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Johnny Reb III: Regimental Grand Tactical American Civil War Miniatures Rules

Johnny Reb III: Regimental Grand Tactical American Civil War Miniatures Rules Rulebook

Table of Contents

Table of Contents

  • Setting the Stage
    • Time and Distance
    • What Is Needed to Play
    • Modeling the Terrain
  • Mounting the Miniatures
    • Officer Scale and Mounting
    • Infantry Scale and Mounting
      • Odd Regimental Sizes
    • Artillery Scale and Mounting
    • Cavalry Scale and Mounting
  • Introduction to the Rules
    • Rule Organization
    • The Reference Charts
    • The Rules Presentation
  • Infantry
    • Formations & Movement
      • Bonus Movement
      • Push Move or Quick March
      • Officer Movement
    • Formation Descriptions
      • Single Line & Extended Line
      • Double Line & Attack Column
      • Skirmish Line
      • March Column
      • Disorder
    • Moving And Forming
      • General Movement Rules
  • Artillery
    • Artillery Movement Rules
    • Artillery Battalion Morale Rules
    • Artillery Fire
      • Artillery Firing Procedure
      • Cannister Restrictions
      • Arc of Fire
      • Artillery in the Woods
      • Firing Over Friendly Troops
      • Horse Losses
      • Prolonge Movement
      • Artillery Fire Against Buildings
      • Disengaging Gunners
  • Morale
    • Morale Overview
      • Good Morale
      • Shaken Morale
      • Routed
      • When to Check Morale
    • The Basic Morale Point (BMP)
    • The Modified Morale Point (MMP)
    • BMP and Tactical Competence
    • Instant Rallies, Instant Routs
    • Multiple Morale Checks
    • Effects of Morale Loss
      • Overall Impact of Shaken
  • Command & Control
    • Command Radius
    • Variable Leader Quality
    • Division and Corps Command & Control
    • Artillery Leaders
    • Replacing Leaders
    • Optional Leadership Rules
      • Self-Activation
      • Order Limitations
      • Leading the Charge
    • Command Levels
      • Impact of Replacement Leaders on Command Levels
  • The Turn Sequence
    • A Turn Overview
    • PHASE ONE: Mark Orders
      • Illegal Orders
    • Order Definition and Effect
      • FIRST FIRE
      • DISENGAGE
      • HOLD
      • MOVE
      • FORM
      • CONDITIONAL HOLD
      • CHARGE
        • Charge Overview
        • Summarized Charge Resolution Procedure (Infantry Charge Procedure)
  • Cavalry
    • Cavalry Movement
    • Cavalry Organization
    • Mounting and Dismounting
    • Mounted Cavalry Formations
    • Cavalry Restrictions
    • Pistols and Shotguns
    • Battalion Loss
    • Cavalry Combat Overview
      • Mounted Charge and Countercharge
      • Cavalry vs. Cavalry
      • Planning a Cavalry Charge
      • Cavalry vs. Infantry
  • Obstacles
    • Abatis
    • Fraise
    • Chevaux-de-Frise
  • Fortifications
    • Hasty Works
    • Medium and Heavy Works
      • A Fortified Area
    • Artillery Fire Against Works
  • Hidden Movement
    • Hidden Movement Rules
    • Revealing Pickets
  • 15mm Quick Reference Chart
    • Gaming Scales
    • Movement Scale
    • Turn Sequence
    • Order Definitions
    • Unit Organizations
    • Formations
    • Morale (Quick Reference)
    • Infantry Charge Procedure

Setting the Stage

Time and Distance

Each turn in Johnny Reb III represents approximately 20 minutes of real time, with movement distances calculated on the basis of formation, distance, troop experience, and a reasonable amount of order lag time.

With 15mm figures, Johnny Reb III uses a horizontal ground scale of one inch equals 50 yards which means that three feet of gaming distance will roughly equal 1 mile of real distance. Consequently, normal rifle-musket range of 200 yards is 4 inches, and maximum effective rifle-musket range would be 600 yards or 12 inches.

The given movement distances and ranges of Johnny Reb III are based on a 15mm figure scale — the most common gaming scale — and reflects the distances given above. However other figure sizes can be accommodated by making rulers with "equivalent inches" scaled to accommodate the appropriate figure size as so:

Figure ScaleConvert Inches ToGround Scale
25mm figures1 1/2 inches for movement1 1/2 inches equals 50 yards
20mm or 22mm figures1 1/4 inches for movement1 1/4 inches equal 50 yards
15mm figures1 inch for movement1 inch equals 50 yards
10mm figures3/4 inches for movement3/4 inches equals 50 yards
5mm figures1/2 inches for movement1/2 inches equals 50 yards

What Is Needed to Play

To play Johnny Reb III you will need a number of things, besides the figures and a gaming table. Dice and rulers are not included with the game. To begin play, each player should have:

  • A one foot ruler, marked off in inches — or "equivalent" inches — depending on figure scale used.
  • One Reference Chart — Four are included with the game, and more can be ordered.
  • About 4 to 6 six sided dice. For all die rolls, Johnny Reb III uses variable numbers of six sided dice.
  • Order counters or "chits" so as to be able to give orders to the units.
  • Short segments of pipe cleaners to place between the figures to indicate casualties. These can be of various colors to also indicate the current morale of the unit: white for good, yellow for shaken, and red for routed.

Modeling the Terrain

Terrain in Johnny Reb III is of five types:

  • ROAD — A hard gravel or dirt road wide enough for a marching column.
  • OPEN — Unhindered fields, slightly rolling with minimal obstructions.
  • BROKEN — Brush, scattered trees, small farms, gentle slopes, fences or walls.
  • WOODS — Continuous woods with random small clearings.
  • ROUGH — Heavy woods, rocky ground, steep slopes, boulders, swamps.

Modeling tips: A thin green carpet draped over books or rounded Styrofoam blocks makes a quick and realistic game surface. Thin, translucent plastic makes good rivers, creeks, and ponds. Scattered clumps of lichen can be used to represent brush, light woods or other broken terrain. Masking tape can be used for roads and trails. Miniature pine trees represent woods — mix in some small rocks for rough terrain. Commercial fences, walls and buildings are available.

Mounting the Miniatures

Officer Scale and Mounting

One way of mounting officers, is to use one mounted figure for a brigade commander, two figures for a division officer, and three for a corps commander. This can also be used to keep track of the morale benefits of each — a brigade commander gives a "1" benefit, a divisional leader gives a "2", and a corps commander confers a "3".

The size of officer stands is roughly determined by the size of the figures. However, a brigade commander's base should be about 1 inch, a division commander's about 1 1/2 inches, and a corps or army commander's about 2 inches.

Infantry Scale and Mounting

Infantry uses a scale of one figure equals 30 men. This means that an infantry regiment of 16 miniature figures — four stands with 4 figures per stand — represents a 480 man regiment, and a 12 figure regiment — four stands with 3 figures per stand — represents a bayonet strength of 360 men. A typical 15mm regiment is illustrated below (the illustration shows a 480 man regiment, stand 7/8 inch wide by 5/8 inch deep, frontage 3 1/2 inches; a 360 man regiment, stand 3/4 inch wide, frontage 3 inches):

Historically a 480 man regiment in battle line of two ranks deep would have a frontage of about 150 to 200 yards. Using an average stand width of 7/8" yields a 3 1/2 inch scale frontage of 175 yards, which would represent an historical average. However, some variance from these stand sizes would not be unrealistic and will not impact the play of the game.

15mm stand frontages can vary by as much as 1/8 inch either way, and the depth can vary even a little more.

Figures can be mounted either in single line, a wavy double line, or a jumble, based on personal preference.

Odd Regimental Sizes

While a regiment usually has four stands with the same number of figures on each stand, particular regimental sizes can be accommodated by symmetrically varying the number of figures per stand, with a smaller stand dying first, then a larger one, then a smaller one, and so on. (Illustrated: a 420 man regiment.)

For large regiments, that would require five or more figures per stand, it is recommended that the regiment be modeled as 2 or 3 battalions. (Illustrated: 1st Battalion and 2nd Battalion of a 600 man regiment.)

25mm figures would use a stand size roughly 30 percent larger, and 10mm would use one roughly 30 percent smaller. But, in all cases, 1/8 or 1/4 of an inch one way or other is not critical, and will not impact the game.

Artillery Scale and Mounting

Artillery is depicted with each gun casting representing one battery — as opposed to one section in earlier editions of Johnny Reb — and each gunner crew figure represents the number of sections in the battery. Historically, each gun section had two guns. A limber is represented with one limber and two horses. According to regulations, when a six gun battery deployed its 3 sections it would take up about 80 yards of frontage while a four gun battery would take up about 50 yards. However, in practice the artillery commanders usually adopted the gun deployment to the tactical situation and the ground they occupied. For heavy bombardments, a firing line with guns lined up with little more than five yards between them was not uncommon. Typical 15mm batteries are illustrated (2 section battery, 3 section battery; unlimbered battery with limbers and horses back for protection and caisson; limbered battery).

For 25mm, a deployed battery would be about 1 1/2 inch square, depending on figures. For 10mm, a deployed battery would be about 1/2 inch square, depending on figures. Select limber sizes based on figure castings available — some horses are bigger than others — so scale the limber stand in proportion to the deployed battery. When limbered the gun should fit behind the limber.

Cavalry Scale and Mounting

Cavalry also uses a scale of one figure equals 30 men, but its basic element — also of four stands — is the battalion with two or three battalions making up a regiment. This reflects that historically, a cavalry regiment took up more space than an infantry regiment, and consequently would often scout and even fight in battalion or even squadron elements. Each battalion should have two or three mounted figures per stand. Rarely, put more than three horse figures on a stand. Each cavalry unit will also need a dismounted unit, with the same number of figures as the mounted unit. If desired, a horse holder stand can be made to go with the dismounted portion of the unit, but it does not have a specific role in the game. Typical 15mm cavalry battalions or small regiments are illustrated (a 360 man battalion with three-horse stands).

For 25mm, a three horse stand would be about 1 1/2 inches wide and about 2 inches deep. For 10mm, a three horse stand would be about 3/4 inch wide and about one inch deep.

"A mounted cavalry regiment takes up three times the space as an infantry regiment" — Lt. Col. W.W. Blackford, CSA

Introduction to the Rules

Rule Organization

The rules are organized into six major sections: Infantry, Artillery, Morale, Command & Control, The Turn Sequence, and Cavalry. They are presented in the order of most common use. For example, since the civil war was primarily an infantry war, Infantry formations, movement, and combat are the subject of the first section, and Artillery — being a close second, is the subject of the second. Cavalry, however, is not discussed in detail until after Morale, Command & Control, and the Turn Sequence since many of the unique aspects of cavalry are best described in terms of its special morale properties or how it operates differently within the charge sequence.

The Reference Charts

The key to playing the game is the Reference Charts, and unlike earlier versions of the game, Johnny Reb III uses a single sheet Reference Charts rather than the large multiple page fold-outs that characterized earlier editions. This simplification is a product of simpler game mechanics and a desire for brevity. Many of the mechanics have been streamlined and many of the earlier tables are no longer needed due to the adaptation of these streamlined game mechanics. Also, the Reference Charts no longer attempt to duplicate the rules — all the information you could need, in course of the game, is probably not there. However, about 90 percent of it is. This enables us to present a much more concise and user-friendly Reference Chart that should prove quicker to use in most instances.

The rules are built around the Reference Charts, and each section begins by identifying those sections of the Reference Charts that pertain to the subject at hand. The first one or two pages of each section are presented as an overview of the whole section and for experienced players of Johnny Reb can serve as a fast start to get into the rules. As each section unfolds, more and more detail is presented which can be referred to when that particular information is needed.

The Rules Presentation

The presentation and formatting of the rules varies from section to section and from page to page. Each element of the rules system make use of different formats, chart styles, table layouts, or graphic presentations based on the material being discussed. In some respects, consistency was sacrificed for clarity and completeness, and, hopefully, it has not spawned confusion in its stead. Interspersed within the rules are quotes from the actual participants, which should offer some insights as to why the rules are the way they are. Where practical, the rules, or their impact, is discussed in more than one place, to facilitate finding the information when needed, and it never hurts to repeat an important rule.

Infantry

Formations & Movement

The civil war was primarily an infantryman's war and consequently the bulk of the rules deal with infantry operations. Most of the information needed for infantry formations and movement is contained on the first page of the Reference Chart. For the sake of comparison, some artillery and cavalry information is presented in this section, but both are dealt with in greater detail in their own rule sections.

Movement Rates and Combat Effects (infantry)

Movement rates are the maximum movement, in inches, over the specified terrain.

InfantryRoadOpenBrokenWoodsRoughMeleeFirerTargetImpact Morale
Single LineNA64211XNCNCNC
Extended LineNA86311X-1 DRM-1 DRM+1
Double Line, Attack Column

(For Double Line / Attack Column the first value in the Target and Impact Morale columns is the Double Line, the second the Attack Column.)

Combat Effects Modifiers. Multipliers or Die Roll Modifiers (DRM) for formation in combat. In general (+) DRMs increase casualties while (-) ones decrease them:

  • NC - No Change
  • MELEE - Fire Factor Multiplier (FFM) for formation in Melee.
  • FIRER - FFM, DRM or other restrictions for formation as firer.
  • TARGET - FFM, DRM or other modifiers for formation as a target. If two numbers, use left if firer was infantry, right if artillery.
  • IMPACT MORALE - Formation Morale Point Modifier (MPM) used in IMPACT DICE DOWN.

Bonus Movement

This is BONUS MOVEMENT for disengaging, just routed or charging units. Charging or disengaging units get this "rolled distance" using the indicated number of dice in addition to their normal move. A unit only gets only one bonus move a turn. Units that rout, at the instant they rout, roll this number of dice to determine how far they run. If the rout roll is high enough the unit may disintegrate — often referred to as a "pick-up".

Push Move or Quick March

The bonus movement number also indicates the number of extra inches a formed unit can go in the indicated terrain should the unit attempt to "push" it or use "quick march". For example, infantry in open ground could go an extra "3" inches if "pushed" or "2" additional inches in broken terrain. However, when doing this the unit must roll, with one die, higher than its BMP or go into disorder at the end of the move. If an officer is present, the unit gets a "+1" benefit to the roll. Skirmishing or disordered units do not have the "quick march" option.

Officer Movement

Mounted officer movement is found in the cavalry section of the movement chart. Foot officers would move as infantry skirmishers. Officers can move anytime in the MOVEMENT PHASE, the CHARGE PHASE, or with a routed unit in the ROUTED MOVEMENT PHASE of the turn. For an officer to confer benefits to a charging unit or routed unit, he must begin the turn with that unit.

Disorder officers movement (Road / Open / Broken / Woods / Rough): 16 / 12 / 8 / 3 / 1.

Formation Descriptions

Infantry in the civil war preferred to fight in ordered formations. Each formation had a specific purpose, and success or defeat often hinged on selecting the right formation for the task at hand. However, woods, rough terrain and battlefield confusion frequently drove formations into disorder and confusion.

In JOHNNY REB III there are seven different basic infantry formations: Single Line, Extended Line, Double Line, Attack Column, Skirmish Line, March Column and Disordered. Mounted cavalry has somewhat fewer formations and dismounted cavalry can only use two formations: its own single rank Dismounted Line or the Skirmish Line. Lastly, artillery can be limbered or unlimbered. Unlimbered guns can be pushed or prolonged.

Single Line & Extended Line

The Single Line or Battle Line, as it was often called, was the most common infantry combat formation and represents a two rank deep fire line, with soldiers standing shoulder-to-shoulder. It maximizes firepower to the front and has good movement in open terrain. The Extended Line was much the same, except the line would be stretched to cover more ground, often resulting in a one man deep formation. While lines have excellent firepower and holding ability, they can be difficult to maneuver in woods or rough terrain and are vulnerable on their flanks.

  • SINGLE LINE - All stands touching.
  • EXTENDED LINE - Stands not touching and can be separated by up to one stand's width. -1 Firer DRM, -1 Target DRM, +1 Impact morale.

Double Line & Attack Column

Double Line and the Attack Column were assault formations. The Double Line represents the regiment drawn up into two lines of five companies each, while the Attack Column was a column of two company divisions. Both formations move at the same speed and in both, only the front rank can fire. However, having half the frontage of a Single Line two regiments can be placed shoulder-to-shoulder in the same space normally used by one. This characteristic, when coupled with the Double Line and Attack Column's inherent impact morale benefit, makes these formations a good choice for an attack — if you are willing to accept the increased casualties.

  • DOUBLE LINE: Only 1st rank fires. +1 Target DRM. -1 Impact morale.
  • ATTACK COLUMN: About one stand's width separating the stands. Only 1st rank fires. +2 Target DRM. -2 Impact morale. Due to its narrow front, if an attack column fires, it instantly goes into disorder.

"Every eye could see his legions...the first line at short intervals, is followed by a second, and that a third succeeds; and columns between support the lines. More than half a mile their front extends. More than a thousand yards the dull gray masses deploy, man touching man, rank pressing rank, and line supporting line. Their red flags wave; their horsemen gallop up and down; the arms of eighteen thousand men, barrel and bayonet, gleam in the sun, a sloping forest of flashing steel. Right on they move, as with one soul, in perfect order...irresistible." — Lt. Frank Haskell, 6th Wisconsin, viewing the start of Pickett's Charge

Skirmish Line

A Skirmish Line represents a thin line of widely spaced soldiers. It is a good formation for locating a hidden enemy or protecting formed troops from an ambush. It has low vulnerability to enemy fire and will protect, to some degree, formed troops behind it. However, it has little firepower and will not stand against most charges.

SKIRMISH LINE - Stands separated by at least one stand's width, but no more than two stands width.

Deliberate fire against a target two or more inches behind a skirmish line — rather than the skirmishers — is considered Area Fire and is done, by the firer, with one less dice. If, however, the target is less than two inches behind the skirmish line it would suffer the same net casualties as would the skirmishers.

Special rules for skirmishers:

  • May not move willingly within 2 inches of enemy troops.
  • Skirmishers may not charge.
  • Takes a full turn to reform.
  • If routed, become disordered.
  • All fire factors are halved.
  • All casualties are halved.
  • Does not get opening volley benefit.

March Column

The March Column represents the regiment in the standard marching order of a column of fours. It is the quickest way to move troops. It moves well through broken terrain, often picking a path around patches of terrain that could break-up other formations. If a trail is present — treat it as broken terrain — a march column is the only formation that can use it.

Special rules for March Column:

  • No movement penalty for turning.
  • 1/4 fire from the front, 1/2 fire from the sides.
  • Reversing direction done from the head of the column.
  • For purposes of "Fired-on-flank" or "Charged-on-flank" consider the head of the column to be its flank.
  • If fired on, it suffers a "+3 DRM" and may also be vulnerable to possible enfilade fire.
  • Bayonet points always indicate front of stand.

Disorder

Disorder represents a unit that has lost its formation and internal command links. Due to poor internal cohesion stemming from officers being out of position the unit moves and reacts slowly. Disordered units take a full turn to reform. If charged, a disordered unit may attempt to form by beating his BMP with one die — see charge rules.

  • In terms of casualty generation as a target, a disordered unit has no "fired-on-flank" but, instead has a constant (+3) detriment if fired on by either infantry or artillery.
  • In terms of morale, the "fired-on-flank" penalty is not applicable; instead a constant (+1) morale modifier applies to all morale checks generated by fire.
  • In terms of "charge morale" a disordered unit suffers an inherent (+4) impact morale penalty, rather than the "charged-on-flank" impact morale penalty. (If hit directly from rear, "fired-on" or "charge-on" penalties apply.)

Moving And Forming

General Movement Rules

  • Formed veterans and elite can combine movement with a formation change.
  • Any wheel movements are done at the beginning or end of a move, and cannot be combined with a charge.
  • Any charge in rough terrain is done totally in disorder.
  • Veteran and elite units, when charging, go into disorder at halfway through the charge bonus.
  • Green troops, when charging, go into disorder at halfway through the total charge distance.
  • In OPEN terrain, crossing fences and walls costs two inches per obstacle, or do the whole move as if the unit was moving in BROKEN terrain. If moving in WOODS or ROUGH a fence does not subtract further movement.

Artillery And Cavalry

  • It costs veteran or elite artillery a half move to limber or a quarter move to unlimber. Green artillery, however, takes twice that — a full move to limber, or a half move to unlimber.
  • It costs formed veteran or elite cavalry a half move to mount or dismount, green cavalry a full turn. Upon mounting or dismounting the unit can be in any formation it chooses. Dismounted cavalry can be in either dismounted line or skirmish line. In a dismounted cavalry line stands can be up to 1 stand's width apart. In a skirmish line they are between 1 and 2 stands apart.

Changing Formations

  • It costs a formed veteran or elite unit half of its move to change formation. The formation change can be made either at the end or the beginning of the move. When changing formation one stand does not move, though it may pivot, and the rest of the unit forms on it.
  • It costs ALL disordered units, any green unit, and all skirmishers a full turn to reform or change formation. However, when they reform they may go into any formation they choose.
  • A front-to-flank formation change costs 2 inches for veteran or elite troops, but 4 inches for green. Example: a regiment that has spent 7 inches of movement — 5 inches of forward movement and another two inches to make the front-to-flank turn. A front-to-flank move can also be done in reverse — line to column. A front-to-flank move can be done either at the beginning or the end of the move, but not in the middle.

"Learned in time that marching on paper and the actual march made two very different impressions. I can easily understand and excuse our fireside heroes, who fought their or our battles at home over comfortable breakfast tables, without impediments of any kind to circumscribe their fancied operations; it is so much easier to maneuver and fight large armies around the corner grocer, than to fight, march and maneuver in mud and rain, in the face of a brave and vigilant enemy." — Pvt. Warren Lee Gross, USV

Combat Resolution

Most of the information needed for combat resolution, weapon ranges, the effect of movement, formations, unit quality, the impact of different types of cover can be found in the combat section of the Reference Chart.

Combat Results Table (CRT). Cross-reference the final modified die roll (column) with the number of figures firing (infantry, left side) or sections firing (artillery, right side).

  • MC — No casualties, but if firer was artillery or sharpshooters, target must check morale.
  • 1* — Possible one casualty, roll one dice, if "high" (4,5,6) the kill is confirmed.
  • A number — indicates number of figures killed.
  • Roll all 6s — low on ammo.

Rows are listed by figures firing (artillery sections firing in brackets). Columns are the final modified die roll 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 22, 24. A dash means a blank cell (no effect).

Figures [Sections]12345678910111213141516171819202224
32+ [16]MC1*1*112

(Table transcribed from a low-resolution scan; the bracketed section values on the right-hand side of the printed chart read 16, 14, 12, 10, 8, 6, 4, 3, 2 for the first nine rows, a blank for the 4-figure row, and 1 for the 3-figure row.)

Combat Procedure (chart box)

  1. Count number of figures or artillery sections firing.
  2. Multiply for firer formation effect - see COMBAT EFFECTS.
  3. Roll appropriate number of dice as noted below:
    • MELEE -- Roll 4 dice, and all infantry casualties are doubled.
    • FIRER ON HOLD, Roll 3 dice. FIRST FIRE -- Roll 3 die with +1 DRM.
    • FIRER MOVED, FORMED or PIVOTED -- Roll 2 Die.
    • CLOSE RANGE or HAS REPEATERS -- Add 1 extra die for each.
    • LONG RANGE, SHAKEN, AREA FIRE, CH -- Deduct 1 die for each.
    • ARTY CANNISTER -- Add 2 (cnstr) or 3 (dbl cnstr) extra dice.
  4. Adjust die roll or losses with applicable formation, firer or target modifiers.
  5. If target unit was disengaging or skirmishing all casualties are halved.

Ranges (inches)

Infantry & CavalryCloseNormLong
Rifle Muskets2412
Smoothbore Muskets1 +1 DRM36
Muzzleloading Carbine124
Breechloading Carbine137
ArtilleryCnstrNormLong
12# Napoleons31230
10# or 3" Rifles21636
6# Guns (-1 DRM)11028
20# Rifles (+1 DRM)21840
Mixed Guns21433

Other weapons:

WeaponCloseNormLong
Mixed Muskets138
Flintlock Muskets125
Sharpshooters Rifle3721

And an additional (-1) DRM to all flintlock fires. Smoothbore Muskets get a (+1 DRM) due to their ability to fire "buck and ball" ammunition — three buckshot and one ball — at close range.

Firer and Target DRMs

Other Firer DRMs
Officer is present+1
Opening volley+2
Firer Marked Fire+1
Firer is elite+1
Firer is green-1
Firer in works+1, +2
Target DRMs
Inf Extended Line-1
Inf Double Line+1
Inf March Column+3
Inf Disorder+3
Limbered Guns+3
Unlimbered Guns-3
* Cav Single Line+2
* Cav Double Line+4
* Cav March Column+4
* Cav Disorder+6
Cav Dismounted-2
Behind wood fence-1
  • If charging, 1/2 above DRMs. Cover DRMs are decreased by "1" if artillery fires.
If artillery fires
Partial flank+2 (infantry fire) / +3 (artillery fire)
Full flank+4 / +6
On rear+2 / +3
Target green+1
Target elite-1

(The chart prints flank/rear modifiers as two values, the left used for infantry fire and the right for artillery fire.)

General Procedure

  1. Count the number of figures firing. If the unit is skirmishing or in disorder, cut this number in half, rounding down.
  2. Determine how many dice are to be thrown per the above chart. This is different from early versions of JOHNNY REB which usually halved or doubled the figure count to account for battlefield variables. No matter how many benefits a firing unit has it never can roll more than six dice.
  3. Roll the dice and modify the roll by the Die Roll Modifiers (DRMs) as listed for both firer and target. Use all that apply. Cross reference the final modified die roll with the figure count on the left side of the table to obtain the number of figures killed. Note that if cavalry is charging, its target DRMs are halved.
  4. If the target was skirmishing or disengaging all casualties are halved, rounding down.
  5. For artillery, the procedure is almost exactly the same, except number of sections, as listed on the right side of the chart, are used instead of figures. Sections can be added as long as the firing batteries are within one inch of each other. Note that some target DRMs are decreased when fired on by artillery, while others are increased. No more than 16 artillery sections per single shoot. If more than 16 sections are firing combine in as few groups as practical.

Infantry Fire

Infantry fire uses the same COMBAT RESULTS TABLE (CRT) as does artillery, and for the most part is resolved in the same manner. The most obvious difference is that infantry figures use the left side of the CRT while artillery uses the right.

Infantry Firing Procedure

  1. Count the number of figures firing and modify for formation. For example, infantry in skirmish line or in disorder are halved, a double line in melee is doubled.

  2. Roll appropriate number of dice as follows:

    • Unit in Melee: 4 dice — and infantry casualties are doubled.
    • Marked FIRE: 3 dice plus a (+1) DRM
    • Marked HOLD: 3 dice
    • Unit moved or formed: 2 dice

    AND

    • If unit is at Long Range: Subtract 1 dice
    • If unit is Shaken: Subtract 1 dice
    • If unit is Area Fire: Subtract 1 dice
    • If unit is doing Blind Fire: Subtract 2 dice
    • If unit is on Conditional Hold: Subtract 1 dice

    OR

    • If unit is at Short Range: Add 1 dice
    • If unit has Repeaters: Add 1 dice

    RESTRICTIONS

    • Units may never roll more than six dice.
    • Units always may roll at least one dice.
  3. Modify die roll

    • Note any applicable formation, cover, or situational DRMs as listed on the formation chart or below.

(The Ranges, Other Weapons and Firer and Target DRMs tables printed on this page are the same as those transcribed above under Combat Resolution. Notes printed with them: in hasty, in medium or heavier works, the firer's works DRM is +1, +2 respectively; infantry gets the opening volley benefit only once per scenario; charging units, since they are abandoning all cover, do not get the above cover DRMs.)

Casualties

To keep track of casualties, use a small piece of pipe cleaner placed between those figures that are alive and those that are dead. The pipe cleaner piece is placed on one stand with the "dead" figures to the left, when viewed from the rear of the unit. Different colors of pipe cleaner can be used to indicate the morale of the unit: green for good morale, yellow for shaken, and red for routed.

Primary Fire Zones

A unit must always fire at the most threatening enemy unit, and a unit will always fire at an enemy in its primary zone — the area directly to its front up to 12 inches — as opposed to a unit at an angle. If no enemy unit is in a unit's primary zone, then it can fire at any unit, in its secondary zone, up to 45 degrees.

Infantry Enfilade or Flank Fire

In most cases, enfilade fire is fire from the flank. The one exception is a march column where enfilade fire would be along the length of the column. By definition, an infantry unit can only fully enfilade a target unit that is "almost fully" — meaning at least three full stands — in the firing unit's Primary Zone. If more than one stand of the target unit is in the firing unit's Secondary Zone, the best that can be achieved, under any circumstances, is a partial enfilade. "Full flank" earns a (+4) DRM while "partial flank" gets a (+2) DRM.

Enfilade or Flank Fire Against Lines

  • For Partial Enfilade Fire: Partial enfilade, or partial flank fire occurs when the firing unit has at least 2 full stands positioned behind a line drawn 45 degrees off the corner of the target unit. (Example: the 32nd NY has partial flank fire on the 19th VA and would be entitled to a (+2) DRM.)
  • For Full Enfilade Fire: Full enfilade, or full flank fire occurs when the firing unit has at least 2 full stands positioned behind a line across the front of a target unit, in the firer's Primary Zone. (Example: the 19th VA has full flank fire on the 1st ME and would get the (+4) DRM.)

Enfilade or Flank Fire Against March Columns

  • For Full Enfilade — Column must be almost fully in the firer's Primary zone and an extended line drawn along the spine of the march column must intersect the firing unit. In the example, if the 19th VA was firing, the 32nd CT meets those conditions, but the 11th NY does not. If only one of those conditions is met the fire is only partial enfilade.
  • For Partial Enfilade — Target must be totally in the secondary zone and an extended line drawn along the spine of the target unit must intersect the firing unit. In the example, the 14th ME is partially enfiladed, but the 17th NY is not.
  • In Either Case — The (+2) DRM for column target against infantry fire would also apply.

Fire Against Disorder

Since a unit in disorder does not have a clear flank, it does not suffer either full or partial flank fire penalties, in terms of increased casualties or morale detriments. Instead it suffers a (+3) DRM for all fire directed against it regardless of direction and a (+1) morale modifier for any morale checks caused by fire.

Refusing End Stands

Even if a regiment is on HOLD, one end stand can be bent back during the turn or "refused" without the loss of any HOLD fire benefits, since the overall movement would be relatively small. The benefits of refusing an end stand are:

  • For purposes of the "fired or charged on flank DRMs" refusing a stand reduces a full enfilade to a partial enfilade, and a partial enfilade to no enfilade. This applies to both casualties — the firing roll — and morale.

If more than 1 stand moves, treat as forming.

Variable Visibility, Area Fire, Blind Fire

If a target is in woods, or in a situation of questionable visibility, one die must be rolled immediately prior to any two units exchanging fire to determine if they can see each other. This roll takes place after all orders are marked and revealed. For each pair of units — firer and target — make a separate roll. In general, visibility is determined by one dice which indicates the "inches" of visibility in light woods, or "1/2 inches" in heavy or rough woods. If the units can see each other resolve fire normally. If not, treat the fire as Area Fire which reduces firing by one dice. If, however, a unit desires to fire at an enemy that has not been located or seen any time during the scenario, then the firing is considered to be Blind Fire, in which the firing roll is reduced by two dice.

Visibility Rules For Woods Situations:

  • Units outside the woods can see units on the woods edge, but not inside. Hence, the 19th VA can see the 12th ME, but not the 22nd CT.
  • The 22nd CT might be able to see the 19th VA. Each turn it would have to roll one die for visibility for inches through light woods, or 1/2 inches through heavy woods. Hence, in light woods it would have to roll a "3" to see the 19th VA. The 19th VA could not see and fire at the 22nd CT until the 22nd CT fired at it.
  • If the 22nd CT and the 19th VA exchanged volleys, both would get the woods target benefit (-2 DRM) as the fire would be going through the woods for both.

"As for the Wilderness, it was uneven, with woods, thickets, and ravines, right and left. Tangled thickets of pine, scrub oak, and cedar prevented our seeing the enemy." — Maj Gen'l Alexander Webb, U.S.A.

Out of Ammo

If a firing unit rolls all "6s" when it shoots, it has depleted its ammo to the point that it is "out of ammo" and fires with one less die then it normally would. Mark the unit with an "out of ammo" counter.

  • Units with breechloaders and repeaters, can run out of ammo quicker (see special rules).
  • Infantry that is out of ammo may attempt to replace it by rolling in the Routs, Rally and Replacements Phase, or retire to an ammo wagon, and spend one turn drawing fresh ammo.
  • If artillery is firing by battalion, then all batteries in the battalion are so affected. Ammo can be replenished by having the unit retire to an ammo wagon — which must be located at least one foot from the main battle line — and spend one full turn filling their limber chests.

Fire Penetration

Both infantry and artillery fire can go beyond the unit it hits. Close range infantry fire penetrates 2" beyond the rear of the target unit, while normal range penetrates 1" beyond. Any unit in these penetration zones, absorbs half the casualties as the target unit, regardless of formation. If fraction, roll one die, "high" (4,5,6) kills.

  • Penetration in woods, rough, or hasty works is half of this.
  • No penetration at long range or against medium or heavy works.
  • Normal range infantry fire penetrates one inch. Close range infantry and cannister fire penetrates two inches. Normal range artillery fire penetrates the roll of one dice — 1/2 inches in woods or rough.

Fences, Walls, and Works

For a target unit to claim a DRM benefit for being behind a fence, a stone wall, or in hasty, medium, or heavy works the target unit must be directly behind it, have at least three stands covered by it, and be within an inch of the object. For instance, in the example, the 24th MI can claim fence benefit, but the 19th IN cannot (it is one inch behind the fence line).

The DRMs for fences, walls and hasty works are listed below and on the Reference Chart as "TARGET DRMs". These target DRMs are reduced by "1" if the firer is artillery, consequently a wood fence gives no extra protection against artillery fire. It would, however, still count as "behind cover" for morale purposes. DRM benefits are cumulative, hence a unit behind hasty works and in the woods would get a total "-5" target DRM benefit. Units on the "wrong side" of works get a reduced benefit of the works provided they are within one inch of the works. These cover DRM clarifications are summarized below. If firer is artillery reduce all target cover DRMs below by "1".

  • Target behind wood fence: -1 either side
  • Target behind stone wall: -2 either side
  • Target behind hasty works: -3, fire penetration is halved
  • Target behind medium works: -6 and no fire penetration
  • Target behind heavy works: -8 and no fire penetration
  • Target in woods: -2 additional

Target on wrong side: target in front of hasty works -1; in front of medium works -2; in front of heavy works -2.

Example: the 22nd OH has forced the 19th VA back from its hasty works. The 22nd OH could now claim some protection from the "wrong side" of the hasty works. Hence, the Ohio boys would now get a (-1) target DRM benefit. But, since the 19th VA has been forced out of the one inch protected zone behind the works it would now get no benefit from them.

Special Units, Weapons and Tactics

Sharpshooters

Sharpshooters were unique units with special skills and often special weapons. However, most sharpshooters seldom deployed in regimental strength. For example, in most of their engagements, the famed Berdan US sharpshooters were committed by company, usually one or two at a time. To reflect this, mount sharpshooters on a single two to four figure stand representing a one or two company detachment. Depending on the unit or the scenario, sharpshooters may or may not have special sharpshooter rifles. If they have sharpshooter rifles, their ranges are Close 3, Norm 7, Long 21.

Rules for Sharpshooter Stands (use wider than normal spacing):

  • The loss of a figure, in terms of morale modifiers, is equal to the loss of a stand.
  • In terms of movement, charges, and as a target, sharpshooters are considered skirmishers.
  • Sharpshooters, however, are not halved for firing as is regular skirmisher fire.
  • Sharpshooter fire does not suffer the "deduct 1 dice" penalty for long range fire.
  • Sharpshooter targets do not get any target formation DRMs, such as the (-3) target DRM for unlimbered artillery, but do get cover DRMs such as the (-2) if behind stone fence.
  • Sharpshooters do not get opening volley benefit, but do get an elite firer (+1) DRM.
  • Sharpshooters can never kill more than 2 figures per turn, no matter how many benefits.
  • Units "hit" by sharpshooters with a MC result must check morale.
  • A sharpshooter stand of at least two figures may also be attached to a regular infantry regiment. In which case it does not add its figure count to the regiment, but instead confers a (+1) firing DRM. However, it must stay with the regiment for the rest of the scenario and suffers whatever fate — shaken or routed — that befalls the regiment.

"The sharpshooting between the lines was exceedingly vicious wherever pickets or lines could see each other and both sides went at it with a vim. It made our lines awfully uncomfortable." — Gen'l. E. P. Alexander, CSA

Breechloaders and Repeaters

The special benefits of breechloaders and repeaters are illustrated below. However, when used for rapid fire they could quickly consume their ammunition, as the out of ammo rolls indicate. On any turn that the repeater or breechloader equipped unit elects not to take the rapid fire bonus, its out of ammo rolls would be the same as if had muzzleloaders — all 6s. Repeaters and breechloaders also give a defensive benefit of a (-1) target DRM as the user can stay crouched or prone as he reloads. Defensive benefit applies even if unit is not using the firing advantage.

WeaponFirer DRMTarget DRMOut of Ammo
Breechloader+2-2Roll all 5 or 6s
Repeater1 extra dice-2Roll all 4, 5, or 6s

(The text states a (-1) defensive benefit while the printed table shows -2; transcribed as printed.)

Laying Prone

Units armed with breechloaders or repeaters are assumed to be fighting prone whenever practical, and use the above game mechanics. However, any unit can choose to go prone to reduce its casualties. Rules for going prone are:

  • Any infantry unit may go prone or rise up from prone by expending 2 inches of movement.
  • Any non-firing unit that is prone is entitled to a (-4 target DRM).
  • Prone units cannot fire. If they rise, they may fire as forming units — using two dice.
  • If charged, prone units immediately rise and are considered to be charged while forming.

Reserve Companies

It was a common civil war regimental tactic to drop two companies back from the firing line to serve as a reserve that would gradually feed in replacements as individual soldiers were killed. This enabled the regiment to maintain a constant level of fire over a reduced frontage. Rules for the single line with reserve (reserve stand from 1 to 3 inches behind the three-stand firing line, with a casualty marker) are as follows:

  • Going into or out of this formation is treated as any other formation change.
  • Regardless of the situation, only the three stands in the firing line can fire.
  • Unit moves and fights as a regimental firing line, no change to movement.
  • All casualties are logged against the reserve stand, not the main firing line.
  • If the regiment goes shaken or routed, all stands are affected.

Regimental Skirmishers

It was a common regimental tactic for the regiment to send two companies forward as scouts or skirmishers to preclude the entire regiment walking into an ambush. However, if the regiment was charged, this tactic diluted the potential defensive firepower of the unit. Also, the individual skirmisher companies tended to disappear when pressed. Going into or out of this formation is treated as any other formation change, and the rules are as follows. (The skirmish screen is one skirmisher stand, 3 stands wide, positioned from 2 to 6 inches ahead of the regiment, which retains three stands.)

Fire effects:

  • All casualties from frontal fire are logged against the skirmisher stand with the skirmishing benefit of half casualties.
  • For every figure lost treat the skirmishing stand as a "mini-regiment" with each figure treated as a "stand lost" and check morale accordingly.
  • If the skirmishing stand goes "shaken" it falls back behind the regiment with no ill effect. It automatically rejoins the regiment next turn.
  • If the skirmishing stand "routs" it is removed. The skirmishers have simply run away. The regiment does not have to take a morale check for loss of a stand. But, beginning next turn, the regiment does suffer the (+3) morale modifier for lost stand for further morale checks.
  • If casualties exceed the number of figures on the skirmish stand, the extra losses are ignored. The regiment does not have to take a morale check for loss of a stand. But, beginning next turn the regiment does suffer the (+3) morale modifier for lost stand for any further morale checks.

Charge effects:

  • If charged, the skirmishing stand immediately falls back behind its parent regiment, and takes no part in the charge. The regiment must fire with only the three remaining stands. In the DICE DOWN FOR IMPACT the regiment suffers no additional morale penalties.
  • If the charge results in a melee, the skirmishing stand would fight as part of the regiment.
  • If the regiment repulses the charge, the skirmishing stand automatically rejoins the regiment next turn. If the regiment is shaken, routed, or destroyed by the charge, the former skirmishers suffer the same fate.

"Our skirmishers open a spattering fire along the front, and fighting, retire upon the main line, — the first drops that heralds the storm, sounding on our windows." — Lt. Frank Haskell, 6th Wisconsin

Brigade Column

For massive assaults, particularly with green troops, the brigade attack column was often used to break a line. However, as Sherman found out at Kennesaw Mountain, it could take fearful casualties, and if stopped, would throw entire brigades into confusion. Assuming all the regiments start within three inches of each other, the brigade column takes an entire turn to form up, regardless of troop quality. Rules for the brigade column are:

Fire effects:

  • The brigade column moves at the speed of a line, but takes casualties as an attack column, with a (+2 DRM) target DRM from all fire.
  • Whatever casualties the lead regiment takes — all the regiments take. For example, if the 31st Ohio in Cruft's Brigade at left loses three figures, then all the regiments lose three figures.
  • Any enfilades are determined by the position of the lead regiment. Likewise when the lead regiment goes into disorder, all the regiments are disordered.

Morale effects:

  • The brigade column is treated as one unit that has the morale of the lead regiment — obviously, lead with your best unit — and is calculated on that basis. For instance, if the lead regiment loses a stand the (+3) morale modifier for stand lost is applied to the whole brigade.
  • But the brigade column only has to take a "stand lost" morale check when the number of stands lost equals the number of regiments in the column. For example, if the brigade column is made up of four regiments, it does not check morale until four stands are lost, and so forth.

Charge impact morale:

  • The brigade column — for the DICE DOWN FOR IMPACT — gets a charge morale modifier equal to the number of regiments in the column. For instance, in the example of Cruft's Brigade, the brigade column in the Dice Down For IMPACT would get a (-4) impact morale modifier since the brigade column is made up of four regiments.
  • At the end of the charge, all participating regiments are in disorder. They must be rallied or reformed as individual regiments.

Forming Square

Forming square was the classic infantry defense against cavalry, and it was used — albeit rarely — in the civil war. Nevertheless, it seems to have been effective, as the few times it was used, the cavalry made no attempt to break it.

To form square:

  • All regiments, using the FORM order, take a full turn to go into or out of square. Units in square have no movement, and fire as with only 2 stands at any one target.
  • Or upon revealing orders, if a regiment has marked HOLD and feels threatened by cavalry it may attempt to form square, provided the cavalry starts at least 12 inches away. To do so, it must beat its BMP with one die. Officer present helps. If it fails to do so, the regiment falls into disorder and suffers both the (+4) morale modifier for "disorder" and the (+2) for "charged while forming", if the cavalry impacts it.

Effects of square:

  • Charging cavalry throws 2 dice to see how close they come to the square. If they roll equal or less than the BMP of the infantry, the square is broken and is impacted in disorder. If not, the cavalry turns away at a distance equal to the die roll.
  • Square has no flank, so it cannot be enfiladed, but any fire directed against the square gets a (+2) target DRM from infantry fire and (+4) from artillery fire.

"Form square! Platoons, right and left wheel! Kneel and Fire!" There we were in a hollow square. The Yankees had never seen anything like it. Colonel Field, sitting on his gray mare, right in the center of the hollow square gives the command, "Front rank, kneel, and present bayonets against cavalry! Rear rank, fire at will; commence firing!" We poured a deadly fire into their faces, and soon men and horses were writhing in their death agonies. — Sam Watkins, 1st Tennessee

Artillery

Artillery movement, firer and target information is listed below and on the Reference Chart.

ArtilleryRoadOpenBrokenWoodsRoughMeleeFirerTargetMorale
Limbered2416121NONESRNDRNA+3 DRMSRNDR
Unlimbered4211/2NONE1/2XNA-3 DRMNC / +8

To LIMBER: 1/2 move for veterans or elites, full move for green. To UNLIMBER: 1/4 move for veterans or elites, 1/2 move for green. (Morale column "NC / +8": supported / unsupported.)

An unlimbered battery: two gunners indicate two sections in the battery.

  • MELEE - If limbered artillery is overrun by enemy infantry it surrenders. Unlimbered artillery, however, will attempt to fight, with the gunners fighting as skirmishers.
  • FIRER - No specific firer DRMs. However, elite artillery would get a (+1) DRM while green artillery would get a (-1) DRM. If a mixed battalion fired, use no DRMs.
  • TARGET - All fire against limbered artillery receives a (+3) DRM benefit. However, all fire against unlimbered artillery is degraded by a (-3) DRM.
  • IMPACT MORALE - Use NO impact morale modifier if supporting infantry is within two inches or artillery is a gun battalion of at least three batteries. Use second number (+8) if charge target is an unsupported gun battalion of less than three batteries.

"A battery consists of six guns...a section of two guns, and a detachment of one gun." — John Rippetoe, Lilly's Battery

If distance between gun battery and infantry is greater than two inches in open or broken, or one inch in woods or rough the battery is unsupported.

Unlimbered Gun Battalion

  • Two to six batteries make a battalion which, if contiguous with no more than two inches between batteries in open or broken or one inch in woods or rough, can fire as one unit at a single target. No more than 16 sections per firing.
  • If a gun battalion has at least three batteries and is charged, by definition, it is considered to be supported.

"Since the experience of the Seven Days, Lee had begun to throw his isolated batteries into battalions of artillery, usually of four batteries — commanded by two field officers." — Gen'l E. P. Alexander, CSA

Artillery Movement Rules

  • It costs veteran and elite artillery a half move to limber or quarter move to unlimber. Green guns take twice that.
  • Artillery may move, unlimber and fire all in the same turn. But not limber, move, unlimber, and fire.
  • Artillery may not voluntarily move within 4 inches of enemy infantry, or 6 inches of hostile artillery or cavalry.
  • Artillery movement in woods or rough terrain may be further restricted by the scenario.

Artillery Battalion Morale Rules

  • Artillery may check morale either by battery or by battalion, if so organized. If three or more gun batteries are fighting as a contiguous gun battalion, the loss of a section is only (+1) to the overall battalion morale. However, if a morale check is failed the entire gun battalion goes shaken or routed, depending on the roll.

Artillery Fire

Artillery fire uses the same COMBAT RESULTS TABLE (CRT) as does infantry and for the most part is resolved in the same manner. The most obvious difference is that artillery sections use the right side of the CRT while the infantry uses the left. The number on the table is the number of figures or sections killed; hit-by-artillery morale check is worsened by this amount.

Artillery Firing Procedure

  1. Count the number of sections firing, each gunner represents one gun section. If batteries are in a contiguous line within one inch of each other, add sections — up to 16 — for a single shoot.

  2. Roll appropriate number of dice as follows:

    • Marked FIRE: 3 dice plus a (+1) DRM
    • Marked HOLD: 3 dice
    • Battery pivoted over 45 degrees: 2 dice
    • Battery moved or unlimbered: 2 dice

    AND

    • If guns are at Long Range: Subtract 1 dice
    • If guns are Shaken: Subtract 1 dice
    • If guns are doing Area Fire: Subtract 1 die
    • If guns are on Conditional Hold: Subtract 1 Die

    OR

    • If guns are firing canister: Add 2 Dice
    • If guns are firing double canister: Add 3 Dice

    RESTRICTIONS

    • Guns may never roll more than six dice.
    • Guns always may roll at least one dice.
  3. Modify die roll

    • Note any applicable formation, cover, or situational DRMs as listed on the chart below.
  4. Note any "Special Results" for artillery firing.

Unique Artillery Combat Results: "1*" — Unit checks morale, and may have lost a figure. Roll one die, high (4,5,6) kills. "MC" — Unit must check morale, but no casualties.

The artillery ranges table (Cnstr / Norm / Long) is the same as given under Combat Resolution (12# Napoleons 3/12/30; 10# or 3" Rifles 2/16/36; 6# Guns -1 DRM 1/10/28; 20# Rifles +1 DRM 2/18/40; Mixed Guns 2/14/33); the DRMs for specific gun types apply, with the ranges Cannister, Normal and Long.

The Firer and Target DRMs table is the same as given under Combat Resolution (Firer is green -1). Notice that the DRMs for flanking artillery fire are more severe, reflecting the greater penetration of solid shot, than that of infantry fire. Cannister, however, would use the same DRMs as infantry fire. Notice that some defensive cover benefits are "one less" against artillery fire reflecting the greater destructiveness of artillery shot and shell. Cannister, however, would use the same DRMs as infantry fire. Artillery gets opening volley only once per game. The limbered/unlimbered guns DRMs apply when artillery is the target.

Cannister Restrictions

  • Artillery may not fire cannister through friendly skirmishers. It can, however, fire solid shot.
  • Each artillery battery is limited to two cannister or one double cannister shots without retiring to reload. To reload, the battery would have to retire to a designated ammo wagon and spend one turn reloading.
  • If the guns fire cannister they get to roll 2 extra dice, or 3 dice if fire double cannister.

Arc of Fire

An artillery battery can fire at any target that has at least one target stand in the artillery batteries' 45 degree arc of fire. As long as the target is within this 45 degree arc the battery does not have to pivot to face it. However, should the battery desire to fire at a target outside this 45 degree arc, it would be required to pivot.

  • Batteries marked FIRST FIRE, cannot pivot, but must fire at targets in their 45 degree arc. But, batteries on HOLD can pivot and fire with one less die.
  • Holding batteries that pivot, fire with one less dice, but may still fire any time during the CHARGE or MOVEMENT PHASE. All pivoting is done around the center point of the battery.
  • Batteries that move or unlimber, can fire only in the MOVING FIRE PHASE.
  • When a battery unlimbers, the deployed guns can pivot in any direction.

Artillery in the Woods

Artillery fire through woods is calculated with 1/2 inches for determining effective range. Normally, a 3" rifle battery would have a cannister range of 2 inches, a normal range of 16 inches, and a long range of 36 inches, but in woods all ranges are halved. So if Bate's Battery could see the 123rd NY, it could fire at long range, with one less die. (Ranges through woods: Cannister 1 inch, Normal 8 inches, Long 18 inches.)

The corporal has a point...the artillery push move distances given for broken, wooded or rough terrain represent the optimum. Thick underbrush or mud would further degrade movement, and if appropriate, these maximum movement distances could be reduced by scenario definition.

Firing Over Friendly Troops

Artillery may fire, with no problems, over the heads of friendly troops if it is clearly on a higher elevation and if the intervening friendlies are closer to the guns than they are to the intended target. If the intervening friendlies are closer to the enemy — but at least three inches away from the enemy — the battery may attempt to fire over the friendly troops, but the battery risks hitting them. If it still chooses to do so, the battery must first make a tactical competence roll to avoid doing that. The presence of an artillery officer with the battery helps. If a friendly unit is closer than 3 inches from the intended target unit, the attempt to fire over the friendlies cannot be made.

Example: the Indiana battery, being on a small hill, could fire over the 4th OH to hit the 19th AL. But, it cannot automatically fire over the 7th KY. However, if it still wants to fire at the 19th AL, it must first roll higher than its BMP with one die, or both the 19th AL and the 7th KY are hit with the same effect.

If a friendly unit is hit by friendly artillery fire the unintended target must take the resultant morale checks, with all morale modifiers — including "fired-on-rear" — exactly as if the fire had been from an enemy battery.

"Confederate artillery could only sparingly and in great emergency be allowed to fire over the heads of our infantry. We were always liable to premature explosions of shell and shrapnel and our infantry knew it by experience and I have known of their threatening to fire back at our guns if we opened up over their heads." — Gen'l E. P. Alexander, CSA

Horse Losses

In general, artillery lost many more horses than gunners or pieces. To reflect this, for each hit a battery takes, roll one dice. If it is "1 - 4" the hit is a horse hit. A horse loss does cause a morale check, but without the section lost morale modifier of (+3). If one horse is killed, the battery moves at half speed. If two horses are killed, the battery is immobile, and cannot roll for replacement horses during Routs, Rallies and Replacements. If two non-firing batteries stay adjacent throughout the turn, one horse can be transferred from one to the other. Once each battery has one horse, both can roll for replacement horses. If all the horses are already dead, a "hit" automatically kills one artillery section. (A pipe cleaner signifies one dead horse.)

"Of eighty horses only three remained standing and a withdrawal of the guns was impossible." — Capt. Henry Neil, 11th Ohio Battery

If a moving, limbered battery, is hit by fire which results in a horse loss, the battery is halted, even if it passes its morale check. It may choose to unlimber or not, but it is spending the rest of the turn cutting out the dead horses.

"For every horse in a battery team is fast to the limber or caisson and brings the rest of the team to a stop, when crippled, until he can be cut out. This halts them under fire every time..." — Gen'l E. P. Alexander, CSA

Prolonge Movement

In prolonged movement, the guns were moved by hooking the prolonge rope to the limber and then to the pieces, which would enable the crew to retire relatively quickly and still fire against an advancing enemy. The rules are:

  • Prolonged movement proceeds at twice the unlimbered movement rate directly away from the enemy.
  • Prolonging artillery may fire as a moving firer — with two dice — in the Moving Fire Phase.

Artillery Fire Against Buildings

Infantry in wood buildings gets no beneficial target DRM against artillery, but soldiers in stone buildings would get a (-1) target DRM.

  • A figure loss — from arty — of "1" in one turn destroys a wood building.
  • A figure loss — from arty — of "2" in one turn destroys a stone building.

"The roar of the cannon, the bursting shells, the falling of bricks and other materials dislodged from the houses by the iron balls and shells...make a scene of indescribable confusion; enough to appall the stoutest hearts!" — Maj. Gen'l. L. McLaws, CSA

Disengaging Gunners

Gunners may disengage and — if they abandon their guns — are entitled to the disengagement benefits of rolled bonus movement and half casualties. If, on the other hand, the gunners choose to keep the guns limbered, they may attempt to flee using their normal movement, and hope they get lucky.

Spiked Guns, Abandoned Guns, Remanning Guns

Only artillery crews can spike guns, rendering them useless — it takes 1/2 turn. If guns are abandoned they can be manned by infantry — one stand mans one battery. If so used, the entire battery is counted as "1" section. Once gunners have returned to their guns, it takes a full non-firing turn to make the battery functional.

Artillery Ammunition

Artillery — either a battery or a battalion — runs out of ammunition if on any firing it rolls all "6s". This applies to both cannister and solid shot. Cannister is limited to only 2 shots of cannister or 1 of double cannister per scenario. If a battery runs out of either shot or cannister, it can replenish it only by retiring to a designated ammo wagon — located at least 1 foot behind the battle line — and spend one turn refilling its limbers and caissons.

Uncommon Field Artillery

In addition to the common field pieces listed previously and on the Reference Chart both sides, particularly early in the war, deployed many other pieces of field artillery. These guns were more common in the western Confederate armies than in Federal forces. The three heavy gun types, due to their weight, move slower than the lighter field pieces and have no movement in woods or rough terrain.

Gun TypeCnstrNormLong
12# Whitworth22462
6# Whitworth (-1 DRM)12154
12# James Rifle21434
6# Wiard Rifle (-1 DRM)11636
10# Wiard Rifle21636
12# Blakely Rifle21737
3" Armstrong Rifle
Heavy GunsRoadOpenBrokenWoods
Limbered18126NONE
Unlimbered211/2NONE

Takes heavy guns a full turn to limber or unlimber.

Siege Guns

Generally use the same firing procedure as with field guns, and roll the same number of dice. The one exception is that their cannister roll uses 3 additional dice as if it was double cannister — limited to 2 cannister shots per game.

Siege ArtyRoadOpenBrokenWoods
Limbered1263NONE
Unlimbered211/2NONE

Takes siege guns 3 turns to limber or unlimber. Movement not allowed in rough terrain.

Siege GunsCnstrNormLong
30# Parrot Rfl (+2 DRM)33672
4.5" Parrot Rfl (+3 DRM)33570
18# Smthbore (+2 DRM)42754
24# Smthbore (+3 DRM)43265
8" Howitzer (+4 DRM)33161
Mixed Sge Guns (+2 DRM)33060

Siege and fortress guns get an extra +1 DRM for each consecutive shot at the same target.

Fortress Guns

Fortress guns or seacoast guns use the same firing procedures as siege guns — 3 dice for holding fire, 2 for pivoting fire, etc. — but they cannot be moved. Their cannister ammunition is assumed to be a mixture of cannister and grapeshot — hence its longer range. Since these guns are assumed to be in a fort they are immune to out of ammunition rolls, unless dictated otherwise by the scenario. Due to their size, these immense guns may fire only every other turn. Many of these guns would equate to similar sized naval guns and, the table at right, could be used to simulate naval bombardment of land targets. If so used, multiple gun sections could only be added together for a single fire if they were on the same ship.

Fortress GunsCnstrNormLong
32# Smthbore (+3 DRM)41938
42# Smthbore (+4 DRM)42040
8" Columbiad (+4 DRM)42142
10" Columbiad (+5 DRM)52448
15" Columbiad (+6 DRM)52754
100# Parrot Rfl (+5 DRM)52448
200# Parrot Rfl (+6 DRM)

Artillery Fire Against Works

Any artillery, if not firing canister, may destroy works while firing at a unit in the works. Use the same roll to resolve both the effect on the target and the effect on the works. To destroy one inch of works, consult the target cover DRM section of the Reference Chart and interpret the numbers as shown below:

  • In hasty works (-3): Against hasty works takes 3 sections rolling a 13.
  • In medium works (-6): Against medium works takes 6 sections rolling a 16.
  • In heavy works (-8): Against heavy works takes 8 sections rolling a 18.

DRMs applicable: Battery elite (+1); Arty officer present (+1).

Siege guns, with their extra DRMs, particularly for consecutive fire at the same target, have a significantly greater chance of destroying works.

Artillery Enfilades

Artillery Enfilading Infantry

(From the Reference Chart, if artillery fires: Partial flank +2 / +3; Full flank +4 / +6; On rear +2 / +3. Artillery fire gets increased flank and rear fire DRM benefits if it is firing shot at normal or long range. If it is firing cannister use the first DRMs, as if this was infantry fire.)

  • Partial Enfilade — Results when a battery is completely within a 45 degree arc of the flank of the target. In this instance, battery B, 1st NY has a partial enfilade on the 33rd VA and would be entitled to the (+3) DRM benefit for partial flank fire. A battery that is not completely within the arc does not have a partial enfilade.
  • Full Enfilade — Results when a battery, already in the arc described above, also has any part of its stand crossing a line drawn directly across either the front or the rear of the target unit, as is both of the Ohio batteries. Both the Ohio batteries are entitled to the (+6) DRM full flank firing benefit.
  • Fired on Rear — results if the firing battery has all of its stand behind a line drawn across the rear of the target unit. In this case, battery H, 1st US is entitled to the fired on rear (+3) DRM benefit when it fires on the 33rd VA.

Artillery Enfilading Artillery

  • Artillery enfilading artillery is worked exactly the same as when artillery enfilades infantry. In the example, Bledsoe's rebel battery has a partial flank shot on the US battery since it is fully within the 45 degree flank arc of the Federal battery and would be entitled to a (+3) DRM.
  • Both Gage's and Shoup's battery have a full flank shot at the Union battery since both have at least part of their stand crossing a line drawn across either the front or the rear of the target battery. They would get a (+6) firer DRM. So the net effect, with target DRM, would be a (+3) DRM.
  • Unlimbered guns still get a target DRM of (-3) even if enfiladed.

Infantry Enfilading Artillery

  • Partial Enfilade — For an infantry unit to have a partial flank fire on an artillery battery, at least two full stands must be behind a line drawn 45 degrees off the front corner of the battery. In the example, the 33rd VA has a partial flank fire on battery K, 1st OH and would be entitled to a (+2) DRM. Note that "L" battery would be penetrated by the fire and would suffer half the casualties of the battery "K".
  • Full Enfilade — For an infantry unit to have a full flank shot on an artillery battery, it must have at least two full stands fully behind a line drawn directly across the front of the battery. In this case, the 21st VA has a full enfilade on battery H, 1st US.
  • Fired on Rear — For an infantry unit to have a rear shot on an artillery battery it must have all of its firing stands behind a line drawn across the rear of the battery. For instance the 5th VA could claim a rear shot on the US battery, if it only fired with its two end stands.

Additional Fires

Unlike earlier versions of Johnny Reb where a unit could fire only once a turn, in Johnny Reb III both artillery and infantry may fire two or more times — with continually reduced effectiveness — under certain conditions. The only units that may have additional fires are those that were ordered to HOLD or FIRST FIRE. If a unit or battery made any movement, pivot or formation change, beyond refusing a single stand, it does not get any additional fires.

Procedure for Additional Fires

There are only four situations, after having already fired, where a Holding or First Fire unit would get to fire again:

  1. A new enemy unit is charging, or a new enemy unit has advanced into close range.
  2. Having defeated one charge — a different attacking unit or group is also charging in a second charge. This second unit or group could not have been part of the first charge.
  3. A First Fire unit that has already fired, and it is charged by a different unit, or group of units. Though having already First Fired, it would still get a Defensive Fire — at reduced effectiveness — against the charge.
  4. At the end of Charge Resolution — both attacker and defender can fire a volley.

All second or third fires use one less dice than the immediately preceding fire. Hence, a second fire would use one less dice than the first one, and a third fire would lose yet another dice. So a Holding unit at normal range would roll 3 dice for his first fire, 2 for his second, and one die for his third. All fires are always modified for range or movement, so in each instance, one die would be added for short range or one die subtracted for long range.

  • If the attacker was only moving, and not charging, the additional volley is only allowable if the moving unit deliberately moves into close range of the defender.
  • A second fire against a moving unit would be done as part of Moving Fires, but would occur immediately before the fire from the advancing enemy unit. And the advancing unit must take the casualties and pass any resultant morale checks before it can fire back — or in the case of the charge, press on to impact.
  • The moving enemy unit, if it is still in close range of the First Fire or Holding unit after this volley and has passed any resultant morale checks may fire back with 3 dice — two dice for moving, plus one dice for close range.
  • The First Fire or Holding unit would not get any additional fire, if the moving — but not charging — enemy unit halted its movement before entering close range.

Example of an Additional Fire by a Holding Unit

The 15th AL is charging the 20th Maine. Assume that the 20th ME rolls for range and fires its defensive volley at 1 inch. The 20th ME would roll 4 dice — 3 for Hold Fire and 1 for close range. Since both firer and target are elite, troop quality DRMs cancel out, but it is the 20th ME's opening volley so it gets a (+2) DRM. Since the 15th AL is charging it does not get the woods benefit. Assume the 20th ME rolls a 14, modified to 16 thereby killing "3" figures, one stand. The 15th AL takes the required morale checks, fails one and falls back shaken.

Since the 20th ME has used its opening volley, the 47th AL decides to risk entering close range. As it passes through the disheartened 15th AL it must roll for disorder — and passes — and now halts within 2 inches of the 20th ME.

Having frantically reloaded, the 20th ME rolls 3 dice — 2 for second Hold Fire and 1 for short range — the +1 DRM for elite firer is more than offset by the -2 DRM for target in the woods. Assume the 20th ME rolls a 17, modified to a 16, which kills a stand (3 figures) of the 47th AL. After taking and resolving its morale checks, the 47th AL could then fire back.

Morale

Morale Overview

A unit in JR III will always be in one of three morale conditions: good, shaken, or routed. In general, as a unit's morale declines it usually will go from good to shaken and then from shaken to routed. Sometimes a battlefield event triggers an instant rout — reflected by a player rolling an unmodified "2" on a morale check. If a routed unit is forced to take another morale check and it fails, it is removed from play. This is known as a "pickup". Usually, a unit rallies by going from routed to shaken and then to good morale. But, occasionally a unit will instantly rally — by rolling a "12" on a morale check — and if an officer is present, it may also reform.

Good Morale

Good morale is the normal condition for a fresh unit. It may operate in any manner against the enemy.

Shaken Morale

Shaken is the first step of courage erosion. The unit will maintain formation, but will refuse to advance against the enemy. In combat, it rolls one die less. The moment it goes shaken, for any reason, it will fall back unless an officer is present. If it falls back, roll one die for distance. If the unit was in woods or rough terrain it would also fall back in disorder. In terms of game mechanics, indicate a shaken unit with a "yellow marker".

Routed

A routed unit is fleeing from the battlefield. It cannot be given any order, but moves under automatic rules. The moment a unit routs, it immediately rolls dice — from one to three depending on the terrain it is in — to see how far it runs. On following turns the routed unit moves per the Reference Chart. Every turn a routed unit fails to rally — during the Routs, Rallies, and Replacements phase of the turn — it loses an additional stand. If a routed unit is contacted by a good morale enemy unit, it surrenders and is removed from play. A routed unit is considered to be disengaging and all casualties from enemy fire are halved. If it fails another forced morale check — but not a rally attempt — the routed unit is assumed to have disintegrated and is removed from play. In terms of game mechanics, indicate a routed unit with a "red marker".

When to Check Morale

Stressful events during the turn could require a unit to check its morale a number of times to determine how the unit reacts to each event. Any time a unit is forced to take a morale check, it must interrupt whatever it is doing. If it passes, it may continue. But, if it fails, it immediately becomes shaken; or if already shaken, it routs.

To pass a morale check a unit must roll with two dice higher than its current calculated Modified Morale Point (MMP) — called "beating" your morale point. If the roll is not higher than its MMP, the unit fails and drops one morale level. The events that call for a morale check are as follows, and in the case of multiple morale checks are taken in this order:

  • When a unit takes its first figure loss, often referred to as its "first casualty morale check".
  • When a unit is "Hit" by artillery or single stand sharpshooter fire, with its MMP temporarily "worsened" by (+1) for each figure loss taken from this fire. If hostile artillery or sharpshooter fire caused a MC result, a morale check is also required, even though no casualties were generated.
  • When an infantry or cavalry unit loses a stand, or when an artillery unit loses a section, a morale check must be taken with the effect of the stand factored in. If multiple stands were lost, a morale check is taken sequentially for each one lost with each check becoming progressively more difficult.
  • When a unit "sees" a routed unit, the disintegration of a unit, or an officer killed, within 6 inches. (It is possible that due to variable visibility a unit might be within 6 inches of one of these events, but not see it. In that case the unit would not have to check morale.) Some other restrictions also apply:
    • Routed units do not have to check for seeing other routed units.
    • Seeing skirmishers rout does not trigger morale checks. But, on the following turns in which they are a routed and disordered unit, the sight of them does trigger morale checks.
    • Routed gun crews only trigger morale checks if the unit actually sees them abandon their guns.

(The scan's page 25 text for the last bullet event is partly illegible in the scan; the event is read as above.)

The Basic Morale Point (BMP)

All units start with a Basic Morale Point (BMP) as indicated in the Reference Chart, which is a relative rating of the unit's courage and tactical competence. A unit's BMP is almost always specified by the scenario and stays constant throughout it as follows:

  • ELITE - 2
  • VETERAN - 3
  • GREEN - 4
  • MILITIA - 5

The Modified Morale Point (MMP)

The Modified Morale Point (MMP) reflects the morale of a unit modified all applicable morale benefits and detriments. These Morale Point Modifiers (MPMs) are listed in the Reference Chart. The "Hit On" Modifiers are only used for a morale check caused by fire or in charge resolution for the IMPACT DICE DOWN. The higher the final MMP, the worse is the morale, for to pass a Morale Check the player must roll higher than the unit's MMP.

Basic Morale Points (BMP): Elite, Veteran, Green: 2, 3, 4.

Morale Point Modifiers

ConditionModifier
Officer present (Bde, Div, or Corps)-1, -2, -3
Unit is charging-1
Behind cover or in woods-1
In hasty, or heavier works-2, -3
If behind friendly units-4
Per stand or section lost+3
If brigade commander lost+1
Per reg't/bn lost of same brigade+1
Unit is SHAKEN+2
Unit is ROUTED+4

MPMs if Hit (By fire / By charge)

ConditionBy fire / By charge
On partial flank+2 / +3
On full flank+4 / +6
On rear+6 / +9
In disorder+1 / +4
While forming, on CH, each:+1 / +2

If a unit is hit by fire, all morale checks generated by the fire suffer the first modifier, while in charge resolution, the IMPACT DICE DOWN is modified by the second number.

FOR EXAMPLE: An elite regiment (BMP=2), with two stands lost (+6), behind cover (-1), with an average brigade commander present (-1) would have a net MMP of "6". If a morale check was required, the unit would have to roll a "7" to "beat" his MMP to pass the morale check.

BMP and Tactical Competence

A unit's BMP is also an indication of its relative tactical competence and its ability to perform certain tasks, or to do them without going into disorder. In general, a unit will have to roll higher than its BMP, with one die, to perform the task without going into disorder. This roll is called a tactical competence roll. Almost always, the only modifier that is allowed to be used with this roll is, officer present. If the unit fails to beat its BMP, it may or may not be allowed to complete the action, depending on what was attempted. However, in most cases, if the unit fails to make its tactical competence roll, it is thrown into disorder at the end of the move. Some examples of when a tactical competence roll is required, and the consequences of failure, are listed below:

Intended ActionResult of Failure
Unit attempted to push its move or do "quick march"Complete movement, but fall into disorder
Unit desires to begin constructing hasty works or abatisNo work begun, unit mills about in disorder
Artillery battery is firing over the heads of friendly unitsFriendly unit takes same effect as target unit
Non-skirmishing units attempted to move through each otherBoth must roll, if fail - fall into disorder
"Holding" unit attempted to countercharge in orderCountercharge is made in disorder
A battery attempted to replace a lost horseNo horse replacement
An infantry unit attempted to replace its ammoAmmo not replaced
Unit on Conditional Hold CH attempts to change formationUnit falls into disorder
Infantry, being charged, attempts to change formationUnit falls into disorder
A brigade or division attempted to replace a fallen leader

The use of a tactical competence roll is not necessarily limited to the above actions. Other activities, as defined by the scenario could also be linked to a tactical competence roll. Or, if in the normal course of the game, a player desires to do something out of the ordinary with a unit, a tactical competence roll could be an easy way to determine if the move is successful.

Instant Rallies, Instant Routs

Any time a unit attempts to rally or takes a morale check for any reason and rolls an unmodified "12" that unit has rallied to good morale and — if an officer is present — may also reform.

Any time a unit attempts to rally or takes a morale check for any reason and rolls an unmodified "2" the unit routs and immediately rolls from one to three dice, depending on terrain, to see how far it runs back. The initial Rout Distance is determined by consulting the BONUS MOVEMENT row on the Reference Chart.

Multiple Morale Checks

Occasionally, one event can force a unit to take multiple morale checks. In such instances, all morale modifiers for specific conditions, such as "fired-on-full-flank" or unit in cover are taken in account for almost all checks, as soon as the situation occurs. For example, if a unit is forced to take a "hit by artillery" morale check from artillery fire delivered on the unit's flank, the (+4) fired-on-full-flank morale detriment would be taken into account. However, there are two exceptions:

  • One, if the unit has just lost a stand, the impact of the stand lost (+3) is not taken into account until the check for stand lost is done. But, from that point on, the stand loss would be taken into account for all further checks.
  • Two, the removal of an entire regiment from the brigade — known as a "pick-up" — and its resultant (+1) morale detriment to all remaining regiments of the same brigade does not take effect until the next turn. Though if a unit saw the "pick-up" it would have to take a morale check for seeing it.

EXAMPLE: A fresh veteran unit (BMP=3) is hit by artillery and loses two figures.

  • This will require two morale checks: "first casualty" and "hit by artillery".
  • The "first casualty" check goes first and the unit must "beat" a "3". Assume the unit rolls exactly a "3", failing the morale check and becoming shaken.
  • The next check, the "hit by artillery" morale check is tougher. Starting with BMP of 3, adding a (+2) for shaken, and a (+2) for two figures lost from artillery means that this unit would have to "beat" a "7" to avoid routing.

EXAMPLE: A shaken green unit, from a brigade that has earlier lost its leader, is hit by artillery fire that kills one figure, which causes it to lose a stand.

  • This will require two morale checks: "hit by artillery" and "lost a stand".
  • The unit starts out bad. Being "green" it has a BMP of (4), has lost its leader (+1), and is shaken (+2) means it starts with an MMP of (7).
  • Its first check is hit by artillery. It lost one figure from this fire, so it adds (+1) to its MMP for its first morale check. So, it now must beat an "8" or be routed.
  • Assume it fails, and routs, BUT, it still must check for having lost a stand. This is not good. The unit starts out with a BMP of (4), lost a leader (+1), is routed (+4), and now has lost a stand (+3) for a total MMP of (12). Since, with two dice it is impossible to roll higher than a "12" this unit will "pick-up" unless it rolls exactly a "12" in which case, it would instantly rally to good order.

"Men, for God's sake, for your country's sake, for your own sake, come up here, form a line and make one more stand!" — Capt. D. Putnam USV

"That man talks well, don't he?" — Unidentified private's reply

Effects of Morale Loss

Overall Impact of Shaken

  • Unit may not advance towards the enemy.
  • Unit's morale is worsened by (+2) for all further morale checks, until rallied.
  • Unit's firing rolls reduced by 1 dice.
  • If unit fails another morale check, it is routed.

When an Infantry Unit Goes Shaken

  • Unless an officer is within one inch, it falls back a distance determined by the roll of one dice.
  • If the unit is in open or broken terrain, it falls back, facing the enemy, in good order.
  • If the unit is in woods or rough terrain, it falls back, facing the enemy, in disorder.

When an Artillery Battery Goes Shaken

If an officer is not present, it also rolls one die to see how far it falls back.

  • If unlimbered, the battery immediately limbers, moves and unlimbers again retreating a distance equal to the die roll. If it has not already fired this turn, it loses its fire. It has been driven back.
  • If already limbered, the battery moves back twice the die roll. Player may unlimber, if desired, at the new location, but may not fire this turn.

When a Cavalry Unit Goes Shaken

If an officer is not present, it also rolls dice to see how far it falls back.

  • If mounted, the unit falls back with two dice, facing the enemy, in disorder.
  • If dismounted, the unit can remain dismounted and fall back a one dice roll, or remount and fall back a two dice roll.
  • If mounted cavalry falls back as the result of being shaken, it falls back in disorder, regardless of terrain.

When a Unit Routs...It May Pickup

  • If a unit routs, it immediately rolls dice per the BONUS MOVEMENT row on the Reference Chart to determine how far the unit falls back, or to see if it disintegrates and is "picked-up".
    • If an elite unit routs and rolls all "6s" for its rout distance it has disintegrated and is removed.
    • If a veteran unit routs and rolls all "5 or 6s" for its rout distance, it has disintegrated and is removed.
    • If a green unit routs and rolls all "4, 5, or 6s" for its rout distance, it has disintegrated and is removed.
    • Example: If a green unit routed in the open, rolled three dice, and they were "4, 5, 5" it would pick-up.
  • If unit is dismounted cavalry it must immediately remount and flee.
  • If the unit is artillery the gunners abandon the guns and immediately flee. If the guns were unlimbered the gunners flee as if they were routed infantry. If the guns were limbered, the guns are abandoned, and the limbers flee as routed cavalry.

Overall Impact of Routed

  • Unit's morale is worsened by (+4).
  • Once routed, a unit moves according to the ROUTED UNITS row on the Reference Chart.
  • All routed units are considered to be disengaging and casualties against them are halved with fractional casualties resolved by rolling one die — if high, (4,5, or 6) the fraction is a kill.
  • Every turn a routed unit fails to rally it loses a stand, or if artillery, an additional gun section.
  • If a routed unit is contacted by an enemy infantry or cavalry in good morale it surrenders.
  • If a routed unit is forced to take another morale check, it is immune from any fired-on-flank or fired-on-rear morale penalties — as is any disengaging unit.

Morale Point Summaries

Calculating the Modified Morale Point (MMP)

MMP = BMP + Basic Morale Modifiers + (If Fired On) Morale Modifiers

  • BMP: Elites 2, Vets 3, Green 4.
Basic Morale Modifiers
Bde officer present-1
Div officer present-2
Corps officer present-3
Behind cover (wood fence, stone wall, building or other terrain that takes the unit totally out of sight of enemy troops)-1
In woods-1
In hasty works-2
In heavier works-3
Behind friendlies-4
Per stand lost+3
Per arty section lost+3
Bde commander lost+1
Per regt lost of Bde

Notes: The loss of a division or corps commander does not impact the morale of individual regiments. Behind cover can be claimed for rallying if the unit is out of sight of the enemy. Cover morale benefits are considered to be cumulative. Hence, being in hasty works and in the woods would give a unit a (-3) morale modifier. The "per regt lost of Bde" modifier takes effect the turn after the regiment is picked-up. See page 36 for details (Command Levels).

If Fired On — Morale Modifiers
If fired on partial flank+2
If fired on full flank+4
If fired on rear+6
If in Disorder+1

Optional Rule: if firer is artillery, increase these modifiers by (+1).

Calculating the Impact Morale Point

Impact Morale = BMP + Basic Morale Modifiers + Formation Impact Morale Modifiers + Unique Impact Morale Modifiers

  • BMP: Elites 2, Vets 3, Green 4.
  • Basic Morale Modifiers: Bde officer present -1; Div officer present -2; Corps officer present -3; Behind cover -1; In woods -1; In hasty works -2; In heavy works -3; Behind friendlies -5; Per stand lost +3; Per arty section lost +3; Bde commander lost +1; Per regt lost of Bde +1; If unit is shaken +2; If unit is routed +4; If unit is charging -1 (often referred to as "Charge Elan").
  • Only one commander can help one unit. If more are present, use the best. Number of units a leader can benefit is determined by the quality of the leader. (Reduce by one unit if leader is in woods or rough terrain.)
Formation Impact Morale Modifiers
Inf single lineNC
Inf extended line+1
Inf double line-1
Inf attack column-2
Inf skirmish line+6
Inf march column+3
Inf in disorder+4
Cav single line-1
Cav double line-2
Cav skirmish line+5
Cav march column+2
Cav in disorder+3
Unique Impact Morale Modifiers
Per Supporting unit: Per Inf unit-1
Per Supporting unit: Per Mt. Cav unit-2
Unit is being charged: On partial flank+3
On full flank+6
On Rear+9
Per Supporting unit-1
While forming, or On Cond Hold+2

"The truth is, when bullets are whacking against tree trunks and solid shot is cracking skulls like eggshells, the consuming passion in the breast of the average man is to get out of the way. Between the physical fear of going forwards and the morale fear of turning back there is a predicament of exceptional awkwardness." — Corporal D. Thomson, 69th NY

Command & Control

Command Radius

A regiment is out of Command & Control if it is beyond 12 inches in Open terrain, 6 inches in Broken or Woods, or 3 inches in Rough terrain, from either its brigade, division, or corps commander, or a contiguous chain of formed friendly units leading to either its brigade or higher commander. For purposes of Command & Control, a contiguous chain of units cannot be traced through a disordered or skirmishing unit.

Leader distances: 18 inches in OPEN for cavalry; 12 inches in OPEN for infantry; 6 inches in BROKEN or WOODS; 3 inches in ROUGH.

Contiguous units must be within: three stands of each other in OPEN; two stands in BROKEN or WOODS; one stand in ROUGH, to trace a command and control link.

Effects:

  • A regiment out of Command & Control cannot be ordered to ADVANCE or CHARGE. Its orders are limited to HOLD, First Fire, Form, or fall back.
  • If movement during the turn puts the unit back into Command & Control that does not take effect until the Marking Order Phase of the next turn.

Variable Leader Quality

Leaders, in addition to serving as a command and control link also confer benefits to units they are with or close to. There are four different levels of leaders:

  • Level 3 ... A rare, but truly brilliant and charismatic leader. Confers a (-3) morale benefit for 3 units, at up to 3 inches away. Tactical and firing benefit remains at (1).
  • Level 2 ... A consistently above average performer. Confers a (-2) morale benefit for 2 units, at up to 2 inches away. Tactical and firing benefit remains at (1).
  • Level 1 ... An average, and always useful commander. Confers a (-1) morale benefit for 1 unit, at up to 1 inch away. Tactical and firing benefit remains at (1).
  • A Zero ... A worthless, disliked, and befuddled commander. Confers no benefits. However, he still is necessary as a command and control link and for total command points.

Alternatively, leader benefits can be defined by command position:

  • At the brigade level: improves morale by a (-1) morale modifier; improves infantry firing by a (+1) DRM; helps tactical competence rolls by (1).
  • At the divisional level: improves morale by a (-2) morale modifier; improves infantry firing by a (+1) DRM; helps tactical competence rolls by (1).
  • At the corps level: improves morale by a (-3) morale modifier; improves infantry firing by a (+1) DRM; helps tactical competence rolls by (1).

Division and Corps Command & Control

Unless otherwise specified by scenario, divisions and corps are always assumed to be in Command & Control. The loss of a division or corps commander has no effect on Command & Control, except as contributing to the command point loss — which in time, can become severe enough to bring a division or a corps to a halt.

Artillery Leaders

Artillery Leaders — Designated by scenario, these are the only leaders that can add a (+1) firing DRM to an artillery battery or a (+2) firing DRM to an artillery battalion of three or more batteries. Also, only an artillery officer could help with any tactical competence rolls the guns may attempt. All leaders, however, would assist any morale checks.

Replacing Leaders

Only on the turn following the death of a leader, in the Routs, Rallies, and Replacement Phase of the turn, an attempt may be made to replace a fallen leader. To replace a brigade commander roll one die, attempting to roll higher than the BMP of the best regiment in the brigade. If the roll fails, the brigade remains out of Command & Control until the division commander rides over and takes personal command of the brigade. On the turn following the arrival of the division commander, the brigade has one more attempt to replace its commander. Same procedure as before. If it fails again, the division commander takes personal command of it for the remainder of the scenario.

  • A replacement commander gives no tactical or morale benefit, nor does his arrival negate the command point loss for the brigade, however, the replacement does fulfill the Command & Control requirement for the brigade.
  • A replacement division or corps commander confers a tactical or morale benefit of (1) for firing and morale in addition to fulfilling the Command & Control requirement for any regiments or tracing a command link to him.

Optional Leadership Rules

Self-Activation

If a visible enemy unit starts the turn within 4 inches — normal rifle-musket range — of an out of Command & Control regiment, that unit may roll to see if the regimental commander can take effective command. To do so, it must roll higher than its BMP with one die — a tactical competence roll — and if it does, it is in Command & Control for this one turn. If it fails, it remains out of Command & Control.

Order Limitations

A brigade leader's rating — "0, 1, 2, or 3" — also determines the number of different orders he can give, with some exceptions. Even a "0" leader can issue one order to his entire brigade. An elite regiment automatically has one order available, over and above the brigade leader's quota. A division or corps commander also can issue individual orders up to the value of his leader rating, but he cannot give them to any unit outside his benefit radius.

Leading the Charge

In most cases a leader joins one or more regiments to confer the morale benefit (-1, -2 or -3) for leader present. In a charge situation, however, the leader may choose to lead the charge. If he does that, the charging units get an extra (-1) for all charge related morale checks and in the DICE DOWN FOR IMPACT. However, if a leader chooses to do this, he must roll — in the Resolve Officer Casualty Phase — as if he was in a melee: one die 5 or 6 kills, for mounted or foot officers. Examples of both methods of officer attachment (officer with the charge; officer leading the charge) are illustrated. To confer benefits the officer must be with, or be leading, the point charging unit, not one of the supporting units.

Command Levels

All units above the regiment — brigade, division, and corps — have a point at which regimental, battery, or commander losses and disorganization are severe enough that the unit has been spent, and will no longer advance or, if the losses have been very severe, will leave the field. Each combat or commander element has a point value as so:

  • Each Regiment, Battalion, Battery, or Brigade Commander = 2 Points
  • Each Divisional Commander = 4 Points
  • Each Corps Commander = 6 Points

When a unit loses points — from unit pickups — the impact is as follows:

  • If a brigade, division or corps has lost 40% of its points, it cannot advance but functions as if it was out of command and control.
  • If a brigade, division or corps has lost 60% of its points, it must withdraw from the field.

For Example, Pickett's Division at Gettysburg would have the following point values: Total Div Points = 50 pts (40% loss = 20 pts; 60% loss = 30 pts). Maj. Gen'l George Pickett (4 pts). Garnett's Brigade: Br Gen'l Garnett (2 pts), 8th, 18th, 19th, 28th, 56th VA (2 pts each); total Bde Pts = 12 pts (40% loss = 5 pts; 60% loss = 7 pts). Kemper's Brigade: Br Gen'l Kemper (2 pts), 1st, 3rd, 7th, 11th, 24th VA (2 pts each); total 12 pts (40% = 5; 60% = 7). Armistead's Brigade: Br Gen'l Armistead (2 pts), 9th, 14th, 38th, 53rd, 57th VA (2 pts each); total 12 pts (40% = 5; 60% = 7). Example of an artillery officer: Major Dearing (2 pts), Fauquier Arty, Hampden Arty, Fayette Arty, Blount's Btty (2 pts each); Total Bn Pts = 10 pts (40% loss = 4 pts; 60% loss = 6 pts).

Notice that one brigade could reach the critical command levels of 40% or 60% while the overall division would not. For instance, if Garnett's brigade lost 6 points it could no longer advance but the rest of the division would be unaffected.

Impact of Replacement Leaders on Command Levels

The replacement of a dead leader does not modify the unit loss percent. His loss still counts against the brigade, division and corps. If, in a following turn, the replacement leader is also killed — that would equate to another leader loss. For example, in Garnett's brigade, as illustrated above, if both Garnett and his replacement were killed, the brigade would have a total of "4" points logged against it in terms of command level. The addition of a replacement leader does not change the overall command level for any units — brigades, divisions, or corps.

"The division of W.H.L. Wallace, as much from the disorder arising from the changes of division and brigade commanders, as from being under fire, had lost its organization and could not occupy a place in the line as a division." — Lt. Gen'l Ulysses S. Grant

The Turn Sequence

A Turn Overview

Though all movement and combat is assumed to be happening simultaneously each game turn is made up of nine game phases, which are resolved consecutively. By using a phased turn sequence the effect of simultaneous decision making is preserved even though the resolution of those decisions follows a specific chronology. In each phase, all players complete the same activity before going to the next phase. These phases are:

  • PHASE ONE: Mark Orders
  • PHASE TWO: Routs, Rallies, and Replacements
  • PHASE THREE: Reveal Orders
  • PHASE FOUR: Resolve First Fires
  • PHASE FIVE: Move Disengaging Units
  • PHASE SIX: Resolve Charges
  • PHASE SEVEN: Conduct Normal Movement
  • PHASE EIGHT: Resolve Moving Fires
  • PHASE NINE: Resolve Officer Casualties

Any activity generated or triggered by a particular phase must be completed before the next phase is done. For example, if a charge ends in a melee, that melee is resolved before the next charge or the next turn phase begins. Likewise, if the moving of a routed unit causes other non-routed units to check morale, the effect of their morale checks is concluded before other charges, fires, or movement are resolved.

PHASE ONE: Mark Orders

Simultaneous movement requires that the players declare their intentions by giving each unit or units an order, temporarily hidden from the enemy, to carry out during the coming turn. These orders will not be revealed until PHASE THREE: Reveal Orders. In general, each regiment, battalion or gun battery will be given an order. Orders are given either with an "order cube" or an "order counter". One cube or counter may be used to "mark" an entire brigade of several regiments or a gun battalion of two to six batteries. Any unit not marked is considered to be on HOLD. The allowable orders for units in Command & Control are listed below.

  • FIRST FIRE — Unit wants to fire before any movement.
  • HOLD — Unit is holding position awaiting developments.
  • DISENGAGE — Unit wants to flee.
  • CHARGE — Unit wants to charge the enemy.
  • MOVE — Unit is moving in the indicated direction.
  • FORM — Unit is changing formation.

After orders are revealed, a unit may elect to cancel his order and go to:

  • CONDITIONAL HOLD — Unit changes to HOLD — but with appropriate "Conditional Hold" penalties.

Illegal Orders

There are some restrictions on the orders that a unit can be given. Those restrictions are:

  • Routed units cannot be ordered or "marked" as they are fleeing the battlefield and will not respond to any orders until rallied.
  • Shaken units cannot be ordered to move closer to the enemy even if the move was protected by friendly troops. Restriction remains until rallied.
  • Units at 50 percent strength — only two stands left — will not advance toward the enemy unless accompanied by an officer.
  • Units out of Command & Control can only be ordered to HOLD, FIRST FIRE, FORM, or fall back. They cannot be ordered to advance or charge.

Order Definition and Effect

FIRST FIRE

Unit elects to fire before any movement, including charges or disengages, though a disengaging target unit would still get all disengaging benefits. Firing unit may not move or reform. All formed "First Fire" units, in normal range, roll three dice and are entitled to a +1 DRM. Skirmishers and disordered units do not get this benefit.

Possible Additional Fires: If a First Fire unit already fired, and a different enemy unit charged or moved into close range of it, the First Fire unit may fire again using one less die. Such fire occurs before the fire from the advancing enemy unit.

DISENGAGE

Unit faces to the rear and moves a full disorder move, plus a rolled disengagement movement bonus away from the most threatening enemy unit. Effects of disengaging are:

  • Disengaging unit may not fire. But, it would fight back if forced into a melee.
  • All fire, but not melee, casualties are halved with no target DRM penalties, but DRM benefits do apply.
  • Unit suffers no "fired-on-rear or flank" morale penalties if firing results in a morale check.
  • However, unit does suffer any "charged-on-rear or flank" morale penalties if a charge results in impact.
  • Disengaging unit will end its movement facing away from the enemy.

All routed units are considered to be disengaging. A unit may disengage two turns in a row. But, it would only get a disengagement movement bonus for the first disengagement.

HOLD

Holding units will always fire before any moving unit fires. Holding units may fire anytime during the movement phase after Charges and First Fires — rolling 3 dice for normal range, 4 dice for short, or 2 for long range. Holding units may also get additional fires. Charged Holding units fire defensive fire per the charge procedure.

If a visible charge comes within 6 inches of a holding unit — 12 inches if cavalry — that unit may countercharge. The unit must first roll higher than its BMP with one die, and officer presence helps. If the unit succeeds, the countercharge is made initially in good order. If the unit fails, the countercharge is made in disorder. If the countercharge target is outside 45 degrees, the countercharge is made totally in disorder, regardless of the roll.

The big advantage of a Hold order is that Holding unit can fire anytime during the turn — before, after or during — the opponent's move. This enables the Holding unit to take the best fire opportunity, at the moment it occurs.

MOVE

Unit is moving in the indicated direction. Moving units normally fire at the end of the turn with two dice. It costs a formed veteran or elite unit half of its movement to change formation either at the beginning or end of its move, enabling them to combine movement with a formation change. Green units, however, take a full turn to change formation and do not have this option. Moving infantry, if charged, must go to Conditional Hold CH and will automatically attempt to form and face the charge. Moving cavalry may attempt to countercharge.

FORM

Unit is changing its formation. In the case of green units, skirmishers, or disordered units this takes a full turn. Veteran or elite units, however, if not in disorder or skirmishing, can change formation by spending half of their allotted movement either at the beginning or end of movement. Forming units fire in the MOVING FIRE PHASE.

CONDITIONAL HOLD

Any unit, immediately after revealing orders, may elect to go to Conditional Hold, unless it ordered First Fire or Disengage. A unit on Conditional Hold will fire with one dice less than it normally would, and, if charged, suffers a (+2) morale point detriment in the DICE DOWN FOR IMPACT. A unit going to CH may also attempt to change formation. To do so it must roll higher than its BMP with one die, officer present helps. If it fails it goes into disorder instead. (For further details see CHARGED WHILE FORMING on page 44.)

CHARGE

Unit intends to charge. Charges are resolved prior to all other movement. Closest charges go first. Charge MUST be directed against the most threatening enemy unit. Enemy units in the charging unit's primary zone are deemed more threatening than those that are not, and closer ones more so than farther ones. Any charge made at an angle of 45 degrees or worse is done in disorder. A unit may not change formation and charge. A unit may charge two turns in a row, but would get no charge bonus or "charge elan" for the second charge. A unit may not charge three turns in a row. The charge resolution procedure is discussed in detail in later sections.

Charge Overview

Briefly, charges in Johnny Reb III are of two types: coordinated and uncoordinated. A coordinated charge makes use of supporting units — all of which started the turn within 6 inches of the primary charging unit — and it has a relatively good chance of taking the enemy's position. An uncoordinated charge means that the units will be arriving piecemeal against the defending enemy and each may be fired at and rebuffed in turn.

For example: two regiments within 6 inches of each other are making one coordinated charge against the 8th OH. In the coordinated charge, the 8th OH will only get one defensive fire and the outcome of the charge will be resolved in one DICE DOWN FOR IMPACT. Two regiments over 6 inches apart, however, are making an uncoordinated charge against the 8th OH. In a series of uncoordinated charges, each one is resolved separately, with the closest one going first. The 8th OH will get a defensive fire at each — albeit, with one less die per fire — and each charge is resolved with its OWN DICE DOWN FOR IMPACT.

Summarized Charge Resolution Procedure (Infantry Charge Procedure)
  1. Charging unit reveals orders and designates charge target. Charge must be against closest enemy — if 45 degrees, charge is made in disorder.
  2. Roll for charge bonus and calculate at which point charge goes into disorder. Charge goes disordered at 1/2 of charge bonus for vets/elites, 1/2 full charge for green.
  3. Roll 1 dice for point of defensive volley, halt attacker at that point, resolve volley. Veterans and elites use 1/2 inches for distance, green units use full inches. Defender on CH, disorder, or forming add +1 to roll. If officer present or if in works -1.
  4. Dice down for Impact. Low total wins. If "tie" go to melee. Both attacker and defender calculate Impact Morale by adding together their BMP, their formation charge morale, and any other applicable morale modifiers, as on chart. Both sides roll 2 dice, adding to it the above calculated Impact Morale. Additional units in support with -1 per inf or -2 per cav unit to involved unit's Impact Morale.
    • If defender wins — attacker falls back in disorder one die from the defender. Both sides now fire a simultaneous 2 dice volley, regardless of range.
    • If attacker wins — defender falls back in disorder two dice from the attacker. If above roll is: (2-4) good morale, (5-8) shaken, (9-11) routed, (12) picked up.
    • If tie — or if units end turn in contact, go to melee. 1st round of melee, supporting units count as half, but in following rounds count full. If unit "Routs" in Melee, it is considered to have surrendered and is removed.

PHASE TWO: Routs, Rallies, and Replacements

FIRST: Move Routed Units

Routed units move directly away from the enemy seeking protection behind formed friendly units and must move their full rout movement distance, as listed on the Reference Chart.

If a routed unit passes within 6 inches of an unrouted friendly unit and that friendly unit sees the routed unit — in woods, it might not — then the unrouted unit must take a Morale Check for seeing the rout.

Exceptions:

  • Seeing skirmishers rout or run past is not deemed traumatic enough to trigger a morale check, unless the viewing unit was itself skirmishers.
  • Seeing routed gunners run past does not trigger a morale check as there would be relatively few of them. However, if a unit actually saw the guns being abandoned, that would cause a morale check.

If a routed unit's movement would take it beyond the table edge, the unit must immediately attempt to rally. If it rallies, it stops at the table edge. If it fails, it is removed from play.

SECOND: Attempt to Rally Shaken or Routed Units

Any unit that is routed or shaken may now attempt to rally. The presence of an officer is not required, but it certainly helps. Rallying a unit follows the same procedure as checking its morale: calculate the unit's MMP and rolling two dice, attempt to "beat" that number. The morale point modifiers, as listed on the Reference Chart, are used in the rallying attempt. All apply, except those specifically for a "fired-on" or "charged-on" situation.

For example: A veteran unit (BMP=3) is routed (+4) with one stand lost (+3) from a brigade that has lost one regiment (+1) and consequently it would have to roll higher than a "11" to rally. However, if that same regiment had an average brigade commander with it (-1), was in the woods (-1) and was behind friendlies (-4) it would only have to roll higher than a "5" to rally.

Behind Friendlies, Zone of Protection

A key factor in rallying routed or shaken units is getting them behind friendly troops. Being behind friendlies is defined as being protected either directly by the unit or behind a "two inch zone of protection" that extends from the edges of the forward units:

  • A unit is behind friendlies if a line drawn from its center to the center of any visible hostile unit is interrupted by the zone of protection of a friendly non-routed unit. A 2 inch zone of protection extends around a unit. In the example, the 28th NC is not behind friendlies but the routed 33rd VA is.
  • A unit can also be considered behind friendlies if no visible enemy is in sight — or at least three feet away — and a non-routed friendly unit is visible to its front. In the example, the copse of trees blocks visibility between the 11th GA and the 42nd PA, and since the 11th GA can see the 28th NC in front of it, the 11th GA can also claim behind friendlies.

To rally the 33rd VA: the 33rd VA, BMP=3, stand lost (+3) and routed (+4) for an initial morale point of 10. But, with a (-2) leader, and behind friendlies (-4) the 33rd VA only has to beat a "4" to rally.

Behind Cover

Another key factor in rallying a unit is getting it behind cover, which for purposes of rallying, is somewhat more liberally interpreted, than for purposes of combat forced morale checks. For example:

  • For purposes of rallying, if a unit is out-of-sight of the enemy it can claim it is in cover. For a forced combat morale check or an IMPACT DICE DOWN, however, the unit would have to actually be behind cover or in the woods. A rallying unit, however, cannot claim both "in cover" and "out-of-sight of the enemy."
  • For purposes of rallying, if medium or heavier works are between the enemy and the unit that is trying to rally, their morale benefit can be claimed. However, in a combat situation, or an IMPACT DICE DOWN, the unit would have to be directly behind the works to claim their benefit.
  • For both rallying and combat situations, to claim the morale benefit of being behind hasty works, a fence or a stone wall, the unit must be directly behind it, which is defined as within one inch.
  • For purposes of rallying, all morale point modifiers — except as noted above — are cumulative.
If a Shaken Unit Rallies

If a shaken unit rallies it is now in good morale. If the unit was in disorder and an officer was present when it rallied it also can reform into any formation. If no officer is present it remains in the formation it was prior to the rally attempt. If a shaken unit fails a rally attempt, it does not get any worse, but remains as it was.

If a Routed Unit Rallies

If a routed unit rallies, it is now "shaken". If an officer is present, it may also reform as above. However, if a routing unit fails to rally it loses another stand, reflecting the continuing disintegration of the unit, and continues to rout. The loss of the stand does not cause an additional morale check as it would if the stand was lost from combat. However, the morale effect of the lost stand (+3) impacts all future rallies or morale checks.

If a Shaken Unit Fails to Rally

If a shaken unit fails to rally, it does not get any worse. It remains in its shaken condition, unable to advance.

If a Routed Unit Fails to Rally

If a routed infantry or cavalry unit fails to rally, one of its stands is immediately removed to reflect the further disintegration of the unit. All further morale checks or rally attempts the unit makes must reflect the loss of this stand. Routed artillery crews — they abandoned their guns when they rout — lose an additional gun crew section each turn they fail to rally.

THIRD: Attempt to Replace Lost Horses, Ammunition, and Leaders

In the turn immediately following the loss of one battery horse, infantry ammunition, or a leader, the unit may, in some instances, attempt to replace it by rolling a die. The unit in question must make a tactical competence roll — roll one die and attempt to beat your BMP — and the item is replaced. If it fails, no further attempts can be made.

  • For battery horse: Roll higher than battery BMP, if part of a gun battalion use best battery BMP in battalion, the presence of an artillery officer helps.
  • For ammunition: For infantry or cavalry, the unit must roll higher than its BMP, or retire to an ammo wagon. A regiment has only one roll, if it fails, it must retire to an ammo wagon and spend one turn replenishing its cartridge boxes. Artillery ammunition cannot be replaced by roll. A depleted battery or gun battalion must retire to an ammo wagon to refill its limbers and caissons. Ammo wagons can never be closer than one foot behind the main battle line.
  • For a brigade leader: Roll higher than the BMP of the best regiment in the brigade. A brigade can roll once for a new brigade commander immediately following the turn he was killed. If that fails, the division commander can ride over to one of the regiments, and attempt to promote a regimental officer, using the same mechanic as brigade leadership. Use the BMP of the regiment he rode to. Divisional commander can make only one attempt per game, per brigade commander lost.
  • For a division commander: Usually defined by scenario. A replacement roll can be attempted in the turn following the loss. A replacement division commander confers a "1" benefit. Since a division is assumed to always be in command and control, there is no impact one way or the other on regiment or brigade command and control.

PHASE THREE: Reveal Orders

Reveal Orders

The players now simultaneously remove the covers from their order cubes or turn over each order chit thereby revealing the intent of the unit. If the unit intends to move, the movement arrow is turned in the direction of movement. If a unit is combining a formation change with movement this should be clearly explained to the opposing player so as to remove any confusion as to the unit's intent. Revealing of orders is done by all players at the same time, so as to preclude the study of opposing orders before a player reveals his own.

Declare Charges

Any unit that has been ordered to charge, must declare its charge target. However, in most cases, there will be no doubt as a charge, if ordered, must be directed in straight line against the most threatening enemy unit. A unit may not change its formation and charge; the charge must be made in the formation the unit was in at the beginning of the turn. If a charge is made at an angle of 45 degrees or greater, then it is made in disorder.

Conditional Hold

After all orders are revealed, players may choose to change some orders to Conditional Hold. Some orders, however, such as First Fire, Disengage or Charge cannot be changed since they assume immediate action. The rules for Conditional Hold:

  • Declaring Conditional Hold must be done immediately after orders are revealed and prior to any resolution of First Fires or other activities.
  • Any unit going to Conditional Hold maintains its current position and general formation, though minor adjustments, such as refusing the flank stand of a regiment in line is allowed.
  • A unit on Conditional Hold may fire any time during the turn after First Fires, much like a unit on regular Hold. However, it normally fires with only two dice due to the confusion inherent in changing its order. If the target is in close range or long range it would fire with one dice more, or one dice less, respectively.
  • A unit on Conditional Hold suffers a (+2) impact morale detriment if charged.
  • A unit on Conditional Hold may attempt to change its formation — it must beat its BMP or it is disordered.

Forced Conditional Hold

If a unit is charged, and it has ordered a move or formation change, the planned activity is canceled and the moving unit is forced to go to Conditional Hold and it will automatically attempt to form and face enemy.

The defending unit must first see if it successfully changes formation to face the charge. It must roll higher than its BMP with one dice. No modifiers, except officer present, can be applied to this roll.

  • If the defender is successful — he forms and faces the enemy and continues charge resolution with all the firing and impact morale penalties of both Charged While Forming (+2) and Conditional Hold (+2).
  • If the defender is unsuccessful — he falls into disorder and continues the charge resolution in disorder and suffers all the firing and impact morale penalties of both Disorder (+4) and Conditional Hold (+2).

Sequence of Turn Resolution

Following the revealing of orders the turn is resolved as follows:

  • Resolve First Fires
  • Move Disengaging Units
  • Resolve Charges and Melees
  • Perform Normal Movements
  • Resolve Moving Fires
  • Resolve Officer Casualties

"I would say, I feel competent to command a regiment, if the president, in his judgment, should see fit to intrust one to me." — U.S. Grant, May 21, 1861

PHASE FOUR: Resolve First Fires

Procedure

Any unit marked First Fire, FR, may now fire. This takes precedence over any movement as all First Fires are resolved prior to anything else. Likewise, any morale checks generated by the First Fires and their consequences are played out, including routs and other units checking morale for seeing those routs, before any other activity is done.

Opposing units marked First Fire are considered to be firing simultaneously and both will fire with all their figures regardless of which opposing unit actually resolves its fire first.

Possible Additional Fires

If a different enemy unit charges or ends its movement in close range of a First Fire unit, the First Fire unit may fire again using one less die than he used for the previous fire even though it already fired in the First Fire turn phase.

  • This additional fire could still have an additional die added or subtracted for close range or long range respectively. However, if the attacker was only moving, and not charging, the additional volley is only allowable if the moving unit deliberately moves into close range of the defender.
  • Even if a unit took a First Fire it would still be able to have defensive fire — at one die less — if it was charged, provided it was charged by a different unit than the one it directed its First Fire against.
  • The First Fire unit would not get this additional fire option, if a moving — but not charging — enemy unit halted its movement before entering close range.
Example of Additional Fires by a First Fire Unit

The Confederates, this time, hope that the skirmishing 33rd AL will draw the fire of the 20th ME which might give the two charging units a better chance of closing on the tough Federal unit. Assume the 33rd AL is average.

  • The 20th ME, irritated by the skirmishing 33rd AL has indeed decided to First Fire against it. Assume the skirmishers are just outside close range, the 20th ME would roll three dice, with a (+1 DRM) for First Fire and a (+1 DRM) for elite. With 12 figures firing, an "11" is rolled, which becomes a "13" which normally kills 2, but being skirmishers, the losses are halved, so only 1 dies. (Scattered trees — treat as broken terrain, but insufficient for cover.)
  • The 15th AL then makes its charge, and the 20th ME wished it hadn't wasted its volley on the skirmishers. Per the charge sequence, the defender has to roll for where his volley takes place with one die — elites use half inches. The 20th ME rolls a "6" for three inches ... not close range. The 20th ME will now roll for its second volley with only 2 dice, and since both firer and target are elite, their favorable DRMs cancel out. Chamberlain picks up the dice and rolls a "10" — killing 1 figure off the 15th AL. Assume the 15th passes all morale checks and the two units go to DICE DOWN FOR IMPACT, which the 20th ME wins, the 15th AL falls back in disorder and both it and the 20th ME exchange simultaneous end of charge volleys. This is the third volley for the 20th ME so it rolls only one die — and it misses. Troops must be low on ammo.
  • And now the 47th AL charges. At some point, the 20th ME would get a fourth volley — one die, even at close range — since it is now at "zero" dice. But you always get at least one dice.

Tactical Hint: Note that with every extra volley the probability of running out of ammo goes up drastically since an all "6s" roll becomes more likely with only one or two dice. So, it is sometimes wise not to take those extra volleys.

PHASE FIVE: Move Disengaging Units

Procedure

Units that were marked DISENGAGE, D, are now moved. They move directly away from the enemy in disorder, and if possible, they will also attempt to move towards friendly forces. Disengaging units move a full disorder move plus a rolled bonus move per the Reference Chart (Bonus Movement: 3 Dice road, 3 Dice open, 2 Dice broken, 1 Dice woods, 1/2 Die rough). Disengaging units may not fire and they end their turn with their backs to the enemy.

Benefits

The advantages of disengaging, besides moving farther, are:

  • The disengaging unit has any new — this turn — fire casualties against it halved. Roll for fractions, high kills.
  • The disengaging unit suffers no target DRM penalties, but does get DRM benefits — such as (-2) for in woods.
  • The disengaging unit suffers no unique "fired-on" morale penalties — such as "fired-on rear".

Disengaging units, however, would still have to take any required morale checks such as "hit by artillery".

Penalties

The disadvantages of disengaging are:

  • A disengaging unit cannot change its order to Conditional Hold. It decided to run, so it must run.
  • If forced to "rout" it gets no rout bonus move since it already took a bonus move.
  • If charged, a disengaging unit would suffer any "charged-on" penalties — such as "charged-on rear".
  • If contacted by a charging enemy unit, the hostile unit would get to roll first in the resultant melee with the (+2) fire on rear benefit. For morale checks the disengaging unit must add a (+9) charged-on-rear morale modifier.
  • Only first round melee generated morale checks would be done with the "charged-on-rear" morale penalty of (+9). If the unfortunate unit survives the first round of melee, it is assumed he has turned to face his attacker.

Situation resolution (example): the 47th AL and the 22nd NJ. Measure movement from the stand closest to the enemy.

  • If the 47th AL marked HOLD or FIRST FIRE... This is good news for the 22nd NJ. Had it not marked DISENGAGE it would be receiving the fire from the 47th AL at full enfilade for a (+4) DRM. Which, depending on the die roll, would have had a good chance of killing a stand. Had that happened all the morale checks for the 22nd NJ would have used the (+4) MPM for fired on full flank. But, by ordering DISENGAGE the 22nd NJ does not suffer the fired on flank modifiers and has its casualties reduced by half, rolling for fractions with one die — high number kills.
  • If the 47th AL marked CHARGE... This is bad news for the 22nd NJ. By turning its back and running the 22nd NJ will not get a defensive volley. Instead, the charge resolution goes directly to DICE DOWN FOR IMPACT with the 22nd NJ adding a (+9) MPM for charged on rear. It gets worse. If the 22nd NJ routs it would not get to roll for "bonus" rout move to get away as it has already had one bonus roll — for disengaging this turn. Hence, there is a good chance it will eventually be forced to surrender.

"Soon the slopes were swarming with our retreating and disorganized forces...all further efforts were futile...the words, gestures and threats of our officers were thrown upon men who had lost any presence of mind and only longed for absence of body." — Col. Andrew Porter, USV

PHASE SIX: Resolve Charges

Since the Charge Sequence is a self-contained mini-turn, its resolution is probably the most complex part of JOHNNY REB III. Once charges are revealed, they are resolved in the order of the charges closest to the enemy going first. Each total charge should be completely resolved before starting the resolution of the other charges.

Since charges are resolved prior to movement, a charge outcome could change or even cancel the activities of other units. Sometimes, a charge will achieve a breakthrough that forces other, originally non-charged, units to go to Conditional Hold. However, should the resolution of one charge cause a rout, other charging or charged units would not have to check their morale for seeing the rout until their own charge sequence was completed.

Charge Resolution Overview

  1. Charging unit reveals orders and designates charge target. If multiple units are charging, attacker must clearly designate which units represent the "point" of the attack and which are "in support".
    • IDENTIFY SUPPORTING UNITS — For every infantry unit the attacker or defender has "in support" he gets a (-1) benefit in the DICE DOWN FOR IMPACT. In the attack, all supporting units take half the casualties of the leading "point" unit. In the defense, for a unit to be considered "in support" it must be within "two inches" of the charged defending unit. Mounted cavalry is (-2) MPMs per supporting unit.
  2. Charging unit rolls for charge bonus and calculates point of charge disorder. Supporting units — which must begin the turn within six inches of the point unit — do not have to roll for charge bonus. Instead, it is assumed they keep up and hence they go as far as the point unit, and go into disorder at the same geographic spot.
  3. Defender rolls one die to determine point of infantry defensive fire. Resolve defensive fire or countercharges.
    • Calculate point of defensive volley with one die (elites and veterans, use 1/2 inches, greens full inches). Resolve defensive infantry or artillery fire, including any resultant morale checks. If target is charging cavalry, the cavalry target DRMs are halved. Mounted cavalry must attempt to countercharge.
  4. Move charging unit into contact and DICE DOWN FOR IMPACT.
    • If Defending infantry or artillery wins the dice down:
      • If the attacker is infantry, it falls back, in disorder, a one die roll, in inches, from point of impact. Both sides fire a simultaneous volley — modified for formation, morale, terrain, and previous fires.
      • If the attacker is cavalry, it falls back, in disorder, a two dice roll from point of impact. Both sides fire a simultaneous volley as above. Since the attacking cavalry has been halted, it no longer gets the "if charging" loss reduction benefit to its target DRM formation penalty.
    • If Attacker wins the dice down:
      • The defending infantry or gun crew falls back, in disorder, a two dice roll from the point of impact.

Coordinated & Uncoordinated Charges

Charges in Johnny Reb III can be of two types — coordinated or uncoordinated — with the differences as follows:

  • A coordinated charge — Obviously has the best chances of success and makes use of supporting units to give the charge an increased probability of carrying the position. In a coordinated charge, one unit is designated as the point unit and the other units follow in behind it as supporting units. For a unit to be considered a supporting unit in a coordinated charge it must start the turn within six inches of the point unit. For a leader to be part of a coordinated charge, he too, must be within six inches of the point unit. If other units do not start within six inches of the point unit, they may still charge the same target unit in a second, or even a third, uncoordinated charge.
  • An uncoordinated charge — is a charge where multiple units are all charging the same target but did not begin close enough to each other to coordinate their attacks. In an uncoordinated charge, units are assumed to be arriving at the charge target piecemeal, thereby giving the defender a chance to defeat each in turn. An uncoordinated charge has a number of intrinsic problems:
    • If the defender is on HOLD or FIRST FIRE he may still get to fire at each regiment — albeit with decreasing effectiveness — as they come up in turn. For instance, if the defender was on HOLD he would fire at the first charge with 3 dice, the second one with 2 dice, and the last one with 1 die. Depending on the rolled defensive fire distance, the defender may get an additional die for short range, or lose one for long range.
    • If the first charge has been stopped, the following charges may be forced to pass through the halted first unit, which may throw them into disorder making them more vulnerable to the defensive fire — the secondary charging units must pass a tactical competence roll or fall into disorder as they pass through the halted unit.

However, an uncoordinated charge does have a few potential, though problematic, advantages:

  • The defender must roll for the range of each defensive volley separately as the attacking units become visible, and it is possible that as the second wave of attackers breaks through a halted unit, the defender will be surprised and fire an ineffective volley — simulated by rolling a defensive fire range longer than the distance at which the second charge became visible.
  • If the defender successfully changed formation to face the first charge, he may not change formation again this turn, which depending on circumstance, could place him at a disadvantage in the following charges.

Example of Mixed Charges... Rebels Hoping to Get Lucky

The Union position behind a stone wall is strong, but the Rebels hope that at least one of their charges will get lucky and knock the corner regiment, the 33rd IN, back off the wall.

  • The 22nd MS, with the 13th GA in support, can make a coordinated charge.
  • The 26th AL, being further than 6 inches away, cannot coordinate with the other regiments, so it will make an uncoordinated solo charge.
  • The 12th AL will make a solo uncoordinated charge attempting to catch the 33rd IN on the flank.
  • Closest charges go first, so the sequence of the charges are numbered (on the diagram).
  • In this attack, it is possible that the 33rd IN could have 3 different defensive fires. The 45th IL can support the 33rd IN.

Resolving the Coordinated Infantry Charge

  • In the first attack, the 21st NY is the main attacking unit and the 4th ME and the 7th NY are in support (starting within 6 inches of the 21st NY). This attack, with two Union regiments in support would give the Union a "-2" advantage in the DICE DOWN FOR IMPACT. If a supporting unit takes fire and is halted it is no longer part of the charge. Should the "point" regiment be stopped by fire, all the supporting regiments will stack-up behind it in disorder, OR they can individually attempt to press on, in disorder, in a series of separate uncoordinated charges.
  • In the second version of the attack, the Rebels have the 7th GA in defensive support, which reduces the Union supporting advantage to only one regiment for a "-1" DICE DOWN advantage. If the 4th GA is defeated in the DICE DOWN, then all its supporting units, such as the 7th GA, are also defeated, but each would roll separately to determine its fate.
  • In the third version of the attack, the Union commander has decided to break the attack into two charges. The first will have the 21st NY charge the 4th GA, with the 4th ME and the 14th VT in support, which would give the attack a "-2" benefit in the 21st NY DICE DOWN. This time the 7th GA cannot offer support to the 4th GA since it is also being charged. However, in the second charge, the 18th AL can offer support to the 7th GA which would give the Confederates a "-1" advantage in that DICE DOWN. This attack makes use of a weaker second attack, often called a "soak-off", to increase the odds for the main charge. In this case, the "soak-off" preserves the "-2" DICE DOWN benefit for the main attack of the 21st NY. (Since the 18th AL is within 2 inches of the 7th GA it is in defensive support. Unfortunately for the Rebs, the 33rd VA is well over two inches away from the 7th GA and therefore cannot be considered a supporting regiment.)

For a unit to be "in support" it cannot be skirmishing — but it could be in disorder — and it must be in good morale.

"At about three o'clock the fire of the enemy slackened and his first line of battle advanced from the woods in beautiful order. About one hundred yards in the rear came a second line, and opposite the main point of attack was what appeared to be a column of battalions." — Col. Norman Hall, USV

Supporting Regiments in the Attack

The use of supporting regiments can be crucial to the success of a coordinated charge, and when so used, function under a number of unique rules:

  • For a unit to be in support of a charging unit, it must begin its turn within six inches of the point unit.
  • Supporting units don't roll for charge bonus. They go as far as the point unit, and into disorder at the same spot.
  • Whether in disorder or not, each supporting infantry unit only contributes a "-1" to the IMPACT DICE DOWN.
  • Supporting units can be fired on, and if they go shaken or are halted, they drop out of the charge. A supporting unit that is stopped by fire automatically goes into disorder.
  • If fired on specifically by some other unit, possible disorder or enfilade fire, is taken into account. But, for pass through casualties, generated by the defender's fire against the point regiment — it is not. All supporting units simply take half the losses of the lead regiment, roll for fractions.
  • If the point charging unit is halted by fire — either from the defender or from another source — the supporting regiments stack up behind it in disorder. OR they may attempt to press on in a series of separate, disordered, and uncoordinated charges. If they attempt to do the latter — each regiment must first pass an individual morale check (they are entitled to charge elan) — and then they may continue. It is possible that some regiments may have the nerve to press on, while others would not. Use the same total charge movement as originally rolled. Resolve each of the resulting uncoordinated charges as a single, discrete event.

Charged While Forming

Charged while forming is not good, but depending on the orders given, the quality of the troops, and how far away the charge begins, the defender — if he is lucky — might still prevail.

If Marked Form... And the intended formation change takes only a "half movement" — formed veterans or elites — then if the charge impacts in the latter half of its total movement, the formation is considered to have formed and can face the charge with no impact morale detriment.

But if the intended formation change would take a full turn — a disordered unit, skirmishers, unit in woods or rough terrain, or green troops — or, if the impact would occur in the first half of the total charge movement then the defender must roll one die, attempting to beat his BMP, to see if he was able to form in time. Officer present helps.

  • If the defender is successful — he forms and faces the enemy and continues charge resolution with all the firing and impact morale penalties of Charged While Forming (+2).
  • If the defender is unsuccessful — he falls into disorder and continues the charge resolution in disorder and suffers all the firing and impact morale penalties of Disorder (+4).

If Not Marked Form... The defending unit goes to Conditional Hold, and must first see if it successfully changes formation to face the charge. It must roll higher than its BMP with one dice. No modifiers, except officer present, can be used.

  • If the defender is successful — he forms and faces the enemy and continues charge resolution with all the firing and impact morale penalties of both Charged While Forming (+2) and Conditional Hold (+2).
  • If the defender is unsuccessful — he falls into disorder and continues the charge resolution in disorder and suffers all the firing and impact morale penalties of both Disorder (+4) and Conditional Hold (+2).

However, if the charge began closer than four inches away... Then, all the above is moot. In that case, it is assumed that there is no time to form and the defender receives the charge in the formation and position he began the turn in. If, and only if, the defender was in line, on HOLD, could he react by refusing one stand which may mitigate — to some degree — the situation he is in. Or, even if the charge started farther than four inches away — if it did not become visible before it closed to within four inches — then this rule would apply.

"A line of infantry emerged from the woods in some disorder. General Merritt at once ordered a charge and like a whirlwind, the regiment fell on the unfortunate infantry, who were vainly endeavoring to form. It was a terrible scene." — Brig. Gen'l Thomas Devin, US Cavalry

Defending Against the Charge

Penrose's Brigade of three regiments has been given the mission of defending the fence line against a possible Confederate charge of up to four or five regiments.

  • In the first defense, the Union is in a fairly conventional defense, with all units in line to the front, and all units taking advantage of the (-1) MPM benefit the fence would give them. However, if there is a breakthrough, there is no reserve to stop it. The 15th NJ (BMP=3) is greater than two inches away from the others so it has no additional unit support, so Penrose will offer his benefit to it. The 4th NJ (BMP=2) and 10th NJ (BMP=3) are within an inch of each other so if one is attacked the other could be counted as a supporting regiment unless it too is attacked. Penrose is average, giving a (-1) benefit.
  • In the second defense, the Union commander has accepted that his line will probably be broken, as the Rebs could mass against either end of his position. So he covers the front with two regiments (15th NJ, BMP=3, and 10th NJ, BMP=3) in extended order which will attrit the attack somewhat before they fall back. But, he has held his elite regiment (4th NJ, BMP=2), in an attack column, with his leader, poised for an immediate counterattack. The attack column, on HOLD, being an elite unit with a leader is ready to countercharge if the breakthrough comes within 6 inches. With luck, the attackers will be in disorder as the 4th NJ countercharges in attack column. Or, the 4th NJ can wait and charge next turn.

Since a coordinated charge by multiple regiments has the potential of breaking through a defensive line and penetrating deeply with as many regiments as participated in the attack, a defender should always try to have one or two regiments in reserve, even if it means leaving the line thinner than what might be desired. But, no matter how well you plan, no matter how good it looks, no plan survives contact with the enemy.

"Jake, I tell you, Jackson is played out. We have him penned up. We are on this side, General Banks on the other side, General Shields on the other, General Rosecrans on the other. Jackson has 40,000 men and we have 100,000 closing in from every side. Tell Annie Early when you write that she need not to fret about Jackson taking any more of their horses." — Letter, Corporal Jacob F. Early, 32nd OH, May 21, 1862

Resolving Charges

STEP ONE: Charging Unit Reveals Orders and Designates Charge Target

Once orders are revealed and charges announced, charge resolution begins. Each charging unit designates its charge target, with the understanding that any charge must be made against the most threatening enemy unit, which is defined as the nearest enemy unit or the one that is most directly ahead. All charges must be done in a straight line towards the enemy. A unit may not make a curved charge, and if the charge target is outside a 45 degree frontal arc, the charge is made totally in disorder. (Illustrations: an illegal charge in which the 8th GA arcs its charge path to hit the 22nd IN on the flank; the 32nd MA must charge Bledsoe's battery in disorder as the battery is outside the regiment's 45 degree frontal arc.)

Attempting to Halt

A charge target, only if no enemy is threatening, could also be a clearly defined geographic objective, such as a fence line or hilltop. However, it is not guaranteed that a charging unit would stop at the objective — it may keep going. Consequently, in order to halt at a visible objective, the unit must make a tactical competence roll and beat its BMP with one die. If an officer is present, it helps. If the unit fails to halt, it continues to the limit of its total charge distance. A unit may not attempt to halt at a non-visual objective. For instance, a player cannot announce that his unit is going to attempt to halt at a point precisely 7 inches forward of its present position.

STEP TWO: Roll for Charge Bonus and Calculate Point of Charge Disorder

There are two critical distances regarding a charge. One is the total charge distance which is normal move plus a rolled charge bonus — which is determined by consulting the BONUS MOVEMENT row on the Reference Chart. The other is the point at which the charging unit goes into disorder. Both these distances are calculated and marked, before the charging unit is moved. A veteran or elite unit will go into disorder at half of the charge bonus, while a green unit will go into disorder at half of the total charge distance. (Example: a Battle Line in broken terrain which gives it 4 inches of normal movement and it rolled a "6" for bonus, making a total charge move of 10 inches. A veteran unit goes into disorder at 7 inches; a green unit goes into disorder at 5 inches.)

"It was about six o'clock when the rear of the column was practically up, and General Jackson at last gave the order to Rhodes to move. Immediately a bugle sounded 'Forward' and it was taken up and echoed through the woods by other bugles in every direction." — Gen'l E. P. Alexander

STEP THREE: Defender Rolls One Die to Determine Point of Defensive Volley

After the attacker has plotted his total charge distance and the point at which he goes into disorder the defending infantry or artillery rolls one die to see at which point he fires his defensive volley. Distance is measured from defending unit. If the defender elects to counter-charge, there is no defensive volley.

  • Elites and Veterans measure the rolled distance in 1/2 inches. Elites also get to subtract (-1) from their distance die roll.
  • Green units, however, measure the distance in full inches.
  • If defender is on Conditional Hold, is in disorder, or is forming, ADD (+1) to the distance die roll.
  • If an officer is present or if defender is in works, SUBTRACT (-1) from the distance die roll.
  • Charging unit, since it is abandoning all cover, gets no target-in-cover DRM benefits.

Total distance die roll modifiers limited to either (+1) or (-1). Benefits and penalties are not further cumulative.

Compare the distance the volley is fired with the point at which the attacker goes into disorder. The attacker may be receiving the volley in disorder. If so, defender is entitled to a "target in disorder" (+4) DRM firing benefit. (As printed; the Reference Chart lists Inf Disorder as +3.)

If the distance rolled, with the above modifiers, is greater than the starting distance between the attacker and the defender, the defender is considered to have been surprised or fired high and no losses are inflicted on the attacker. This can happen in woods where the initial distance between opposing units could be small.

For example:

  • If the 12th NC is a green unit and rolled a "6" the volley would be fired at 6 inches, over the heads of the 22nd PA, with no effect. (See diagram; the scan's printed distance in this example is hard to read.)
  • However, if the 12th NC was a veteran, the "6" roll would mean the volley would be fired at 3 inches and the 22nd would receive a normal range volley in good order.
  • If, however, the 12th NC rolled a "2" the volley would have been delivered at 1 inch, in short range, and with the 22nd PA in disorder.

"On reaching a clearing, separated from our left flank by a rail fence, we were saluted with a volley of musketry, which, however, was fired so high that all the bullets went over our heads." — Elisha Hunt Rhodes, 2nd RI

Firing Outside of Visibility

If the roll for "where" defensive fire takes place is outside visibility, then the defensive fire is considered to be Area Fire and is done with one less die.

For example: In the woods, visibility must be rolled before combat between two units, and if the visibility roll was a "3" then any firing beyond that would be Area Fire and would be reduced by one die. So, in this case, if the defensive fire roll was a "4" then a green defender, on HOLD, would roll only two dice for his volley. A veteran or elite unit, however, since their firing distance is calculated in half inches, would still fire a full four dice volley at 2 inches (three dice for hold, plus one for close range).

Countercharge

Occasionally, in lieu of defensive fire, a defending unit will elect to countercharge. The rules, however, are somewhat different for an infantry countercharge and a cavalry countercharge, because for infantry it would not be the normal response, but for mounted cavalry it would be. A unit's ability to effectively countercharge is a function of its troop quality, or tactical competence, and the orders it had been given.

Infantry Countercharge

If charged, a non-charging infantry unit may — depending on its orders — make a countercharge.

  • If marked HOLD — If a visible charge comes within 6 inches a holding infantry unit may countercharge. The holding unit will attempt to beat its BMP with one die — a tactical competence roll — and if it does it may countercharge in order; if not, the countercharge is made in disorder. Officer present helps this roll.
  • If marked MOVE, the infantry may countercharge, but the countercharge is done totally in disorder.
  • Countercharging infantry may roll for charge bonus, but since this is a reactive movement, all charge bonus movement beyond the impact point is lost.
  • If a charging unit is countercharged, the attacker immediately reacts to the countercharging unit and the countercharge now becomes the main target of the charge. If this causes the charging unit to change direction by more than 45 degrees it is thrown into disorder.

Countercharge situation and resolution (example): The 62nd NY, seeing an opportunity, has ordered a charge against the disordered 14th AL. The 7th TN was originally marked HOLD. But, when the 62nd NY comes within 6 inches of the 7th TN, it may try to countercharge, in an attempt to rescue the 14th AL from disaster.

  • The 62nd NY begins the charge process, and rolls for its total charge distance and determines where it goes into disorder.
  • The 14th AL will not have time to form since the 62nd NY charge has started closer than six inches away. It would receive the charge in disorder (+4) and charged while forming (+2). Nevertheless, it does get to roll for the distance of its defensive volley.
  • As soon as the charge comes within 6 inches of the 7th TN it can roll to make its countercharge in good order. Assuming it does, calculate its charge bonus and determine where it would go into disorder.
  • The 62nd NY, seeing the countercharge, changes its charge target to the countercharging 7th TN. Assume the impact point occurs halfway between the two, or at 4 1/2 inches from either.
  • The defensive volley of the 14th AL may not occur, depending on its distance roll. If it was very low, the countercharge of the 7th TN may halt the 62nd NY before it reached the point of defensive fire.
Cavalry Countercharge

If directly charged, non-charging mounted cavalry must attempt to countercharge. But, if not directly charged:

  • If marked HOLD — If a visible charge comes within 12 inches a holding cavalry unit may countercharge. The holding unit will attempt to beat its BMP with one die — a tactical competence roll — and if it does it may countercharge in order. If not, the countercharge is made in disorder. Officer present helps.
  • If marked MOVE — As above, but the charge is made totally in disorder.
  • If marked FORM — As above, but charge is in disorder, with a (+2) impact penalty for charged while forming.
  • Countercharging cavalry rolls for charge bonus with one less dice than charging cavalry, since this is a reactive movement rather than a planned movement. However, unlike infantry, the cavalry countercharge charge bonus movement does carry beyond the point of impact.

STEP FOUR: Impact Dice Down

Calculate Impact Morale

Assuming the charging unit has survived the defensive fire and any resultant morale checks, move it up to the defender and resolve the IMPACT DICE DOWN. Both sides first will calculate their Impact Morale by adding their BMP, any basic morale modifiers, formation impact morale modifiers, and any unique impact morale modifiers:

Impact Morale = BMP + Basic Morale Modifiers + Formation Impact Morale Modifiers + Unique Impact Morale Modifiers

  • BMP: Elites 2, Vets 3, Green 4. (Impact morale benefits could be modified by variable leader quality.)
  • Basic Morale Modifiers: Bde officer present -1; Div officer present -2; Corps officer present -3; Behind cover -1; In woods -1; In hasty works -2; In heavy works -3; Behind friendlies -4; Per stand lost +3; Per arty section lost +3; Bde commander lost +1; Per regt lost of Bde +1; If unit is shaken +2; If unit is routed +4.
  • Formation Impact Morale Modifiers: Inf single line NC; Inf extended line +1; Inf double line -1; Inf attack column -2; Inf skirmish line +6; Inf march column +3; Inf in disorder +4; Cav single line -1; Cav double line -2; Cav skirmish line +5; Cav march column +2; Cav in disorder +3; Cav dismounted +3; Arty supported NC; Arty unsupported +8.
  • Unique Impact Morale Modifiers: Unit is charging -1 (has charge elan); Per Supporting unit: per Inf unit -1, per Cav unit -2; Unit is being charged: on partial flank +3, on full flank +6, on rear +9; Per Supporting unit -1; While forming +2 or On Cond Hold +2.
Resolving the Impact Dice Down

Both sides now roll two dice and ADD their Impact Morale, as calculated above, to it. LOW TOTAL WINS.

  • If Defender wins the Impact Dice Down:
    • The attacker falls back, in disorder, a one die roll, from the point of impact.
    • All supporting units crowd behind the first attacking unit in disorder. In the volley that is about to come the supporting units will all take half the casualties of the lead unit. The lead unit will suffer the (+4) target disordered DRM, but supporting units do not. They simply take half the final losses of the lead unit.
    • Both sides now fire a simultaneous volley, modified for previous fire, movement, or range. This is one of the few times a unit can fire more than once in a turn. The Holding defender gets both his defensive fire and this "end of charge volley". A First Fire unit, also gets a defensive fire, but it would be reduced by one die and its "end of charge volley" would be reduced by two dice, since by then, it would have already fired twice. Attacking cavalry, since it has been halted suffers its full target DRM penalty. Furthermore, since the attacker has fallen back in disorder, any morale check it takes would be done with the (+1) morale point modifier for being hit by fire while in disorder.
  • If Attacker wins the Impact Dice Down:
    • The defender falls back, in disorder, a two dice roll from the point of impact.
      • If in OPEN or BROKEN, measure the roll in inches. (Double inches if cavalry)
      • If in WOODS or ROUGH, measure the roll in half inches. (Half inches also for cavalry)
    • The above roll also determines the morale status of the defeated defender. Modify roll (-1) for elites and (-1) officer present or (+1) for green troops.
      • If 2 through 4, defender is still in good morale.
      • If 5 through 8, defender falls back shaken.
      • If 9 through 11, defender falls back routed. (No further rout movement required)
      • If 12, defender has disintegrated and is picked-up.
    • Attacker then advances his full charge distance.

STEP FIVE: Resolve Melees

  • Almost all melees are assumed to be simultaneous and use four dice. The one exception would be if the attacker fell on the rear of a disengaging unit. In that case, the attacker gets to roll his melee first.
  • All infantry casualties are doubled in melee, cavalry casualties are not.
  • Any unit that "routs" in melee is considered to have surrendered and is "picked up".
  • In the first round of melee, units are considered to be in the formation at impact. However, in any following rounds all participating units are considered to be in disorder.
  • Any unit that "shakes" in a melee does not flee out. Instead, it continues the melee as a "shaken" unit.
  • Any melee is fought until resolution — one side is picked up — and is not carried into the next turn.
  • Supporting units of either the attacker or defender are counted at half for the first round of melee, but can use their full figure count in the second or following rounds. Supporting units are considered to be in disorder for all rounds of melee. Supporting units take melee casualties only if the first unit is wiped out.
  • Any morale checks generated by the melee are resolved before going on to subsequent rounds.
  • Any unit that was in a melee is limited to "Forming" the following turn as it is too fatigued for anything else.

"The line springs, — the crest of the solid ground, with a great roar, heaves forward its maddened load, men, arms, smoke, fire, a fighting mass; it rolls to the wall; flash meets flash; the wall is crossed; a moment ensues of thrusts, yells, blows, shots, and indistinguishable conflicts." — Lt. Frank Haskell, 6th Wisconsin

Melee Modifiers
  • If an attacking unit impacts the defender on flank or rear, the attacker gets the benefit of the infantry fire target DRMs, but only in the first round of melee, as illustrated on the Reference Chart and below:
    • Attacker impacts on partial flank +2 DRM
    • Attacker impacts on full flank +4 DRM
    • Attacker impacts on rear +2 DRM
  • All troop quality DRMs apply for all rounds of Melee.
  • When green troops melee they get a (-1) DRM as firer and a (+1) DRM as target.
  • When elite troops melee they get a (+1) DRM as firer and a (-1) DRM as target.
  • If an officer is present, the one unit he is directly with gains a (+1) DRM as firer in the melee.
  • Artillery melees with each gunner figure equating to one skirmisher — not too effective.
  • It is assumed that cavalry, unless the scenario specifies otherwise, has pistols in addition to their carbines and sabers, and they get an extra +1 DRM in melee. If they have pistols and shotguns, they get an extra +2 DRM.

PHASE SEVEN: Normal Movement

In this phase, all units marked MOVE or FORM that have not had their move compromised by charges, first fires, or untimely morale failures can now move and/or change formation. Each turn represents 20 minutes and all movement involves terrain, existing formation, formation changes, distance, direction and orders given. Both sides move their units simultaneously. If units are in close proximity of each other and could interact with each other, segmented moves — where each side moves a portion of its move before turn resolution — may be in order.

Units marked HOLD that have not yet fired — such as against a charge — may fire at any moving units before, during, or after the opponent's move. Maximum movements are listed on the Reference Chart as shown below:

Movement Rates

InfantryRoadOpenBrokenWoodsRough
Single LineNA6421
Extended LineNA8631
Dble Line, Atk ColNA7522
Skirmish LineNA10743
March Column
Mtd CavalryRoadOpenBrokenWoodsRough
Single LineNA1062NA
Double LineNA1282NA
Skirmish LineNA201242
March Column24161241
Disorder (Officers)
ArtilleryRoadOpenBrokenWoodsRough
Limbered2416121NONE
Unlimbered4211/2NONE

Ground and Movement Scales

The ground scale for JOHNNY REB is one inch equals 50 yards and for 15mm or 20mm use inches as listed above. However, if you are gaming in other scales, it is recommended that special rulers be constructed with the inches marked to correspond to the figure scale that is being used as follows:

  • 30mm — Use 2 inches for movement
  • 25mm — Use 1 1/2 inches for movement
  • 20/22mm — Use 1 1/4 inches for movement
  • 15mm — Use 1 inch for movement
  • 10mm — Use 3/4 inches for movement
  • 5mm — Use 1/2 inches for movement

Movement & Formation Change

  • It costs infantry only one additional inch to cross a linear obstacle such as a fence or wall, 2 extra inches for hasty works, or make the whole move as if it were in broken terrain. Treat heavier works as rough terrain.
  • It costs formed veteran or elite infantry a half turn to change formation, but green infantry takes a full turn.
  • It costs ALL skirmishers or disordered units a full turn to reform.
  • It costs veteran or elite artillery batteries a 1/2 turn to limber and a 1/4 turn to unlimber; greens take twice that.
  • It costs veteran or elite cavalry a 1/2 turn to mount and a 1/4 turn to dismount, but greens take twice that.
In Woods or Rough Terrain
  • Units in woods or rough terrain, regardless of quality, take a full turn to reform, limber, mount or dismount.

Moving Through Units

  • Formed units can move through skirmishers with no movement penalty. Likewise skirmishers can move through formed units with no penalty.
  • If formed or disordered infantry units move through each other, each involved unit must make a tactical competence roll. Roll one die, if the unit rolls higher than his BMP, it does not go into disorder. If it fails, the unit goes into disorder. Officer present helps. Regardless of officer, benefit is limited to (-1) to BMP.
  • If a moving unit is thrown into disorder by passing through another unit, the planned movement can still be completed with no distance subtracted from the intended movement, but it ends the turn in disorder.

Disruptive Movements

  • If artillery moves through a deployed infantry line, there is no disorder roll. But, if the artillery or cavalry dashes up a road through an infantry march column, the involved infantry unit must roll for disorder.
  • Any move that would cause an entire non-skirmishing unit to move more than 45 degrees off its front is considered a disruptive movement and causes that unit to make the entire move in disorder, at the disordered movement rate.

Wheeling Movement

  • Any wheeling movement must be done at the beginning or the end of the turn, not in the middle, and the move is measured along the arc of the wheel. A wheel movement cannot be combined with a charge.
  • Measuring a wheel move is done along the chord of the wheel. A wheel movement cannot be combined with a charge as charges must proceed in a straight line.
  • In making a wheel move, the end stand pivots, but does not move. Wheeling a line can only be done on an end stand, not on a middle stand.

Reversing Movements

  • A single or double line can do an "about face" and march away from the enemy, with their backs to the enemy, at only a one inch extra cost in movement.
  • A single or double line can move backwards, while facing the enemy at half speed.
  • A column, to reverse its direction, must turn from the head of the column and measure the distance from the head of the column. It is not allowed to simply "about face" each stand and head the opposite direction.

Push Move or Quick March

A unit may attempt to move beyond its normal movement by "pushing" the troops, however, they risk disorder. The extra distance — in inches — is equal to the number printed for bonus move, and is a function of terrain. The unit taking the extra inches must make a tactical competence roll by beating his BMP with one die. Officer helps. If it fails to make the roll, it still gets the extra movement, but the effort has thrown the unit into disorder.

Infantry bonus movement: Road 3 Dice, Open 3 Dice, Broken 2 Dice, Woods 1 Dice, Rough 1/2 Die.

For example, this indicates that an infantry unit "pushing" on the road or in open terrain would get an extra 3 inches of movement, or 2 inches in broken, 1 inch in the woods, but only a 1/2 inch in rough terrain.

PHASE EIGHT: Resolve Moving Fires

Fire After Movement

With the completion of movement or formation changes, any non-routing units that have completed their movement or formation changes and have not yet fired may now fire, with the following conditions:

  • If a moving unit fired as part of a charge resolution it may not fire again.
  • If a moving unit advanced into close range of an enemy unit that was on HOLD or FIRST FIRE, the moving unit would have to absorb the fire of the holding unit first. Even if the HOLD or FIRST FIRE unit already fired, it would get to fire again, with two dice, before the moving unit could fire.
  • Moving unit fires with two dice, which would change to three dice in close range, or one dice in long range.
  • Firing procedures and modifiers are identical to any other firings. Any morale checks generated by moving fires are taken and their effects resolved before resolving officer casualties.

"But in every instance the swiftly moving Confederates were upon them, pouring a consuming fire into their half-formed ranks and shivering one command after another in quick succession." — Gen'l J.B. Gordon, CSA

PHASE NINE: Resolve Officer Casualties

After all moving fires are done and all officer movement is finished, roll for each officer to see if he becomes a casualty. The chance of being hit depends on how close he came — any time during the turn — to an enemy unit. Use the closest distance he, or any unit he assisted, came to a non-routing or non-disengaging enemy unit at any time during the turn. Probability is as follows:

  • Beyond 12 inches of the enemy: No roll required
  • Officer or assisted unit came within 12 inches of the enemy: Two Dice, "12" hits
  • Officer or assisted unit came within 2 inches of the enemy: One Die, "6" hits
  • Officer was in a melee: One Die, "5 or 6" hits

While the sight of the officer being hit and falling from his horse is enough to cause a morale check on any unit within six inches that can see the event — a visibility roll may be required here — it does not necessarily mean he was killed. To resolve exactly what has happened to a leader roll one dice, with the following results:

Die RollResult
1Minor wound, no benefits and brigade out of command and control for one turn.
2, 3Serious wound, no benefits and brigade out of command and control for two turns.
4, 5, 6Leader dead. Roll for replacement next turn. Brigade out of command and control until replacement is rolled or division or corps commander takes over.

If a division or corps commander was killed there is no impact on Command & Control, except that his death contributes to the overall command point loss, which if it becomes high enough, can bring the division or corps to a halt. A wounded division or corps commander cannot give benefits or assist a brigade in getting a new leader for one turn if it is a minor wound, or two turns if it is a serious wound.

"A rebel colonel mounted the hill on horseback and shouted three times for his men to retreat. Seven Ohio boys leveled their rifles at him and fired. Horse and rider tumbled back over the hill." — Gen'l James Garfield, USV, and future president

Cavalry

Cavalry Movement

Cavalry, while usually not the arm of decision on the civil war battlefield, still played a vital reconnaissance and raiding role, and could — when the conditions were right — be a potent shock force. All the information regarding cavalry movement and formation can be found on the Reference Chart:

Mtd CavalryRoadOpenBrokenWoodsRoughMeleeFirerTargetMorale
Single LineNA1062NA1X1/2X+2 DRM-1
Double LineNA1282NA2X1/2X+4 DRM-2
Skirmish Line

Mounted cavalry, if charging, has its target DRMs reduced by half. Hence, a charging double line would suffer only a (+2) as opposed to a (+4) DRM.

"A more miserable lot of horses could not be gathered together — some were blind, lame, string-halted, spavined, ring-boned, with heaves and mares with foal. At least a fourth, even if sound, were unfit for cavalry service." — Col. E. Williams, 9th PA Cav

Cavalry Organization

Most cavalry units in JOHNNY REB III are modeled as two or three battalions per regiment with two or three cavalry figures on a stand. A cavalry unit should rarely have more than three figures per stand. Cavalry battalions — historically, a battalion was made up of two or three squadrons — will require two figure sets, one mounted and one dismounted. All dismounted cavalry units fire with a (-2 DRM) to reflect that up to one-fourth of their manpower may be in the rear serving as horseholders.

(Illustration: a two battalion mounting, 1st Bn/4th VA Cavalry and 2nd Bn/4th VA Cavalry, representing the 4th Virginia early in the war when it had about 600 men.)

  • Dismounted Cavalry Line — Stands can be separated by up to one stand's width. Unit fires with a (-2 DRM).
  • Dismounted Cavalry Skirmish Line — Stands can be separated by at least one stand's width and up to two stands width. Moves and fights as infantry skirmishers, except that when firing it has a (-2 DRM) in addition to being halved for skirmishing.

At any one time, a unit can have either its mounted or its dismounted figures on the game table, but not both. For scenic effect a dismounted cavalry unit can be accompanied by a dismounted horse holder stand. The horse holder figure, however, has no effect on the play of the game.

Mounting and Dismounting

Cavalry units spend a portion of their move to mount or dismount. The "spent" fraction of the move used for mounting or dismounting can be taken off either the mounted or the dismounted portion of the move. Any unit can also mount or dismount with a FORM order. Rules for mounting and dismounting are:

  • Veteran and elite cavalry take a half move to mount and a quarter move to dismount.
  • Green cavalry takes twice that — a full turn to mount and a half turn to dismount.
  • When mounting or dismounting, a cavalry unit can go into any formation it wishes.
  • However, mounting or dismounting may not be combined with a charge move.

A veteran or elite cavalry unit could mount — move (albeit, not very far) — and dismount all in the same turn.

Mounted Cavalry Formations

Mounted cavalry formations are similar to infantry formations, with the exception that cavalry battalions do not use extended line or attack column, and mounted skirmishers can be separated by up to three stands width. Formations: Line (up to one stand's width between stands), Double Line, Skirmish Line (mounted skirmishers can be separated by up to three stands width), March Column, Disorder.

"The squadron commander who hesitates to lead his men whenever ordered by his colonel, is a disgrace to his commission; and men who fail or falter in a charge led by their squadron chief, will not be lost sight of in the annals of infamy and disgrace." — Gen'l J.E.B. Stuart, CSA

Cavalry Restrictions

Cavalry, due to its unique nature, operates under a number of restrictions as follows:

  • Skirmishing cavalry, either mounted or dismounted, may not charge.
  • Any mounted cavalry charge through broken, wooded or rough terrain is done ALL in disorder. To do so it must roll higher than its BMP with one dice — officer present helps — or fall into disorder.
  • If a mounted charging cavalry unit crosses a fence or wall, it loses 2 inches and must roll for disorder.
  • Mounted cavalry may not FIRST FIRE and mounted cavalry does not get opening volley benefit. Dismounted does.
  • In Melee, unlike infantry, cavalry losses are not doubled.
  • Only cavalry officers can confer officer benefits for tactical competence or disorder rolls to cavalry units.

Pistols and Shotguns

Cavalry almost always carried pistols in addition to their carbines and sabers. Unless the scenario specifies otherwise, assume cavalry units have pistols, entitling them to an extra (+1) firer DRM in melee. If a unit also has shotguns — not uncommon for some Confederate cavalry — it would get another extra (+1) DRM in melee, for a total of (+2).

Battalion Loss

If a battalion is "picked-up" from the brigade — even though it may not constitute the full regiment — the entire brigade will still suffer the (+1) morale detriment for unit lost beginning next turn. This reflects the often reported tendency for cavalry to break-off an action while casualties were still light.

Cavalry Combat Overview

Mounted cavalry combat frequently evolved into a charge against charge struggle, rather than a discrete attacker and defender situation, which characterized most infantry charges. Cavalry charges closely follow the general charge procedure as outlined in the TURN SEQUENCE section of the rules, and only where the procedure varies for cavalry is it discussed in detail here. Once charges are revealed, they are resolved in the order of the charges closest to the enemy going first. Each charge should be resolved completely before starting the resolution of the other charges.

Since charges are resolved prior to movement, a charge outcome could change or even cancel the activities of other units. Sometimes, a cavalry charge will achieve a breakthrough that forces other, originally non-charged, units to be sucked into the fray which could trigger additional countercharges.

Mounted Charge and Countercharge

If a mounted cavalry unit charges another mounted cavalry unit, the second cavalry unit — if it can — will attempt to countercharge. Also if a charge against another unit comes within 12 inches of a cavalry unit, that cavalry unit may — if it so chooses — attempt to countercharge. To do so, it must pass a tactical competence roll and beat its BMP with one dice. Officer present helps.

  • If the second unit is also marked CHARGE — The two cavalry units meet midway between each other and charge resolution goes directly to DICE DOWN FOR IMPACT. Both sides get normal charge bonus roll.
  • If the second unit was marked HOLD — The second unit rolls one die attempting to "beat" its BMP — officer present helps — and if it does it may counter-charge in good order as if it had been marked charged. If it fails, it still may countercharge, but in disorder. Both sides get normal charge bonus roll.
  • If the second unit was MOVING — It will counter-charge in disorder, with charge bonus.
  • If the second unit was DISENGAGING — It completes its disengage movement. The charging unit then pursues attempting to fall on its rear. If it catches it, the charging unit immediately initiates melee, and gets to melee first. Since this melee is "On Rear" the charging unit gets a (+2) DRM benefit for attacking on rear. Melee casualties, unlike fire casualties are not halved by disengaging. Following the first round of melee, the disengaging unit must take all morale checks with the (+9) charged-on-rear morale modifier. If the unit survives all this, it can turn and melee back in disorder. Should there be a second round of melee, both sides face each other for a simultaneous disordered melee.
  • If the second unit was FORMING — It cannot countercharge but receives the charge in disorder with the added (+2) impact morale detriment for Charged While Forming. However once the melee begins the Charge While Forming morale detriment is no longer used.

Cavalry vs. Cavalry

  1. Charging cavalry unit reveals orders and designates charge target. If multiple units are charging, attacker must clearly designate which units represent the "point" of the attack and which are in "support".
    • CONCEPT OF SUPPORT — For every cavalry unit the charging cavalry unit or the countercharging defender has "in support" they get a "-2" benefit in the DICE DOWN FOR IMPACT.
    • If a "supporting cavalry unit" is countercharged by a defending unit the "support link" is broken and those two opposing units now go against each other in a separate charge sequence.
    • Mounted cavalry may not be used to support infantry in a charge. Dismounted cavalry units could, however, support infantry in a charge with a (+1) impact morale benefit per supporting unit. (As printed; compare the (-1) per infantry unit in support elsewhere.)
  2. Calculate total charge distance, including charge bonuses for all charging and countercharging units. While determining charge distances calculate the exact point where charges go into disorder, taking into account the impact of the revealed unit orders, as outlined above.
  3. Calculate the point of impact — midway between the two charging units — and note that some of the charge participants may be reaching their impact point in disorder.
  4. Move charging and countercharging units into contact and DICE DOWN FOR IMPACT.
  5. Resolve Melees.

Planning a Cavalry Charge

A mixed bag of Federal cavalry is hoping to defeat the 4th North Carolina by crushing one battalion and — with luck — getting a draw against the second.

The plan is:

  • The 1/6th US (BMP=2), an elite unit in double line, will attack the 1/4th NC with the 1/2nd OH (BMP=3) in support.
  • The 2/24th NY will charge the 2/4th NC which will prevent that unit from supporting the 1/4th NC.
  • The Union will mark CHARGE, with the hope that the Rebels will be on HOLD which means they would have to pass a tactical competence roll, or their countercharge would be made in disorder.
  • By setting this attack up in two separate charges, it reduces the impact of the Confederate's level 2 leader as a leader, regardless of quality, can only go in with one charge.

Assuming the attack went as planned — the Confederates were on HOLD — but made all their tactical competence rolls, the DICE DOWN FOR IMPACT would go as follows.

In the first battle:

  • The Union 1/6th US has a BMP of 2, is in double line (-2), has one cavalry unit in support (-2) and has charge elan (-1), for a net Impact Morale of (-3), so in this IMPACT DICE DOWN the Union will subtract 3 from his die roll.
  • The Rebel 1/4th NC has a BMP of 2, has charge elan (-1) and has an officer present (-1) for a total Impact Morale of zero. Hence, in this IMPACT DICE DOWN, the Union maintains its minus 3 edge.

In the second battle:

  • The Union 2/24th NY is a green unit with a BMP of 4, and has charge elan (-1) for a net Impact Morale of (3).
  • The Confederate 2/4th NC is elite with a BMP of 2, is in double line (-2) and also has charge elan (-1) for a net Impact Morale of (-1), so in this IMPACT DICE DOWN the Rebels will have a minus 4 advantage.

However: If either of the Rebel units had not passed their tactical competence roll, their countercharges would have been in disorder which has an Impact Morale detriment of (+3) which would have seriously altered the above calculations.

"It was a thrilling sight to see the dashing horsemen draw their sabers and start for the hill...acres and acres of horsemen sparkling with sabers and dotted with brilliant bits of color where there flags danced above them, hurled against each other at full speed and meeting with a shock that made the earth tremble." — Lt. Col. W. Blackford, 1st VA Cav

Cavalry vs. Infantry

The Federals are hoping by massing two mounted regiments with a good leader participating in the charge they can crack the lone 45th MS (BMP=3). The 12th OH (BMP=3), having the better morale, will spearhead the charge; the 34th NY (BMP=4) is in support, which will give the Federals another (-2) benefit in the IMPACT DICE DOWN. The addition of the Level 1 leader gives the attack another (-1) in the IMPACT DICE DOWN.

In resolving this charge there are a number of important points to keep in mind:

  • When the 45th MS rolls to see where it will fire its defensive volley, it gets a (-1) benefit since it is behind a fence. Also, since it is a veteran unit its roll is calculated in "1/2 inches". So, unless it rolls a "6" it would deliver its volley at close range.
  • On the other hand, a cavalry line usually has to suffer a (+2) target DRM, but since it is charging this is halved to a (+1) DRM.
  • When the 45th MS fires, the supporting 34th NY will take half the casualties of the leading 12th OH.

Assume the defensive fire blows away one stand of the 12th OH, and it passes all its morale checks. This leaves the Union with a net impact morale of "1" as follows: BMP of 3...stand lost (+3)...formation impact morale (-1)...Cavalry unit in support (-2)...Level 1 leader (-1)...Charge elan (-1)...for a net effect Impact Morale "1".

It could be close for the 45th MS. Its MMP for impact would be a BMP of 3...with a (-1) morale modifier for the cover of the fence...but a (+1) impact morale modifier for being in extended line...for a net Impact Morale of "3". This results in an IMPACT DICE DOWN with the Rebels adding (+2) to their roll. Low total wins.

  • If the defending 45th MS wins...
    • Both cavalry units fall back in disorder...one die roll away...lead unit may fire simultaneous two dice volley.
    • The volley of the mounted cavalry is quartered for being in disorder.
    • The volley of the infantry is entitled to a (+5) DRM for disordered cavalry target. Since the charge has been halted the "if charging cavalry" DRM benefit no longer applies.
    • The supporting unit, the 34th NY will take half the casualties of the 12th OH.
  • If a tie...go to Melee...
    • Both formations are 1X for melee, and both will roll 4 dice for melee.
    • In the first round of melee the Federals can count only half of the supporting 34th NY figures.
    • Assuming the Union cavalry had pistols in addition to its carbines it would get a (+1) firer DRM in the melee. They would also get another (+1) for officer present.
    • In the melee, infantry casualties are doubled, but the cavalry is not.
  • If the charging cavalry wins...
    • The defending infantry falls back in disorder. Two dice in Open, Broken; Two dice in Woods; One die in Rough.
    • The defender rolls one die to determine his morale condition. He must beat his BMP with one die — officer present helps — or he is routed. If he succeeds, he falls back shaken.
    • Cavalry moves full charge distance. If it contacts defender go to Melee. If no contact, cavalry may fire but the losing infantry may not.

Obstacles

One of the most common methods of breaking up an enemy charge was with obstacles. By throwing the advancing enemy into disorder and impeding his movement the attacker's vulnerability is increased while his charge impact is decreased. The three most common obstacles were the abatis, the fraise, and the chevaux-de-frise.

Abatis

The abatis was usually a series of trees felled with their branches towards the enemy and sharpened to a sharp cluster of points. To begin building an abatis, the unit first must roll higher than its BMP with one die — a tactical competence roll — and then it can begin to build this turn. Once construction has begun, the rules for abatis are:

  • TO BUILD: An abatis can only be built in a wooded or brushy area where small trees would be available. It takes twice a unit's BMP in consecutive turns to build an abatis equal to its line frontage. During the "construction time" the regiment is considered in disorder and may not engage in any other activity. If it interrupts its construction time to perform other activity, it must restart the consecutive turns.
    • If an engineer or pioneer company is attached then it takes half that time (turns equal the unit's BMP).
    • The presence of an officer does not speed the building, but as noted above, it certainly helps starting it.
  • TO MOVE ACROSS: Consider the abatis to be 1 inch of rough terrain. Or if combining with open terrain movement, crossing the abatis costs an additional 4 inches; if combined with broken or woods it costs 2 inches.
  • TO CHARGE ACROSS: Upon reaching the abatis, the charging unit is immediately thrown into disorder, and must throw one die to see how many inches of movement it loses in crossing it. If the die roll for lost movement is "even" the abatis was destroyed — if it was "odd" then it still is in place to impede other units. Note that if it was not destroyed and if supporting units cross it, they too would have to roll for movement lost — and if that results in them not being able to reach the charge target they are no longer considered "in support".
  • TO DESTROY: It takes a regiment two consecutive turns of disorder to remove it; one turn if engineers attached.
  • EFFECT ON FIRE: No impact on infantry or artillery fire in either direction.

Fraise

The fraise is a series of sharpened, deeply embedded stakes driven into the ground, usually at chest height. Generally, the fraise was part of a formal defense system. To construct a regimental frontage of fraise would take almost a full day or night, even with engineer assistance. Consequently, a fraise would be in place prior to most scenarios.

  • TO MOVE ACROSS: Consider the fraise to be 2 inches of rough terrain. Or if combining with open terrain movement, crossing the abatis [sic — printed "abatis"] costs an additional 6 inches; if combined with broken or woods it costs 4 inches.
  • TO CHARGE ACROSS: Upon reaching the fraise, the charging unit is immediately thrown into disorder, and must throw two dice to see how many inches of movement it loses in crossing it. If the roll for movement "lost" is more "inches" than the unit has left, it may cross the fraise and halts in disorder just the other side of it.
  • TO DESTROY: It takes a regiment three consecutive turns of disorder to remove it; two turns if engineers attached.
  • EFFECT ON FIRE: (-1 DRM) for infantry fire or cannister across it in either direction. But, if a unit is taking cover directly behind the fraise, its outgoing fire would not be affected. No effect on solid shot artillery fire.

Chevaux-de-Frise

The chevaux-de-frise is a light, movable cross patch of sharpened stakes, often designed to be swung aside, enabling a defender to sally forth for a quick counterattack. Chevauxs would take almost a full day or night for a regiment to build and would, almost certainly, be in place prior to most scenarios.

  • TO SWING: Half move per regiment per chevaux. If only partial path cleared, unit proceeds in column or disorder.
  • TO MOVE ACROSS: Treat as abatis if crossing one chevaux, or fraise if crossing two.
  • TO CHARGE ACROSS: Treat as abatis if crossing one chevaux, or fraise if crossing two.
  • TO DESTROY: It takes one turn per regiment to destroy one line — equal to its line frontage — of chevaux.
  • EFFECT ON FIRE: No impact on either infantry or artillery fire.

Fortifications

Fortifications, or works, in Johnny Reb III can be of three different types: hasty, medium, or heavy. Of the three, only hasty works could be built during a scenario. Both medium and heavy works would usually have been built in the days or weeks preceding the battle. Their impact on fire, morale, and movement is summarized below:

Type of WorksFirer DRMsTarget DRMs*Morale ModifierTo BuildTo Move AcrossTo Charge Across
Hasty+1-3-21 or 2 times BMPAs brokenDisordered, lose 1 die
Medium+2-6-31 to 3 daysAs roughDisordered, lose 2 dice
Heavy+2-8-34 to 8 daysAs roughDisordered, lose 2 dice
  • (-1) less if arty fire. To Build: use lower numbers if engineers help.

For further information on the effect of works see page 13: "Fences, Walls and Works".

Hasty Works

Hasty works were usually built with whatever was at hand — fence rails, small logs, rocks, and handfuls of dirt. They confer both firing and protective benefit. If the materials were at hand, experienced troops could usually build usable hasty works in little more than an hour — or less if assisted by an engineer — also known as pioneer — company with its axes, picks, or shovels. To begin building hasty works, the unit first must roll higher than its BMP with one die — a tactical competence roll — and then it can begin to build this turn. If it fails this roll, the unit still spends the turn in disorder. The presence of an officer helps this roll. Once construction has begun, the rules for hasty works are:

  • TO BUILD: Hasty works can only be built along a fence or wall, or in a wooded or brushy area where small trees would be available. It takes twice a unit's BMP in consecutive turns to build hasty works equal to its line frontage. During the "construction time" the regiment is considered in disorder and may not engage in any other activity. If it interrupts its construction time to perform other activity, it must restart the consecutive turns.
    • If an engineer or pioneer company is attached then it takes half that time (turns equal the unit's BMP).
    • The presence of an officer does not speed the building, but as noted above, he certainly helps starting it.
  • TO MOVE ACROSS: Consider hasty works to be 1 inch of broken terrain. Or if combining with other movement crossing hasty works would cost an additional 2 inches.
  • TO CHARGE ACROSS: Upon crossing hasty works, the charging unit is immediately thrown into disorder, and must throw one die to see how many more inches of movement it loses in crossing it. If the die roll for movement lost is greater than the movement the unit has left, the unit stops in disorder just across the works. Note: A charging unit does not automatically go into disorder until it crosses the works, so in the DICE DOWN FOR IMPACT — unless disordered by other events — it is considered to be hitting the works in good order.
  • TO DESTROY: To destroy hasty works takes one full disordered turn with the regiment doing nothing else.
  • TO TURN: To "turn" hasty works — rebuild them so they "face" the opposite direction — takes a unit its BMP's worth of consecutive turns of no other activity. But, before doing this, the unit must pass a tactical competence roll — officer helps — to see if the regiment starts the activity.

Medium and Heavy Works

Medium and heavy works were almost always built up over many days, and so in the time span of the typical Johnny Reb scenario they could not be constructed. Medium and heavy works cannot be destroyed by infantry alone and cannot be turned, as can hasty works. However, a unit — using pieces of captured medium or heavy works — could build hasty works facing the opposite direction. Being in medium or heavy works entitles firer to a (+2) DRM.

  • TO MOVE ACROSS: Consider medium or heavy works to be 1 inch of rough terrain. Or if combining with other movement, crossing medium or heavy works would cost an additional 4 inches.
  • TO CHARGE ACROSS: Upon crossing medium or heavy works, the charging unit is immediately thrown into disorder, and must throw two dice to see how many more inches of movement it loses in crossing it. If the roll for movement lost is greater than the movement the unit has left, the unit stops in disorder just across the works.

A Fortified Area

A fortified area usually consisted of a combination of works and obstacles. Near Cold Harbor, engineers are putting the finishing touches on a line of medium works. Note how the abatis in front has been laid out at about 50 yards in front of the works, almost guaranteeing the defender a close range fire with the attacker in disorder.

"Immediately in our front an abatis had been arranged consisting of limbs and branches interwoven into one another, forming footlocks of the most dangerous character. But there the works were and upon reaching the breastworks, the Confederates had the advantage on us, and made good use of their rifles. Our men went down by the score." — Norton Galloway, 95th PA

Artillery Fire Against Works

Any artillery, if not firing canister, may destroy works while firing at a unit in the works. Use the same roll to resolve both the effect on the target and the effect on the works. To destroy one inch of works, consult the target cover DRM section of the Reference Chart and interpret the numbers as shown below:

  • In hasty works (-3): Against hasty works takes 3 sections rolling 13.
  • In medium works (-6): Against medium works takes 6 sections rolling a 16.
  • In heavy works (-8): Against heavy works takes 8 sections rolling a 18.

DRMs applicable: Battery elite (+1); Arty officer present (+1). Siege guns, with their extra DRMs, particularly for consecutive fire at the same target, have a significantly greater chance of destroying works.

Hidden Movement

Due to the wooded and broken terrain in which many civil war battles were fought, it was very common for the opposing armies to be relatively ignorant of each other's actual position until they were closely engaged. Some generals, like Lee himself, preferred this type of fighting since it could negate, to some degree, the usual Federal superiority in numbers. Johnny Reb III, like its predecessors, simulates this with numbered "pickets" (small soldier figures on stands), to represent the positions of regiments, brigades, batteries — or nothing. A hidden unit — represented by its picket — can be in any formation including attack column or skirmish line.

The front of the soldier indicates the direction the unit is facing and the number corresponds to a unit, such as, "#12 is Kershaw's Brigade" which is recorded on the player's unit roster. The picket indicates the head of a column or the center of a line. Pickets, like regular units, can be given orders to HOLD, MOVE, and so forth. Simply place an order chit on the back of their stand. The one order they cannot be given is a CHARGE order, as charging out of hidden movement is prohibited.

Hidden Movement Rules

  • Each side is allowed two dummy pickets per actual regiment or battery — however, players can still assign one picket to an entire brigade — but not a division — to confuse the enemy as to his overall troop strength. If one picket is being used to represent an entire brigade it is assumed that all the regiments of the brigade are in the same formation and moving at the same speed.
  • A dummy picket should be moved no faster than the skirmish rate for the terrain it is in.
  • Movement of the picket must correspond to the movement rate of the formation of the actual unit, and the terrain the picket would be moving through.

Revealing Pickets

  • The owning player may replace the pickets with the real units at any time. If the picket was used to represent a full brigade then the full brigade, not just part of it, must be put on the gaming table.
  • At any time, a hidden movement picket becomes visible to a real unit the picket must be replaced by the actual unit it represents. If the picket was a dummy and did not represent a real unit, then it is removed.
  • Once revealed a unit cannot go back to hidden movement.
  • If two opposing pickets become visible to each other then each player must declare if their picket is a real unit or not. But, they do not have to reveal the size, the formation, or the type of unit.
    • If both pickets units are "dummies", then remove both picket counters.
    • If both units are real units, both are placed on the table.
    • If one picket is a dummy, and the other is a real unit, the dummy picket is removed and the picket that represents the real unit remains. The "real" picket can continue in hidden movement, and does not have to reveal any further information regarding unit size, type, or formation.
  • If a turn goes by in which pickets would have been visible but neither player called for a visibility check, it is simply assumed that somehow the units did not see each other — and the game goes on.

"We moved slowly, and cautiously, knowing the enemy were close at hand, but whom the density of undergrowth through which we were passing prevented us from seeing." — Corporal Wright, 81st Ohio

15mm Quick Reference Chart

(The tables of this chart repeat the Movement Rates and Combat Effects, Combat Results Table, Ranges, Firer and Target DRMs, Basic Morale Points and Morale Point Modifiers transcribed above.)

Gaming Scales

  • GROUND SCALE — 1 inch equals 50 yards
  • TIME SCALE — 1 turn equals 20 minutes
  • SOLDIER SCALE — 1 figure equals 30 men
  • GUN SCALE — 1 gun equals 1 battery

Movement Scale

  • 25mm — Use 1 1/2 inches for movement
  • 15mm — Use 1 inch for movement
  • 10mm — Use 3/4 inches for movement
  • 5mm — Use 1/2 inches for movement

Turn Sequence

  1. Mark Orders
  2. Routs, Rallies, and Replacements
  3. Reveal Orders
  4. Resolve First Fires
  5. Move Disengaging Units (disengaging units, 1/2 casualties)
  6. Resolve Charges
  7. Perform Normal Movement
  8. Resolve Moving Fires
  9. Resolve Officer Casualties: within 12 inches of enemy - 2 dice, "12" kills; 2 inches of enemy - 1 dice, "6" kills; if in melee - 1 dice, "5 or 6" kills.

Order Definitions

  • Fr - First Fire. Fire before any movement.
  • D - Disengage. Cuts all casualties in half.
  • H - Hold. Unit may fire any time during turn.
  • C - Charge. Charge nearest enemy unit.
  • Arrow - Move. Move this direction.
  • Fm - Change formation. Takes 1/2 move, except green, skirmish or disorder — takes full move.

Unit Organizations

  • INFANTRY REGIMENTS — Four equal sized stands with no more than 5 figures per stand. If regiment is larger than that, use separate battalions.
  • CAVALRY REGIMENT — Four equal sized stands with no more than 3 figures per stand. If regiment is larger than that, use separate battalions.
  • ARTILLERY BATTERY — One gun stand represents one battery. Number of gunners on stand indicates number of sections in the battery.
  • OFFICERS — One mounted officer figure for brigade commander, two for division and three or more for corps.

Formations

  • Infantry: Line — all stands touching. Extended line — up to 1 stand between. Skirmish line — stands separated by one to two stands width between. March column. Double line. Attack column. Disorder.
  • Artillery: one battery; unlimbered artillery and limbered artillery. Two gunners indicate two sections. Takes 1/2 move to limber, 1/4 move to unlimber veteran guns.

Morale (Quick Reference)

When to check morale:

  1. When unit takes its first loss.
  2. "Hit" by arty, sharpshooters, +1 MPM per figure lost.
  3. When unit loses stand or section.
  4. If unit is within 6 inches of routed or destroyed unit, or officer killed.

Effects of morale loss: unit drops one morale level. If a unit goes shaken, unless officer present, fall back 1 die roll. If a unit routs, immediately falls back "Bonus Move" roll.

How to check morale: with 2 dice, unit must roll higher than its Modified Morale Point to pass. If not, unit fails and drops a morale level. If it rolls a 2, it routs. But, if unit rolls a 12, it rallies.

Infantry Charge Procedure

(Same as the "Summarized Charge Resolution Procedure" transcribed under The Turn Sequence.)

  • Artillery And Cavalry
  • Changing Formations
  • Combat Resolution
    • General Procedure
  • Infantry Fire
    • Infantry Firing Procedure
    • Casualties
    • Primary Fire Zones
    • Infantry Enfilade or Flank Fire
    • Fire Against Disorder
    • Refusing End Stands
    • Variable Visibility, Area Fire, Blind Fire
    • Out of Ammo
    • Fire Penetration
    • Fences, Walls, and Works
  • Special Units, Weapons and Tactics
    • Sharpshooters
    • Breechloaders and Repeaters
    • Laying Prone
    • Reserve Companies
    • Regimental Skirmishers
    • Brigade Column
    • Forming Square
  • Spiked Guns, Abandoned Guns, Remanning Guns
  • Artillery Ammunition
  • Uncommon Field Artillery
  • Siege Guns
  • Fortress Guns
  • Artillery Fire Against Works
  • Artillery Enfilades
    • Artillery Enfilading Infantry
    • Artillery Enfilading Artillery
    • Infantry Enfilading Artillery
  • Additional Fires
    • Procedure for Additional Fires
    • Example of an Additional Fire by a Holding Unit
  • When an Infantry Unit Goes Shaken
  • When an Artillery Battery Goes Shaken
  • When a Cavalry Unit Goes Shaken
  • When a Unit Routs...It May Pickup
  • Overall Impact of Routed
  • Morale Point Summaries
    • Calculating the Modified Morale Point (MMP)
    • Calculating the Impact Morale Point
  • PHASE TWO: Routs, Rallies, and Replacements
    • FIRST: Move Routed Units
    • SECOND: Attempt to Rally Shaken or Routed Units
      • Behind Friendlies, Zone of Protection
      • Behind Cover
      • If a Shaken Unit Rallies
      • If a Routed Unit Rallies
      • If a Shaken Unit Fails to Rally
      • If a Routed Unit Fails to Rally
    • THIRD: Attempt to Replace Lost Horses, Ammunition, and Leaders
  • PHASE THREE: Reveal Orders
    • Reveal Orders
    • Declare Charges
    • Conditional Hold
    • Forced Conditional Hold
    • Sequence of Turn Resolution
  • PHASE FOUR: Resolve First Fires
    • Procedure
    • Possible Additional Fires
      • Example of Additional Fires by a First Fire Unit
  • PHASE FIVE: Move Disengaging Units
    • Procedure
    • Benefits
    • Penalties
  • PHASE SIX: Resolve Charges
    • Charge Resolution Overview
    • Coordinated & Uncoordinated Charges
    • Example of Mixed Charges... Rebels Hoping to Get Lucky
    • Resolving the Coordinated Infantry Charge
    • Supporting Regiments in the Attack
    • Charged While Forming
    • Defending Against the Charge
  • Resolving Charges
    • STEP ONE: Charging Unit Reveals Orders and Designates Charge Target
      • Attempting to Halt
    • STEP TWO: Roll for Charge Bonus and Calculate Point of Charge Disorder
    • STEP THREE: Defender Rolls One Die to Determine Point of Defensive Volley
      • Firing Outside of Visibility
    • Countercharge
      • Infantry Countercharge
      • Cavalry Countercharge
    • STEP FOUR: Impact Dice Down
      • Calculate Impact Morale
      • Resolving the Impact Dice Down
    • STEP FIVE: Resolve Melees
      • Melee Modifiers
  • PHASE SEVEN: Normal Movement
    • Ground and Movement Scales
    • Movement & Formation Change
      • In Woods or Rough Terrain
    • Moving Through Units
    • Disruptive Movements
    • Wheeling Movement
    • Reversing Movements
    • Push Move or Quick March
  • PHASE EIGHT: Resolve Moving Fires
    • Fire After Movement
  • PHASE NINE: Resolve Officer Casualties
  • NA
    7
    5
    2
    2
    2X
    1st Rank
    +1, +2 DRM
    -1, -2
    Skirmish LineNA107431/2X1/2X1/2 loss+6
    March Column181410421/2X1/4X+3 DRM+3
    Disorder754321X1/2X+3 DRM+4
    Routed Units22181253SRNDRNONEDISNGESRNDR
    Bonus Movement3 Dice3 Dice2 Dice1 Dice1/2 DieNANADISNGENA
    2
    2
    3
    3
    4
    5
    5
    6
    8
    9
    11
    13
    15
    18
    21
    24
    24 [14]-MC1*1*1122233445678911131518
    20 [12]--MC1*1*11222334456789111315
    16 [10]---MC1*1*112223344567891112
    14 [8]----MC1*1*1122233445678911
    12 [6]-----MC1*1*11222334455679
    10 [4]------MC1*1*1112233445567
    8 [3]-------MC1*1*111222334455
    6 [2]--------MC1*1*11122223344
    4---------MC1*1*1112222233
    3 [1]----------MC1*1*111122223
    2-----------MC1*1*11112222
    Behind stone wall-2
    In woods-2
    In hasty works-3
    In medium works-6
    In heavy works-8
  • Note any "Special Results"

    • MC. If firer was sharpshooters, no casualties but target must check morale.
    • 1* - Possible casualty, roll one dice, if roll is high (4,5, or 6) score one figure or section killed. If firer was sharpshooter, target checks morale.
  • Modify final results

    • If target is skirmishing, casualties are halved.
    • If target is disengaging, casualties are halved.
    • If fraction, roll one die, high (4,5, or 6) kills.
    • MC - No casualties, but target must check morale.
    • 1* - Possible casualty, roll one die, if roll is high (4,5, or 6) score one figure or section killed. Even if no kill, target must check morale.
  • Modify final results

    • If target is skirmishing, casualties are halved.
    • If target is disengaging, casualties are halved.
    • If fraction, roll one die, high (4,5,or 6) kills.
  • 2
    18
    44
    Heavy Guns
    24# James Rifle (+1 DRM)31636
    32# Howitzer (+2 DRM)41030
    12# Gun, Model 18412822
    5
    27
    54
    300# Parrot Rfl (+7 DRM)63060
    80# Whitworth (+5 DRM)63876
    Mixed Ft Guns (+5 DRM)52244
    No new leader, unit remains leaderless
    Unit attempted to halt charge prior to end of charge bonusFails to halt, charge carries through
    +1
    If unit is shaken+2
    If unit is routed+4
    If unit is charging (often referred to as "Charge Elan")-1
    Cav dismounted+3
    Arty supportedNC
    Arty unsupported+8
  • If in OPEN or BROKEN, count the roll in inches. (double inches if cavalry)
  • If in WOODS or ROUGH, count the roll in half inches. (no change for cavalry)
  • The above roll also determines the morale status of the defender. Modify roll (-1) for elites and (-1) officer present or (+1) for green troops.
    • If 2 through 4, defender is in good morale.
    • If 5 through 8, defender is shaken.
    • If 9 through 11, defender is routed. (No further rout move required)
    • If 12, defender disintegrated and is removed — (picked up)
  • Move attacker the full extent of his move, or until he contacts defender.
    • If attacker contacts defender go to melee.
    • If attacker does not contact defender both sides fire a simultaneous "end-of-charge" volley.
  • Units in defensive support are also assumed to have been defeated. But each one of them must roll individually — per the above mechanics — to see what happened to them.
  • If the Impact Dice Down is a tie: Go directly to melee. Supporting units counted at half in first round; but full for following rounds.
  • Resolve Melees.
    • If attacker contacts the defender, go immediately to melee.
    • If attacker does not contact defender, both sides now fire a simultaneous "end-of-charge" volley, modified for previous fire, range, and movement. Note that both attacker and defender have moved.
  • If the dice down is a tie go to Melee.
  • 18
    14
    10
    4
    2
    Disorder75432
    Routed Units22181253
    Bonus Movement3 Dice3 Dice2 Dice1 Dice1/2 Die
    16
    12
    8
    3
    1
    Routed Units26181242
    Bonus Movement4 Dice4 Dice3 Dice1 Die1/2 Die
    Dismtd CavalryNA8541
    NA
    20
    12
    4
    2
    1/2X
    1/4X
    1/2 loss
    +5
    March Column241612411X1/4X+4 DRM+2
    Disorder (Officers)16128311X1/4X+6 DRM+3
    Routed Units26181242SRNDRNADISNGESRNDR
    Bonus Movement4 Dice4 Dice3 Dice1 Die1/2 DieNANADISNGENA
    Dismtd CavalryNA85411X-2 DRM-2 DRM+3