Fury in the West

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Overview

Fury in the West is a hex-and-counter board wargame simulating the Battle of Shiloh (April 6-7, 1862) during the American Civil War. Originally published by Battleline in 1977 and later revised by Avalon Hill. One player controls the Union forces of Ulysses S. Grant while the other controls the Confederate forces of Albert Sidney Johnston. The game uses the “I Go, You Go” turn system with each game turn representing one hour. The Basic game is designed for new players, while the Advanced game adds rules for artillery, column formation, flanking, prisoners, night combat, and surprise attacks. A notable feature is the “straggler” rule representing fatigue and men lost to confusion.

Components

Setup

  1. Place the hex map on the table.
  2. Separate Union and Confederate counters.
  3. Confederate setup: Place units according to the setup chart on their historical starting positions south of Shiloh Church.
  4. Union setup: Place Grant’s army in camps near Pittsburg Landing (some units may start in specific locations per scenario).
  5. Set the turn track to Turn 1 (early morning, April 6).
  6. Confederate player moves first (representing the surprise attack).

Turn Structure

Each game turn represents 1 hour. A turn consists of:

Confederate Player Turn

  1. Movement Phase: Move Confederate units up to their movement allowance. Terrain costs vary by hex type (clear, woods, rough, river).
  2. Combat Phase: Attack Union units in adjacent hexes. Combat is resolved using the Combat Results Table, comparing the odds ratio of attacking vs. defending strength.

Union Player Turn

  1. Movement Phase: Move Union units.
  2. Combat Phase: Attack Confederate units in adjacent hexes.

End of Turn

Advance the turn track. Check for reinforcement arrivals (Buell’s Army arrives on the Union side during the second day).

Actions

Movement

Units have a movement allowance (number of movement points per turn). Terrain costs:

Combat

Adjacent enemy units may be attacked. Combat resolution:

  1. Total attacking strength of all participating units.
  2. Total defending strength plus terrain modifiers.
  3. Calculate odds ratio (e.g., 3:1, 2:1).
  4. Roll die on the Combat Results Table at the appropriate column.
  5. Results include: Attacker Eliminated, Defender Eliminated, Exchange, Retreat, No Effect.

Straggler Rule

Units continuously in combat accumulate stragglers (representing fatigue, desertion, and confusion). Straggler markers reduce a unit’s effective combat strength. Stragglers can be partially recovered during rest.

Zones of Control

Each unit exerts a Zone of Control (ZOC) into the six adjacent hexes. Enemy units must stop upon entering a ZOC and cannot move directly from one ZOC to another.

Scoring / Victory Conditions

Confederate Victory: Capture Pittsburg Landing (Grant’s supply base on the Tennessee River) by the end of the scenario.

Union Victory: Prevent the Confederates from capturing Pittsburg Landing and maintain control of key terrain.

Draw: If neither side achieves its objective fully, the game result may be a marginal victory or draw based on territorial control and unit losses.

Special Rules & Edge Cases

Advanced Game Additions

Reinforcements

Union reinforcements (Buell’s Army of the Ohio and Lew Wallace’s division) arrive at specific turns, changing the battle’s dynamics on Day 2.

Supply Lines

Units cut off from their supply source may suffer attrition.

Historical Context

The game faithfully recreates the command control challenges that determined the actual battle’s outcome.

Player Reference

Turn: Confederate Move -> Confederate Combat -> Union Move -> Union Combat -> End of Turn

Combat: Calculate odds ratio -> Roll on CRT -> Apply result

Key Numbers: | Item | Value | |——|——-| | Players | 2 | | Turn = | 1 hour | | Map scale | Hex grid | | Scenario | Battle of Shiloh (April 6-7, 1862) |