t support infantry if the infantry are in towns,fortifications,etc.
34. If a charging unit can reach an enemy in the same 1/4 phase as another friendly unit then both units can fight. (Just because one unit is one inch faster in the charge [Light Cavalry] doesn't preclude both units from fighting.)
35. A defender during a breakthrough charge may not fire or countercharge. If the breakthrough doesn't connect in the first 1/4 charge, then defender must roll on the Maneuver table. (Except for units that were previously routed on the same turn.)
36. A unit that is being charged that fires on the charging unit is NOT conducting op fire or passthrough fire. It must roll on the "fire while being charged table" to determine whether it is ineffective, close or normal fire distance. A -1 is not taken. If the unit had already moved or fired then it is limited to a hasty fire.
37. Falling back, retreating, & routing units do consider terrain modifiers.
38. Shock from cavalry & infantry comes from contact occurring in the direction intended. Example: a French cavalry unit has already passed 10 inches but is hit in the flank by a countercharge before it reaches its target. It does NOT get the charging all out bonus.
39. For those units that's tactical doctrine which demands that it end it's charge in disorder, does not get this negative modifier if it does not receive the charging bonus.
40. Regular troops can perform a feint charge if the player so wishes. After he charges 1/4 move and the other player has made all of his responses, he can perform a pursuit check to stop his charge.
41. Officers that receive fire, test as if they had been in melee. (Roll a modified 10 to see if the officer must check on the hit table. The roll is reduced by 1 for each stand lost that turn.)
42. Infantry and Cavalry can charge terrain features.
43. Off table flank marches:
   a. Can march on either flank
   b. can arrive on the flank on their side of the centerline:    

  1. Turn 3 if Light or Irregular cavalry
  2. Turn 4 if other cavalry
  3. Turn 5 if infantry & artillery
  4. Turn 6 everyone else, (supply wagons, pontoons, siege guns, camp followers, etc)
   c. can arrive on the flank on the other side of the center line but not within the other player's deployment zone arriving 1 turn later.
   d. A unit or higher formation has 3 chances to arrive. If it does not enter by the 3rd attempt, it will not arrive at all.
   e. When units are combined into higher formations, only the highest of these need to be declared for or diced for.
   f. A formation moves at the speed of its slowest constituent unit, so it is due when this would be.
   g. Slower or faster units can be detached so as to arrive slower or faster but they must declared and diced for individually.
   h. To arrive:
  1. A regular formation with an officer must roll a 5 or higher.
  2. A regular formation without an officer or an irregular formation with an officer must roll a 7 or higher.
  3. An irregular formation without an officer must roll a 9 or higher.

44. Rounted units fight at a -3. Blown cavalry fights as a minus 2. Disordered cavalry fights as a minus 1.
45. If routed units pass command response, they will become broken. Broken units that pass command reponse will become disordered. Disordered units that pass will be in good order.
46. Routed units are a -2 on the disorder table plus other modifiers to rally. Broken or Blown units are a -1 on the disorder table to maneuver. Disordered units just roll on the disorder table.
47. A cavalry unit has not become blown until it completes the end of its turn and it has meleed.
48. If a blown cavalry unit has mandatory or voluntary pursuit as a result of melee, it can choose to take a pursuit check and if it passes it can elect to remain stationary or take a voluntary retreat to remove the unit out of harm's way.
49. If a unit melees and loses 1 stand, it becomes "broken".
50. Blown cavalry and cavalry that is "broken" status have essentially the same effects although the causes would be different (i.e. cavalry is only "blown" from a charge. It could become "broken" due to fire and a subsequent failure on the morale test.)
51. Russian Artillery rolls with a +1 on the maneuver table to illustrate their steadfastness. They do not have 3 actions per turn nor do they get the +1 bonus for fire or melee.
52. If a unit that has an officer attached takes multiple fire, calculate what the general must roll to not take a hit based on the most severe fire the unit received and roll only one time per turn for that general.
53. Units with battalion guns add a +1 when rolling on the Maneuver table.
54. Battalion guns add a +1 to the fire roll if it's firing in close range (within 3").
55. Units can keep charging during pursuit until they exhaust their original charge distance or targets, whichever comes up first. Charging units still must stay within their 30% arc during pursuit
56. Battalion guns can be removed by fire or melee in the following manner:
   If disordered with no stands lost in one attack - a 6 on a d-6.
   Broken or disordered with 1 stand lost in one attack - a 5-6 on a d-6
   Routed, broken or disordered with 2 stands lost in one attack - 3-6 on a d-6
   Routed, broken, or disordered with 3 stands lost in one attack - automatic loss of battalion guns.

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