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Johnny Reb 3 AWI VARIANT

Inspired by Lee Barnes’ “JRIII – Horse & Musket”

Clip art by The Minuteman Printshop

Note

This AWI variant of John Hill’s “Johnny Reb III” miniature wargaming rules was developed by the Johnny Reb Gaming Society wit h
the permission of Mr. Hill. With the following exceptions and certain changes in the charts, all normal JRIII rules apply.

Movement Restrictions

 Formation Change:
Trained (Guard, Elite, Veteran) troops marked "FM" can change formation and then move half, or move half and then
change formation. Other troops take all of the entire movement to " FM" and may NOT move.
 Front-to-Flank:
Trained troops (except Militia and all cavalry) can move Front-to-Flank at a cost of 2"; all other troops and Militia cost 3".
Only ONE Front-to-Flank move is allowed per unit per game turn.
 Oblique Movement:
Trained troops can move obliquely up to 45 . All others can only move straight or wheel without going into disorder.
 Move to rear:
Cavalry takes 2x movement to move backwards and end facing front, but normal movement if ending facing the rear.
Infantry costs 2x movement to move backwards (regardless of facing at the end of movement).
 Charge bonus movement:
Trained Guard, Elite, Veteran troops go into disorder at half of the charge bonus move. Militia may only charge (in disorder)
if accompanied by a leader. All other charging units go into disorder at half of their total movement.

Artillery Movement & Fire

1. Only light guns may fire (at half strength) on the turn that they unlimber.
2. Light guns may move by prolonge or pivot and then fire (at half strength).
3. Medium guns that pivot over 45 or move cannot fire. If they pivot < 45 , they may fire at half strength.
4. Heavy field guns that move or pivot cannot fire until the next game turn, even if charged.
5. Howitzers can move or pivot and then fire (at half strength).
6. Gunners can disengage, but guns and limbers cannot. Routing crews abandon their guns.

Zachary Small (Order #27884672)


Woodland Indians

1. Indians may never change formation – they are always in skirmish order. However, they fire and melee at full effect (the
number of figures is not rounded down). They take casualties are half effect
2. Indians run away and leave the board if they take any casualties from artillery fire. Units that see them leave must take a
morale check.
3. Routed Indians may not be rallied unless they have a leader present. They have quit the fight and will move off the table.
Units within 6” of their path must check morale.
4. If the Indian leader is killed or mortally wounded, the war band will move toward the rear and eventually off the table.
5. Indians are average troops. If they are facing militia, the militia must pass a morale check every turn while within 6” of a
visible band of Indians.

Zachary Small (Order #27884672)


Combat Results Table
Die> 1 2 3 4 5 6 7 8 9 10 11 12 13 14 151 17 18 19 20 22 24
6
# 32 M 1* 1* 1* 1 1 2 2 2 3 3 4 5 5 6 8 9 11 13 15 18 21 X A
24 M 1* 1* 1* 1 1 2 2 2 3 3 4 4 5 6 7 8 9 11 13 15 16 R
F 20 M 1* 1* 1* 1 1 2 2 2 3 3 4 4 5 6 7 8 9 11 13 14 T
I 16 M 1* 1* 1* 1 1 2 2 2 3 3 4 4 5 6 7 8 9 11 12
G 14 M 1* 1* 1* 1 1 2 2 2 3 3 4 4 5 6 7 8 9 10 S
U 12 M 1* 1* 1* 1 1 2 2 2 3 3 4 4 5 5 6 7 8 E
R 10 M 1* 1* 1* 1 1 1 2 2 3 3 4 4 5 5 6 6 C
Roll all 6’s;
E 8 M 1* 1* 1* 1 1 1 2 2 2 3 3 4 4 5 4 T
out of ammo
S 6 M 1* 1* 1* 1 1 1 2 2 2 2 3 3 4 3 I
4 M 1* 1* 1* 1 1 1 2 2 2 2 2 3 2 O
3 M 1* 1* 1* 1 1 1 1 2 2 2 2 N
2 M 1* 1* 1* 1 1 1 1 2 2 2 1 S
M - If firer is ART, target checks morale 1* - Possible; kill on 4, 5, 6; if ART fire misses, check morale
Small Arms RANGES DRM Close Normal Long
Turn Sequen ce
Flintlock SB Muskets -1 1 2 4
1. MARK ORDERS
Flintlock Carbines -1 1 2 3
2. ROUTS , RALLIES , REPLACEMENTS
Flintlock Rifles -1 2 4 8
3. OFFICER CAS UALTIES
Artillery RANGES Dbl Can Cnnstr Normal Long 4. REVEAL ORDERS
# dice +3 dice +2 dice -1 die 5. FIRS T FIRES
Coehorn mortars 2 NA NA 4 8 6. MOVE DIS ENGAGING UNITS
Light guns 2 2 4 8 12 7. CHARGES
Medium guns 3 3 6 14 18 8. MOVEMENT
Heavy guns 4 4 6 18 24 9. MOVING FIRES
Howitzers 3 NA 3 6 10
Firin g Dice Dice M odifiers Form ation In fan try Ca va lr y

First Fire FR 3 Dice


Long range -1 Die Melee Firer Melee Firer
Hold H 3 Dice
Shaken -1 Die S ingle line 1x 1x 1x ½x
Unit moved or formed / FM 2 Dice
Area fire -1 Die Double line 1x 1st rank 2x ½x
Battery pivoted >45 2 Dice
Blind fire -2 Dice S kirmish line ½ x ½x ½x ¼x
Battery moved or unlimbered 2 Dice
Short range +1 Die Column ½x ¼x 1x ¼x
ART firing cannister +2 Dice Disorder 1x ½x 1x ¼x
Conditional Hold CH -1 Die ART firing double cannister +3 Dice Routed S rndr None S rndr None
Firer DR M Target DR M Cover DR M
Officer within 1” +1 INF Extended line -1 CAV Single line +2 / +1C CAV, INF &
Opening volley +2 INF Double line +1 CAV Double line +4 / +2C ART CNSTR ART SHOT
First Fire ‘FR’ +1 INF March column +3 CAV Column +4 / +2C Wood fence / building -1 0
Elite +1 INF Attack column +2 CAV Disorder +6 / +3C Stone wall / building -2 -1
Guard +1 INF Disorder +3 CAV Dismounted -2 / NA Woods -2 -1
Green / Militia -1 INF Uphill -1 C= Light works -3 -2
Charge
Light Works +1 Prone -4 Medium works -6 -5
Med. / Hvy. works +2 Limbered ART +3 INF/CAV Heavy works -8 -7
Extended line -1 Unlimbered ART -3 ART Cnnstr Shell Charging units do not get Cover
DRMs
CAV Dismounted -2 Uphill ART -1 Partl flank +2 +3
INF vs INF Square +4 Green / Militia +1 Full flank +4 +6
Art vs INF Square +6 Elite / Guard -1 On rear +2 +3

M elee Dice M odifiers M elee Com bat DR M s


st
Any unit in melee: 4 Dice Stationary CAV (1 round only) -2 INF behind linear obstacle +1
All INF casualties are doubled CAV charging with lances (1 st) +1 INF without bayonets -1
CAV charging downhill (1 st rd.) -2 INF in light works / building +2
Unit is charging +1 INF in heavy works +3
Medium CAV vs Light CAV +1 Die Hit on rear (1 st round only) -3 Elite / Guard +1
Indians +2 Green / Militia -1
Zachary Small (Order #27884672)
Infantry mo ve me nt R o ad Ope n B ro ke n W o o ds R o ug h M e le e F ire r Targ e t

S ingle line NA 6 4 2 1 1x 1x 1x
Extended line NA 8 6 3 1 1x -1 DRM -1 DRM
Double line/Attack column NA 7 5 2 2 2x 1st Rank +1 / +2 DRM
S kirmish NA 10 7 4 3 ½x ½x ½ loss
Column 18 14 10 4 2 ½x ¼x +3 DRM
Disordered 7 5 4 3 2 1x ½x +3 DRM
Routed 22 18 12 5 3 S urrender None ½ loss
Bonus Movement (# of dice) 3D 3D 2D 1D ½D Disengage
Cavalry M o ve me nt R o ad Ope n B ro ke n W o o ds R o ug h M e le e F ire r Targ e t
Lig h t / M e dium L/M L/M L/M L/M L/M
S ingle line NA 10 / 8 6/5 2 NA 1x ½x +2 DRM
Double line NA 12 / 10 8/6 2 NA 2x ½x +4 DRM
S kirmish NA 20 / 18 12 / 8 4 2 ½x ¼x ½ Loss
Column 24 / 22 16 / 14 12 / 9 4 1 1x ¼x +3 DRM
Disordered 16 / 14 12 / 10 8/6 3 1 1x ¼x +4 DRM
Routed 26 / 24 18 / 15 12 / 10 4 2 S urrender None Disengage
Bonus Movement (# dice) 4 4 3 2/1 ½
Dismounted NA 8 5 4 1 1x -2 DRM -2 DRM
A rtille ry M o ve me nt R o ad Ope n B ro ke n W o o ds R o ug h Limbe r Unlimbe r Office rs
Light guns (limb. / unlimb.) 20 / 6 12 / 6 5/3 2/2 2/2 Half turn Half turn; may fire Open 24
Medium guns 16 / 2 8/2 3/2 NA 1/0 Full turn Full turn Broken 12
Heavy guns 12 / 1 6/1 2/1 NA NA 2 turns Full turn Woods 6
Howitzers 16 / 3 8/3 3/2 NA NA Half turn Half turn Rough 6
Basic M orale Poin t BM P F o rmatio n U n ique Im pact
Guard, Elite, Vet, Green, Militia 1,2,3,4,5 Impact
M o rale M o difie rs M orale M odifiers
Morale Point Modifiers MPM INF single line 0 INF per supported flank / rear by INF -1
Officer rating -1, -2,-3 INF extended line +1 INF one supported flank (by terrain) -1
Charging -1 INF double line -1 CAV per mounted unit in support -2
Behind cover or in woods -1 INF attack column -2 Charged on:
Light works -2 INF skirmish line +6 Partial flank +3
Medium / Heavy works -3 INF march column +3 Full flank +6
Behind friendly units -4 INF disorder +4 Rear +9
Per stand or section lost +3 INF square vs. charging INF -2 Forming +2
If brigade commander lost +1 CAV single line -1 Conditional Hold +2
Per regiment of same brigade lost +1 CAV double line -2
S haken +2 CAV skirmish line +5 W h e n to Ch e ck M o rale
Routed +4 CAV march column +2 1. First casualty
Hit by fire on: CAV disorder +3 2. Hit by ART. (+1 MPM per hit)
Partial flank +2 CAV dismounted +3 3. S tand or section loss
Full flank +4 CAV vs. INF in square +4 4. Within 6” of routed or destroyed unit
Rear +6 ART supported 0 5. Within 6” of officer hit
Disorder +1 ART unsupported +8 “2” -automatic rout “12” - automatic rally
Charge Procedure Officer Casualties
1.Charging unit reveals orders and designates charge target.
Charge must be against closest enemy. If >45 , charge is made in disorder. 6” of enemy – 2D6, “12” hits
2. Roll for charge bonus and calculate at which point the charge goes into disorder. 2” of enemy - 1D6, “6” hits
Charger disordered at ½ of bonus for Guard/Elite/Vet; ½ full charge for green, militia Melee – 1D6, “5 or 6” hits
3. Roll 1D6 for point of defensive volley. Halt charge at that point. Resolve volley.
Guard, Elite, Veteran - use ½ inches for distance. Green / Militia - use full inches. ROLL 1D6 FOR RESULTS
4. Dice down for Impact. Low total wins. If tie, then melee 1 Minor wound, no benefits 1 turn
Both attacker and defender calculate Impact Morale by adding 2D6 to their 2, 3 Serious wound, no benefits 2 turns
BMP, MPM, Formation Impact and Unique Impact Morale Modifiers. 4, 5, 6 Dead / dying, remove from play
5. If defender wins – attacker falls back in disorder 1D6 from the attacker.
Both sides now fire a simultaneous end of charge volley.
6. If attacker wins –defender falls back in disorder 2D6 from the attacker.
If above roll is (2-4) good morale, (5-8) shaken, (9-11) routed, (12) picked up.
(-1 officer present, -1 Guard / Elite, +1 Green, +2 Militia)
7. Move units. If they end the turn in contact, then melee.
Supporting units count as half in 1st round of melee; continuing rounds count as full. Johnny Reb III
Zachary Small (Order #27884672) If a unit routs in a melee, it surrenders and is removed.
variant

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