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Johnay Reb If Design Game Research and Design Historical Consultants Game Developers Playtestors Credits . John Fill Dean West, Bob Hoy, Dana Lombardy Steve St Clair, Bernie Kempinski Carl Nardei, Bruce Weigle, David Bowanko, Dale Johnson, Pat Lebeau, Jim Mitchell, Joe Burgess, John Brown, Dave Brown, Doug Kline, Jim Dunnam, Dave Babb, Steve Straub, Norris Darrall, Duke Seifried James Moffat, Tom Dye, Jim Baker, Gary Charbonneau, Scott Gore Johnny Reb IIL Copyright © 1996 by John Hill All rights reserved Printed in the USA. No part of this book may be reproduced many form, except for bret reviews without the written consent of author. ‘The Johnny Reb Game Company 7599 Christand Cove Falls Church, VA, 22042 Hilljhn @ AOL.COM Table of Contents Setting the Stage Artillery Time And Distance 1 Astillery Movement Rules 7 ‘What is Need to Play 1 Artillery Battalion Morale Rules 7 Modeling the Terrain 1 Astillery Fire 18 Mounting The Miniatures Artillery Firing Procedure 18 Officer Scale and Mounting 2 Firer and Target DRMs 18 Infantcy Scale and Mounting 2 Cons Restitious 4 Anillery Scale and Mountin 3 Cavalry Seale and Mounting 3 ~Artillery in the Woods, a - Firing Over Friendly Troops 20 Introduction to the Rules Tes Lass 0 Rule Organization 4 Prolonge Movement 21 ‘The Reference Charts 4 Artillery Fire Against Buildings 24 ‘The Rules Presentation 4 Disengaging Gunners 1 Infantry Spiking, Abandoning and Remanning 21 Formations & Movement 5 Anillery Ammunition 21 Bonus Movement 5 ‘Uncommon Field Artillery n Push Move or Quick March 5 Siege Guns 22 Officer Movement 3 Fortress Guns 2 Formation Descriptions 6 Artillery Fire Against Works 2 Single Line & Extended Line 6 Artillery Enfilades 2B Double Line & Attack Column 6 Anillery Enfilading Infantry 23 ‘Skirmish Line 7 Avtillery Enfilading Artillery 2B March Column 7 Infantry Enfilading Artillery 2B Disorder 7 Additional Fires 24 Moving And Forming 8 Procedure for Additional Fires a ‘General Movement Rules 8 Additional Fire by Holding Unit 2 Antillery And Cavalry 8 (Changing Formations 8 Combat Resolution 9 General Procedure 9 Infantry Fire 10 Infantry Firing Procedure 10 Firer and Target DRMs 10 Casualties u Primary Fire Zones un Infantry Enfilade or Flank Fire ul Fire Against Disorder 12 Refusing End Stands 12 Variable Visibility, Area Fire 12 Out of Ammo 2 Fire Penetration B Fences, Walls, and Works B Special Units, Weapons, and Tactics 14 ‘Sharpshooters 14 Breechloaders and Repeaters. + 14 Laying Prone 14 Reserve Companies Is Regimental Skirmishers Is Brigade Column 16 Forming Square Table of Contents Morale ‘The Turn Sequence Morale Overview 25 ‘A Tur Overview 33 Good Morale 25 PHASE ONE: Mark Orders 33 Shaken Morale 25 Illegal Orders 33 Routed 28 (Onder Definition and Effect 34 When To Check Morale 25 Pesriins 34 Pine ieneRin om Paitin : DISENGAGE 34 BMP and Tactical Competence 26 fon - Instant Rallies, Instant Routs n 3 ‘Multiple Morale Checks 7 Move 34 Effects of Morale Loss 28 ForM 34 ‘Overall Impact of Shaken 28 CONDITIONAL HOLD 34 ‘When an Infantry Unit Goes Shaken 28 CuiaRce 35 ‘When an Artillery Unit Goes Shaken 28 Charge Overview 35 When a Cavalry Unit Goes Shaken 28 ‘Summarized Charge Resolution 35 ‘When a Unit Routs...JtMay Pickup 28 PHASE TWO: Routs, Rallies, Replace 36 Overall Impact of Routed 28 FIRST: Move Routed Units 36 Morale Point Summaries 29 SECOND: Attempt to Rally 36 Calculating the Modified Morale Point 29 Behind Friendlies 36 Calculating the Impact Morale Point. 29 Zone of Piciesison: 6 Behind Cover 37 Command & Control Ifa Unit Rallies 37 ‘Command Radius 30 Ifa Unit Fails to Rally 37 Variable Leader Quality 30 ‘TuueD: Attempt Replacements 37 Division and Corps Command 31 PHASE THREE: Reveal Orders 38 Aillery Leaders 31 Reveal Orders 38 Replacing Leaders 31 Declare Charges 38 Optional Leadership Rules 31 Conditional Hold 38 Self-Activation 31 Forced Conditional Hold 38 Order Limitations 31 Sequence of Tum Resolution 38 Leading the Charge 31 PHASE FOUR: Resolve First Fires 39 ‘Command Levels 32 Procedure 39 Impact of Replacement Leaders 32 Possible Additional Fires 39 Additional Fire by First Fire Unit 39 PHASE FIVE: Move Disengaging Units 40 Procedure 40 Benefits 40 Penalties 40 , PHASE SIX: Resolve Charges 41 a ‘Charge Resolution Overview 41 Coordinated & Uncoordinated Charges 42 Example of Mixed Charges 42 Resolving the Coordinated Charge 43 Supporting Regiments in the Attack 44 If Marked Form 44 If Not Marked Form 44 i ‘Charged While Forming “4 & Defending Against the Charge 45 Table of Contents Resolving Charges Obstacles ‘STEP ONE: Designate Charge Target 46 Abatis 59 Attempting to Halt 46 Fraise 59 ‘STEP TWO: Roll for Charge Bonus 46 ‘Chevaux-de-Frise 59 STEP THREE: Roll for Defensive Volley 47 Fortificat Firing Outside of Visibil 47 Coc oa ° Infantry Countercharge 48 AFoninel Ate & Cavalry Countercharge 48 Aatllery Fire Against Works 61 STEP FOUR: Dice Down For Impact. 49 Calculate Impact Morale 49 Hidden Movement Resolving The Impact Dice Down 49 Hidden Movernent Rules a ‘STEP FIVE: Resolve Melees 50 Revealing Pickets 2 Melee Modifiers 50 PHASE SEVEN: Normal Movement 51 Ground and Movement Scales 5 ‘What Was tReally Like s Movement & Formation Change 51 Index In Woods or Rough Terrain 51 Moving Through Units 52 Disruptive Movements 52 Wheeling Movement 52 Reversing Movements 52 Push Move or Quick March 2 PHASE EIGHT: Resolving Moving Fires 53 Fire After Movement 53 PHASE NINE: Resolve Officer Casualties 53 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 54 54 55 55 55 55 55 56 56 56 7 58. Vili Johnny Reb 12 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 HI 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, a normal rifle-musket range of 200 yards is 4 inches, and maximum effective rifle-musket range would be 600 yards ar 12 inches, ‘The given movement distances and ranges of Johnny Reb HL 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 SCALE __ CONVERT INCHES TO__ GROUND SCALE 25mm figures 1% inches for movement 1% inches equals $0 yards 20mm or 22mm figures 114 inches for movement 1% inches equal $0 yards 15mm figures I inch for movement 1 inch equals 50 yards 10mm figures % inches for movernent 2% inches equals 50 yards ‘Smm figures inches for movement ¥ inches equals 50 yards WHATIS NEEDED TO PLAY To play Johnny Reb IIL you will need a numberof 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 use. One Reference Chart- Four are included withthe game, and more can be ordered About 4 to 6 six sided dice. For all de rolls, Johnny Reb II uses variable numbers of six sided dice. ‘+ Order counters or “chis” 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 Johny Reb IIL 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. ‘Commercial fences, walls and buildings. Miniature tees represent woods ~ mix in some small socks for tough terain. A thin green carpet draped over books or rounded Styrofoam blocks makes a quick and reaiti gaming service. ——_ ‘Thin, translucent plastic makes _ good rivers, ereeks, und ponds, Scattered clumps of lichen can be used to represent brush, light woods or ther broken terran, Masking tape ean be used for roads and trails Page 1 Johnny Reb I 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‘“I" benefit, a divisional leader gives a "2", and a corps commander confers a “3”. Brigade Officer Division Officer INFANTRY SCALE AND MOUNTING Corps Officer ‘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% inches, and a corps or army commander's about 2 inches, 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 1Smm regiment is illustrated below: 150 t0 200 yards + tod 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 stands width of 7/8” yields a . + historical average. However, some variance from these 480 man regiment 4 310 inches —¥ 360 man regiment «>| 3/4 inch, hiyoehpobnoely 420 man regiment 1" Battalion 25mm stand 10mm_ stand oop >. Cbbpieploohd diode 2" Battalion stand sizes would not be unrealistic and will not impact the play of the game. 15 mm 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, them a larger one, then a smaller one, and so on. 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. 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. Page 2 ‘ARTILLERY SCALE AND MOUNTING Antillery 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 (0 regulations, when a six. gun battery deployed its 3 seetions 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 ilustrated below: 50 yards 80 yards eat le > Regulation depth |, tine J [limi Organ tier However, limbers UNLIMBERED BATTERY I ae ee =) a often sent further Sein Son (aeons Barreny ny ey For 25mm, a deployed battery would be Select limber sizes based on figure castings available about 1% inch square, depending on figures. — some horses are bigger than others — so scale the limber stand in proportion to the deployed battery. When limbered the gun should fit behind it For 10mm, a deployed battery would be about % inch square, depending on figures. 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. Below are (wo typical 15mm cavalry battalions or small regiments. 4 200 to 250 yards » « 150 10200 yards 4 4104 einehes 3104 inches ‘te worele ava) " 240 man battalion oa soeoeoeee For 25mm, a three horse stand would be about 14 inch %inch inches wide and about 2 inches deep. For 10mm, a three horse stand would be about % inch Wis ei Gomi he ‘mounted cavalry regiment akes up three times the space ax an infamy regiment” Lt. Col. W.W.Blackford, CSA Page 3 Johnny Reb 11 Introduction to The Rules Rule Organization ‘The rules are organized into six major sections: Infuntry, 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 Antillery ~ 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 itis. 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 oF two pages of each section are presented as an overview of the whole section and for experienced players of Johnny Reb can serve asa 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 om the ‘material being discussed. In some respects, consistency was sacrificed for clarity and completeness, and, hopefully, it hhas 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 rue. Finally ~ a bit of whimsy — in honor of those brave men that fought the war. How would they have reacted, if they had to fight the war with these rules? In select places, I have admittedly put words in their mouths, but the only disrespect intended is towards myself, as daring to presume I can attempt to recreate, in even a small way, the trials and horrors they endured in bringing America’s most bloody conflict to an end. “You mean I gotta buy the damn game before I have to suffer through it. swear, these game suilers are getting like trench rats totally out of control!” Page 4 Johnoy Reb It 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 delt with in greater detail in their own rule sections. INFANI ROAD en NA NC NA Toa NA [42 DRM NA 13 oss M. +3DRM bIsoRDeR DRM” [-RouTED units DIsNGz BONUS MOVEMENT DISNGE Number of inches of “push” move or “quick march” over the specified terrain. 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 Maximum movement, in inches, 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 - Eire Factor Multiple (FFM) for formation in Melee. ‘+ FIRER - FFM, DRM or other restrictions for formation as fier. ‘+ TARGET - FFM, DRM or other modifiers for formation as a target. Iftwo numbers, use left in fier ‘was infantry, right if artillery. + IMPACT MORALE.- Formation ‘Morale Point Modifier (MPM) used in IMPACT Dice Down. ‘Mounted officer movement is found in the cavalry section of the movement chart as illustrated below. 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 tum. For an officer to confer be benefits to a charging unit or routed unit, he ‘must begin the turn with that unit. v DISORDER oFFicens| 16 2 “The summer passed away and the golden months of autumn came round. The troops were organized into Brigades and Divisions. They were drilled daily and at sunset each regiment had a dress parade. Charles Coffin, correspondent, Boston Journal Page 5 Johnny Reb LT 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 Res ITT 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. The Extended Line -1 Firer DRM -1 Target DRM ccan be separated by up to one stands width, +1 Impact morale DOUBLE LINE & ATTACK COLUMN Double Line and the Autack Column were assault formations. The Double Line represents the regiment drawn up into two lines of five companies each, while the Anack 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 wo 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. Mei Only 1* rank fires vi -ATTACK +1 Target DRM COLUMN -1 Impact morale About one stand’s ‘Only 1 rank fires sven +2 Target DRM Due to its narrow front, if an attack column 2 Impact morale fires, it instantly goes into disorder. very eye could see his legions...he 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...irresistble. Lt, Frank Haskell, 6th Wisconsin Viewing the start of Picket’s Charge Page 6 Johnny Reb fT 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 litle firepower and will not stand against most charges, tb ib tb SKIRMISH LINE cIAL RULES IRMISHERS SKIRMISH LINE - Stands separated © May not move willingly within 2 by at least one stands width, but no inches of enemy troops. more than two stands width, 2 wt © Skirmishers may not charge. © Takes a full wen to reform. Deliberate fre against a target two or + IFrouted, become disordered. more inches behind a skirmish line— # All fire factors are halved. rather than the skirmishers—is ©All casualties are halved, considered Area Fire and is done, by ‘© Does not get opening volley benefit. 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. 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 tesiain that could break-up other formations. If a tail is present — treat traily as Broken terrain ~ a anavcle ‘column is the only formation that can use it. SPECIAL. RULES_FOR.MARCH.COLUMN No movement penalty for turning. ¥é fire from the front, 4% fire from the sides, ——$_— DIRECTION OF MOVE, 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 (0 be its flank. ‘© Iffired on, it suffers a “43 DRM” and may also be vulnerable 10 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 reaets slowly. Disordered units take a full urn to reform. If charged, a disordered unit may attempt to form by beating his BMP with one die ~ see charge rules. SPECIAL RULES BOR DISORDERED UNITS Asa target, in terms of casualty generation 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 0 all morale checks : ‘generated by fire. If hitdireely from! In terms of “charge morale” a disordered unit rear“fired-on” or | suffers an inherent (+4) impact morale £"eharge-on” penalty, rather than the “charged-on-flank” Penalties apply. impact morale penalty. Page 7 Johnny Reb 111 Moving And Forming GENERAL MOVEMENT RULES + Formed veterans and elite can combine movement witha formation chang. + 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 rwo 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 movernent, ARTILLERY AND CAVALRY costs veteran or elite artillery a half move to limber or a quarter move to unlimber. Green artillery, however, ‘akes twice that —a full move to limber, or a half move to unlimber, nscinon SSS) 2) CSE) ‘© TL costs formed veteran or elite cavalry a half move to mount or dismount, green cavalry a full tum. Upon ‘mounting or dismounting the unit can be in any formation it chooses. Dismounted cavalry can be in either dismounted line or skirmish line. ED) abgH ns ismoued cavatry tine stands canbe ‘up to | stand's width apart. In a skirmish line they are between 1 and 2 stands apart Unlimbered Battery CHANGING FORMATIONS ‘© It costs @ formed veteran or elite unit hi 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. ‘¢ Tteosts ALL disordered units, any green unit, and all skirmishers a full tun to reform or change formation, However, when they reform they may go into any formation they choose. troops, but 4 inches for green. ‘¢ A front-to-flank formation change costs 2 in for veteran or: yr Ser Be a iicmttrenchanveat en Sect anmom peice cum thet Pree | Egat inet ces sucess ‘earned in time that marching on paper and the actual march made ‘wo 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 comer 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 Page 8 Johnny Reb 11 Combat Resolution Most of the information need for combat resolution, weapon ranges, the effect of movement, formations, unit quality, and. the impact of different types of cover can be found in the combat section of the Reference Chart as illustrated below. MC — No casualties, but if firer was artillery or sharpshooters, target must check morale, 1 Possible one casualty, roll one dice, if “high” (45,6) the kill is confiemed #— Indicates number of figures killed. 7 7B 7 | 8} 9/10) 11/ 12/143] 14] 15 | 16/17] 18) ZP2/3}3l4]s}ste] a] opm is a 2}2}2}3}3}sfats}el7} sto A 1/2}2}213}3fats|stolr}s F3 Fififat2}2fa|atafals|elots F frp }2f2t2taps} ay ays] et Py ie | Mee rhirtt}t}2}2/2]3{3{4{afststel 7] oe 4 ny rat welirlie}ttiti{2talat3tatats|stol rte § ma welistista}ifif2}2}2}3a}3i4iais|s] 3 pe g apes uel hiehr rps] 2;apalstapabate i # | Rotates poospiowws |(MCLULie| 1} iti t2}2f2}2}2) ai 3 | ow on ammo. ones wejieyietayatajayat2ya2}2paya woltelie} itil iat 2} | 2} 2 ‘COMBAT PROCEDURE RANGES 1 Count nom of figures o arly scion ing INF& CAV CLOSE NORM TONG 2 Mall trier formation effect see COMBAT EFFECTS. Bille Mosk a! fa Roll sppeoprite nmber of dice sx noted ow Smihore Muxkeis Toray 3 é MELEE Roll 4 dice andl! infant canals ae doubled Muczlding Carbine 12 ‘ FIRER ON HOLD, Roli3 di, FIRSTFIRE™ Rall 3 diewith +1 DRM) | Beeehlding Carbine 13 7 FIRER MOVED, FORMED cr PIVOTED Roll 2 Die ‘ARTILLERY CNSTR NORM LONG CLOSE RANGE or HAS REPEATERS Add extra die fr cach, 18 Nqolems LONG RANGE, SHAKEN, AREA FIRE, CH ~ Det 1 die foreach Vfor PRifes 21S ARTY CANNISTER Aad 2 (ens) oF” 3 (dbl cnx) extra dice. Cr a a re) 4 Adjust i olor ones with applicte formation, fiero target modiiers| | ~20#Rifles «JOR 21840 | 5 1fargt unit vas disengaging or kimishing ll sales ars halved Mined Guns 2 (OTHER FIRER DRG TARGET DRM Deseaby T War fre | — Warts @] Officer present + I] nt Exind Line —-1 | Gav Single Line +2 Behind wood ence = 1 Prank 32 Opening valley" $2] nf Double Line +1 |* Cav DoubleLine +4 | Behind ome wall’ =2-—|‘Fullfank +4 46 Frer Marksd Fr +1) Inf MarchColumn +3. * Cav March Column $4 In woods [2 Onrear 1243 Firerisali afin Dieser $3 +6 | In hay works 23 Fierisgreen 1] Limbered Guns +3 micd__ 2 In medium works -6 Target green +1 Frerinworks _1.42{ Uniimbered Guns 3 *Wchaging 12 sboweDROs In hewy works 8 Tagetelie-1 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 anillery, the procedure is almost exactly the same, except number of sections, as listed on she righe 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 DRMSs 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 Page 9 Johnny Reb 111 Infantry Fire Infantry fire uses the same ComBaT RESULTS TABLE (CRT) as does artillery, and forthe most parts 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: © Unitin Melee: 4 dice ~ and infantry casuatties are doubled. Marked FIRE: 3 dice plus a (+1) DRM Marked HOLD: 3 dice Unit moved or formed: 2 dice AND. unit is at Long Range: Subtract 1 dice unit is Shaken; Subtract | dice unit is Area Fire: Subtract | dice Ifunit is doing Blind Fire: Subtract 2 dice Ifuniy is on Conditional Hold: Subtract | dice OR unit is at Short Range: Add 1 dice unit has Repeaters: Add | dice RESTRICTIONS Units may never roll more than six dice. Units always may roll atleast one dice 3. Modify die roll ‘© Note any applicable formation, cover, or situational DRM as listed on the formation chart or below. 4, 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 (4S, or 6) score one figure or section killed. If firer was sharpshooter, target checks morale. 5. Modify final results ‘© If target is skirmishing, casualties are halved ‘© Iftarget is disengaging, casualties are halved. © If fraction, roll one die, high (4,5,0r 6) kills. FIRER AND TARGET DRMs Final Modified Die Rott Number of Figures killed Figures firing arty or shrpshitr no loss, but ‘check morale eae Mas) Rotlallés ~ || 1*-possibie xi |_1M tow on ammo. | |one die, high kits. | Lo RANGES INF & CAV. ‘CLOSE NORM Tr Rifle Muskes z 4 2 Smthbore Muskets 1/08" 3 6 Muzalding Carbine 1 2 4 Bibechiding Carbine 1 3 7 tout, 7 Weapon Ranges Clove, Normal, Long Smoothbore Muskets get a +1 DRM) due to their ability to fire “buck and ball” ammunition ~ three buckshot and one ball — at close range. ‘OTHER WEAPONS CLOSE NORM LONG Mixed Muskets r 3 8 Flintlock Muskets 1 2 5 ‘And an adonal (1) ORM to al finock tes. Sharpshooters 3 1 21 In hasty, in medium Infantry gets opening volley oor heavier works benefit only once per scenario, [OTHER HIRER DENG] TARGET DRM Decree Fah] Wane] ‘Otier sproent pal lo Exind Lie 1 > Gay Single Line 42 Behind wood ae Tn aE ‘Opening volley” @e2)Int Double Line +1 * Cay DoubleLine +4 Behind stone wall =2 Fall flank +4 46 FrerMarked Fr FTP Mach Colann +3. * Gav March Colma $4 in weads 22 Ona a2 33 rival. FPN Deore 43 * Gav Dien 6 in hay works 3 i LAkbered Guns $3 Cay Dumoumed "2 tn moliummerks 6 Target green #1 fucrinwrts @ipsa)Umyberct Guns <3 + chupg sans DM Ia Rony wakes Tugel 7 Charging units, since they are abandoning all cover, do not get the above cover DRMs. Page 10 Johnny Reb 12 To keep track of casualties, use a small piece of pipe cleaner placed x 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 CASUALTIES PIPE CLEANER the left, when viewed from the rear of the unit. Diflerent colors of a pipe cleaner can be used to indicate the morale of the unit: green for Owe zap good morale, yellow for shaken, and red for routed. FIGURE ‘Two AuveFioures PRIMARY FIRE ZONES Our To 12 tncnes ‘A-onit must always fire atthe most thestening enemy it, - and unit wll always fre at an enemy in its primary zone—the | primary zone area dmetly os front upto 12 finches —as opposed 10a Unit secoypapy at an angle. Tfno enemy unit is in a unit's primary zome, then SEO it can fie at amy niin ts secondary zane, upto 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, isa partial enfilade. “Full flank” earns of a (+4) DRM while “partial flank” gets a (+2) DRM, ENFILADE OR FLANK FIRE AGAINST LINES For Partial Enfilade Fire For Full Bnjilade Fire Partial enfilade, or partial ME Full enfilade, or full flank fire occurs when flank fire occurs when the firing unit has at least the firing unit has at least 2_full_stands positioned 2 full stands positioned behind a fine drawn 45 ‘behind a line across the degrees off the comer of front of a target unit, in the target unit. Here, the the firer’s Primary Zone. 32° NY has partial flank = 32"NY Here, the 19" VA has fire on the 19” VA and 7 full flank fire on the 1* would be entitled to a lohva E ME and would get the (42) DRM i (4) DRM. ENFILADE OR FLANK FIRE AGAINST MARCH COLUMNS For Fl Enfilade - Column must be ales fully in the fire's Primary zone and an extended Fine ' drawn along the spine of the march column SECONDARY Secosoany ‘must intersect the fring unit, In the example at 20% right, if the 19" VA was firing , the 32" CT so"cr ‘meets those conditions, but the 11" NY does not. ILonly one of those condition is meet me fire is only partial enfilade For Partial Enfilade ~ Target must be totally in, Ne the secondary zone and an extended line drawn along the spine of the target unit must intersect the firing unit. In this ease, the 14" ME is partially enfiladed, but the 17 NY is not In Bither Case ~ The (42) DRM for column target against infantry fire would also apply. Pritany ON Page 11 Johnny Reb 121 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. FIRE AGAINST DISORDER REFUSING END STANDS Even if regiment is on HOLD, one end stand can be bent back during the turn of FUSING ONE STAND “refused” without the loss of any HoLp fire benefits, since the overall movement ‘would be relatively small. The benefits of refusing an end stand are: + For purposes of the “fred or charged on flank DRMs” refusing a stand more than 1 | reduces afullenflade to a partial enfilade, an a partial enflade ro no stand moves, | enfilade. This applies to both casualties ~ the firing roll and morale. treat as forming VARIABLE VISIBILITY, AREA FIRE, BLIND FIRE | fa 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, visi determined by one dice which indicates the “inches” of visibility in ligt woods, or “¥+ inches” in heavy or rough ‘woods. If the units can see each other resolve fire normally. ICnot, treat the fire as Avea Fire which reduces firing by one dice, If, however, @ 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 ontside the woods ean see units on the woods edge, but not inside. Hence, the 19 VA can see the 12" ME, but not the 22" CT. . + The 22" CT might be able to see the 19" " bumawe VA. Each turn it would have to roll_ one SME INCHES. die for visibility for inches through light Lieut oe ‘woods, or 4 inches through heavy woods. Woons Hence, in light woods it would have to roll a "3" to see the 19" VA, The 19" VA could not see and fire at the 22" CT cna he "CT Ged arte ‘As for the Wilderness, t was uneven, with woods, thickets, and ravines, right and left Ifthe 22"'CT and the 19"* VA exchanged Tangled thickets of pine, scrub oak, and cedar volleys, both would get the woods target_ prevented our seeing the enemy.” benefit (-2 DRM) as the fire would be Maj Gen’l Alexander Webb, U.S.A. ‘going through the woods for both. — OUT OF AMMO. Ifa 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 of ammo quicker (see special rules), EEE = nfantry that is out of ammo may attempt to replace it by rolling in the Routes, Rally and eu Replacements Phase, ot retie to an ammo wagon , and spend one turn drawing fresh ammo. ‘= Ifartillery 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, Page 12 Johnny Reb 121 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. FIRE PENETRATION * Hostile Fire © Penetration in woods, rough, or hasty works is half ofthis. ¢ Nopenetration at long range or against medium or heavy works, | Y Normat 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 ~ % inches in woods or rough. FENCES, WALLS, AND WORKS For a target unit to claim DRM benefit for being behind a fence, a stone wall oF in hasty, medium, or heavy ‘works the target unit must be directly behind it, have atleast three stands covered by it, and be within an inch of the object. For instance, in the examples below, the 24" MI can claim fence benefit, but the 19" IN cannot a ONE IN 2a" MI ve GhobbbbbEbE) 19" IN ‘The DRM for fences, walls and hasty works are listed below and on the Reference Chart as “TARGET DRMS". These target DRMs are reduced by “I” 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 fireris artillery reduce all target cover DRMs below by “I ‘© Target behind wood fence ‘+ Target behind stone wall ‘© Target behind hasty works ‘© Target behind medium works ‘¢ Target behind heavy works «Target in woods ‘Damn you now, Johnny, we've {got you without your logs!” Private, Hazen's Brigade -Leeither side ther side fire penetration is halved 6 and no fire penetration -8 and no fire penetration -2 additional Target On Wrong Side Target in front of hasty works -1 ‘Target in front of medium works ‘Target in front of heavy works ‘The 22” OH has forced the 19" VA back from its hasty works. ‘The 22™ OH could now 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 19" VA has been forced out ofthe one inch protected zone behind the works it would ‘now gets no benefit from them. Page 13 Johnny Reb fT 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 we 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 as shown below: CLOSE _NORM LONG 7 L Use Wider © Sharpshooter fire does not suffer the “deduct 1 dice” penalty for long range fire. than normal © Sharpshooter targets do not get any target formation DRMS, such as the (-3) target DRM spacing for unlimbered artillery, but do get cover DRMs such as the (-2) if behind stone fence. ‘© Sharpshooters do not get opening volley benelit, 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 adds its figure count to the regiment, but instead conlers a (+1) linng DRM. However, t must stay with the regiment for the rest ot 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’. 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 nor 10 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. Weapon FirerDRM Target DRM Out of Ammo Breechloader +2 2 Roll all 5 or 68 Repeater 1 extra dice 22 Roll all 4.5, or 65 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, PEREMN = Any non-firing unit that is prone is entitled to a (-4 target DRM). Ps 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 (o be charged while forming, Page 14 Johnay Reb I Tt was a common civil war regimental tactic 10 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 are as follows: Gbbbibbkb ‘© Going into or out ofthis formation is treated as any other formation change. —z— _*_Regaruless of the situation, only the three stands in the fring line can fire, From 10 3 inches Unit moves and fights asa regimental firing line, no change to movernent ss ‘© All casualties are logged against the reserve stand, not the main firing line ‘¢ Ifthe regiment goes shaken or routed, all stands are affected, RESERVE COMPANIES, ‘Casualty marker 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 ofthis formation is treated as any other formation change, and the rules are as follows: FIRE EFFECTS: + Alleles fom front fre ar ogged aginst the skirmish stand with «hb the skirmishing tenet of half casual. * Forever figure ost teat the skirmishing stand as a “min-egiment” with sims somea tach igre teed a snd tn an chek morale acorn. Sans se Line shirmising stand goes “shaken Wl bak bed te egimen Sin ileflect I automaticly ein the regimen oe tum ‘Skiomish eta from 260 6 Af the ski ring st ts" ~ it is removed. The skirmishers have ‘Inches ahead of regiment. simply run away. The regiment does not have to take a morale check for Joss of a stand. But, beginning next tur, the regiment does suffer the (+3) Ghobbbakb ‘morale modifier for lost stand for further morale checks. ‘+ IFeasualties 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. iy CHARGE EFFECTS ‘© Ifcharged, the skirmishing stand immediately falls back behind its parent regiment, and takes no part in the charge. charged skrmisher stand must fallback ‘© The regiment must fire with only the three remaining stands. Inthe Dice behind parent eg Down oa IoPAcr the regiment suffers no additional morale penalties ‘+ If the charge results in a melee, the skirmishing stand would fight as part of the regiment. ‘© Ifthe regiment repulses the charge, the skirmishing stand automatically rejoins the regiment next turn. If the regiment is shaken, routed, ot destroyed by the charge, the former skirmishers suffer the same fate ‘Our skirmishers open a spatering 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, 6" Wisconsi Page 15 Johnny Reb I 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. sou 1 Thebrigae column noes athe speedo alin, kes casas a an 31 OH attack column, with a (+2 DRM) target DRM from all fire. NORY 4 Whatever ents the ad ime kes al te remem tle. Pr we on example, if the 31" Ohio in Cruit’s Brigade at left losses three figures, then : Site rcgens lee ius Crit’ Brgae + Anyenfildes are determined by he ston of he ad einen Likewise ‘hth pine pos in sora he einen ae dowel MORALE EpPECTS | CHARGE IMPACTMORALE +The trgae column eed soe unthat as the «The iad cou forth DICE DOW FoR ino efthsleadvginent-obvowsh, lad withyowr |” aac goa age norte modi oil berrmit~ nd caelatedon that ass For intine, | theoumberof eae he some, For if the lead regiment losses a stand the (+3) morale | instance, in the example of Cruft's Brigade, the Inolier fran Is sapledto the wots eigade. | gal colun nie Deon enact «But the iat eolmmeny hast ake asian fost” | would get 4 pact orl moifer since he mor chest when te nunbe fn ontemuals the | bg clunsmade up of orgies tombe eines inte clu. For cvaple the © Attheen ofthe charge sl aripating toa con simade wp of faucssimans does ot | iments en dnd, They ma bald Chk ral i fr stds ot nd oth ‘lomod anal gins FORMING SQUARE Forming square was the classic infantry defense against cavalry, and it was used —albelt, rarely —in the civil war. Nevertheless, it scems to have been effective, as the few times it was used, the cavalry made no attempt to break it TO FORM SQUARE ‘+ All egiments, using the FoRM order, take a full tum to go into or out of square. Units in square have no movement, and fires as with only 2 stands at any one target ‘© Orupon revealing orders, if regiment has marked HOLD and feels threatened by ‘cavalry it may attempt to form square, provided the cavalry starts at least east 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 impact it EFFECTS OF SQUARE Charging cavalry throws 2 dice to see how close they come tothe square. If they ro ‘equal o 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 fie. “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, siting 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, fre 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, 1 Tennessee Page 16 Johnny Reb I Artilles Arillery movement, firer and target information is listed below and on the Reference Chart. ARTILLERY ROAD | OPEN | BROKN | WOODS | ROUGH |[ MELEE | FIRER | TARGET [MORALE LIMBERED ey 16 2 1 [ NONE |[SRNDR | NA | +3DRM_| SRNDR UNLIMBERED, 4 2 1 172 | None [12x | NA} spam | Nc ras. ‘To Liber: ¥ move for veterans or elites, full move for green. SUPPORTED / UNSUPPORTED ‘TOUNLIMBER: 4 move for veterans or elites, ¥# move for green. UnumeeRED BATTERY Two Gumens Wo«aTe ‘Two Secmions 1 THe BarTeny #)_ 8) UNLIMBERED BATTERY = b=) LimpenED BATTERY “A battery consists of six guns...a section of two guns, and a detachment of one gun.” John Rippetoe, Lilly’s Battery dade ay dy Unlimbered Gun Battalion ‘Two to six batteries make a battalion which, if contiguous with no more than {wo 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 @ gun battalion has at least three batteries and is charged, by definition, it is considered to be supported, MELEE - If limbered anillery is overrun by enemy infantry it surrenders. Unlimbered artillery, however, will attempt to fight, with the gunners fighting as skirmishers, FIRER - No specific fier 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 antillery 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, EB bubba esbesd ‘SUPPORTED BATTERY UnsueroRTED BATTERY If distance between gun battery and infantry is ‘greater than two inches in open or broken, or one woods or rough the battery is unsupported. Artillery Movement Rules Tt 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 tum, But not limber, move, unlimber, and fire Anillery may not voluntarily move within 4 inches of ‘enemy infantry, or 6 inches of hostile arllery or cavalry. Artillery movement in woods or rough terrain may be further restricted by the scenario, Artillery Battalion Morale Rules “Since the experiencg of the Seven Days, Lee . hhad begun to throw his isolated batieries into batalions of artillery, usually of four batteries ~ commanded by two field officers." Gen’ E. P, Alexander, 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 Page 7 Johnny Reb I Artillery Fire Arillery 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. ARTILLERY FIRING PROCEDURE Final Modified Die Roll Number of Number of figures or sections sections 1. Count the number of sections firing, each gunner killed. Hit-by-artillery morale fing. represents one gun section. If batteries are in a check worsened by this amount. contiguous line within one inch of each other, add sections — up to 16 — for a single shoot, 2. Rallapppie umbels 15(18)1714)3119 > Meteawown sae ofa| st da 1 Bay prac pera dees ee ste 7 tytn ‘© Battery moved or unlimbered: 2 dice ales Te AND . 3) 4) 4 5|6 «at gus rat Lng Rage: Sub de stars * If guns are doing Area Fire: Subtract | die 2bat2tetats 2 ihmaven Cotto Steetine = F2¢2t2 [2 F313 OR [tf aus lear 222, ‘a oe SRTLLERY CSTR NOR LONG © Guns may never roll more than six dice. 12H Napoleons 3 12 30 © Guns always may roll at least one dice. 108 of 5° Rifles 2 16 36 oie Se i 3, Modify die roll 20# Rifles +10RM 2 18 40. ihn antonio * MC - No casualties, but target must check morale. specific gun - #1. Possible casualty, roll one die, if rll is high types Normal Range (4,5, oF 6) score one figure or section killed, Long Range 5. Modify final results *€— Unit checks morale, and may have lost ora s aiishig caesar have del Seana © Iftarget is disengaging, casualties are halved. * If fraction, roll one die. high (4.5.0r 6) kills. Unit must check morale. but no casualties. FIRER AND TARGET DRMs Notice that the DRMs for flanking artillery fire are more severe, reflecting the greater penetration of solid shot, than that of infantry fe, Cassin, None, moni ese ey (OTHER FIRER DRVs| TARGET DRM Decrease by "1 Wart fire ant fire Officeris present + [Inf Extn Line =I * Cay SingleLine +2 Behind wood fence ~1 Prlflank #2 +3 +2) Inf Double Line +1 * Cay Double Line +4 Behindstone wall +2 ‘Full flank 44 46 41) Inf March Column +3 * Cay March Column +4 In woxds +2 Onrear #243) 44 Int Disorder "Cay Disorder $6 In hasty works = 3, +1] Limbered Guns (3) Cay Dismouned _=2 In medium works. -6 Target green +1 41,42] Unlimbered Guns 1A chargng. /2ahove DRMs In heavy works 4-8 Targetlite = + Notice that some defensive cover benefits are “one less” against anillery fie reflecting the greater destructiveness of anillery shot and shell. Canniser, however, would use the same DRMs as infantry fire, Aaillery gets opening volley When artillery ‘only once per game. is the target. Page 18 Johnay Reb IZ TaNNISTEN RESTRICTIONS # Antllery 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 canister. ARC OF FIRE ‘An artillery battery can fire at any target that has at least one target stand in the artillery batteries’ 45 degree are of fire. As long as the target is within this 45 degree are the battery does not have to pivot to face it. However, should the battery desire to fire ata target outside this 45 degree are, it would be required to pivot «Batteries marked First FikE, cannot pivot, but must fire at targets in their 4S degree are. But, batteries on HOLD can pivot and fire with one less die. 45 degree are of fire © 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 Antllery fire through woods is calculated with ¥ inches for determining effective range. Normally, a 3 rifle battery would have a canister range of 2 inches. ‘anormal range of 16 inches, and Bate's Bly along range of 36 inches, but in 3” sfles ‘woods all ranges are halved. So if Bate’s Battery could see the 123% NY, it could fire at long range, Cannister with one less die. Linch T Ranges Through Woods “Not to worry, the rules say we can ‘move this mother 50 yards over broken ‘ground in 20 minutes!” “Yeah, right,” The corporal has a point...the antillery 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 scenatio defi Page 19 Johnay Reb 1 FIRING OVER FRIENDLY TROOPS: Arillery may fire, with no problems, over the heads of friendly troops if itis clearly on a higher elevation and if the intervening friendlies are closer to the guns then they are to the intended target. If the intervening friendlies are closer to the enemy ~ but atleast three inches away from the enemy ~ the battery may attempt to fire over the friendly troops, but the battery risks hitting them. IF it sill chooses to do so, the battery must first make a zactical competence roll o avoid doing that. ‘The presence of an artillery officer with the battery helps, Ifa friendly unit closer than 3 inches from the intended target unit, the attempt to fire over the friendlies cannot be made. ‘Atright, the Indiana battery, being, , 4 ‘Taroet Unit on a small hill, could fire over the [= inches | ™KY 19%AL. 4" OH to hit the 19" AL. But, it inches ‘cannot automati ‘or more 7" KY. However, if it oro fire at the 19 AL, it must frst roll oH shoot higher than its BMP with one die, or both the 19! AL and the 7” KY are hit with the same effect. 10 inches ——$$—_> Ifa 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 sad 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 itis the hit is a horse hit, A horse loss does cause a morale check, but without the section lost morale modifier of (+3). Ione 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. Iwo 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. =) Bs “Of eighty horses only three remained standing and a withdrawal of the guns was impossible.” Capt. Henry Neil, 11" Ohio Battery -a¢ Pipe cleaner signifies cone dead horse Ifa 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 itis 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’! E. P. Alexander, CSA Johnny Reb 11 In prolonged movement, the guns were moved by hooking the prolonge rape to the limber and then to the pieces, which would enable the erew to retire relatively quickly and stil fre against an advancing enemy. The rules are: + Prolonged movement proceeds at twice the unlimbered movement rate directly away from the enemy. S| a=) + Prolonging atillery may ir as a moving firer ~ with two dice ~ in the Moving Fie Phase. Guns sup Tor prolonged movement PROLONGE MOVEMENT ARTILLERY FIRE AGAINST BUILDINGS Infantry in wood buildings gets no beneficial || ——————_________ target DRM againgt arilety, bot soldiers in 8 The roar ofthe cannon, the bursting shells, the Stone buildings would gets (target DRM. falling of bricks and other materials dislodged from 2A igure loss_-fromarty of “Tin one the houses by the ron balls and sells...make a fummlesnoys a rood bolding scene ofinesribabecomfsion: enough appl A figure loss — from arty of “2" in one Maj, Gen’. L. MeLaws, CSA. tur destroys a stone building ____E*-r——IES—Er rrr DISENGAGING GUNNERS Gunners may disengage and ~ if shey abandon sheir guns — are emtitled 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 anillery crews can spike guns, rendering them useless ~ it takes 1/2 turn. If guns are abandoned they can bbe manned by infantry — one stand mans one battery. If so used, the entire battery is counted as “I” section. Once ‘gunners have returned to their guns, it takes a full non-firing turn to make the battery functional ARTILLERY AMMUNITION Aillery ether a battery ora 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 | of double cannister pet Ifa battery runs out of either shot or eannister, it can replenish it only by retiring to a designated ammo ocated at least 1 foot behind the battle line -- and spend one turn refilling its limbers and caisson. ‘wagor “Great! First shot of the game, and you just had 10 roll the dice and, of course, you roll all sixes and now look! Its empty?” “Well, excuse me!” Johnny Reb IT UNCOMMON FIELD ARTILLERY In addition tothe common field pieces listed previously and [GUN TYPE ‘CNSTR_NORM LONG. on the Reference Chart both sides, particularly early in the [12 Whitworth 2 u @ war, deployed many other pieces of field artillery. These | 6# Whitworth 108M 1 21 34 zzuns were more common inthe western Confederate armies | 124 James Rifle 2 14 4 than in Federal forces. The three heavy gun types, due t© | 6@ Wiard Rifle -1D4W | 16 36 their weight, move slower than the lighter field pieces and | 10% Wiard Rifle 2 16 36 have no movement in woods or rough terran, 124 Blakely Rifle 2 ” 3 3 Amstrong Rifle 2 18 “4 HEAVY GUNS [ROAD] OPEN | BROKN | WOODS] > | HEAVY GUNS LIMBERED 18 | 12 [6 | NONE | | 24# James Rifle +70RM 3 16 36 UNLIMBERED | 2 | 1 | W72 | NONE | | 32# Howitzer s20n 4 10 20 “TAKES HEAVY GUNS A FULLTURN TO LIMBER OR UNLIMBER 124 Gun, Model 1841 __2 8 2 SIEGE GUNS Generally use the same firing procedure as with field guns. [SIEGE GUNS GNSTR_ NORM LONG and roll the same number of dice. The one exception is [30 Parrot RIT 2A 36 T that their cannister roll uses 3 additional dice as if it was | 4.5* pamot RAL s20AW 3 33 70 ‘double cannister~ limited to 2 cannister shots per game. 18# Smibore 208M 4 7 7 SIEGE ARTY [ROAD] OPEN] BROKN | WOODS. 244 Smthbore +30AM 4 32. 65 | LIMBERED n | 6 3_| NONE 8 Howitzer 4oAW 3 31 61 unumperep | > | 1 | 12 | None Mixed Sge Guns 20AM_3 30 o ‘TAKES SIEGE GUNS 3 TURNS TO LIMBER OR UNLIMBER Movencttr Nor ALLOWED I ROUGH TERRAIN FORTRESS GUNS Fortress guns or seacoast guns use the same firing procedures as siege guns ~ 3 dice for holding fire, 2 for pivoting fre, etc. ~ but they cannot be moved. Their cannister ammunition is assumed to be a mixture of canister 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 . 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 However, if so used, multiple gun sections could only be added together fora single fire ifthey were on the same ship. ARTILLERY FIRE AGAINST WORKS. Any artillery if not fring 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 SIEGE AND FORTRES GUNS GET AN EXTRA +1 DRM. FORTRESS GUNS _CNSTR_ NORM LONG 32# Smthbore +3 0AN 42# Smihbore «4AM 8° Columbiad +4 DRM 10" Columbiad «508M 15" Columbiad +608 100 # Parrot RII +5 08M 200 # Parrot Rf «608M 300 # Parrot Ril +7 AM ‘80 # Whitworth +5 0AM Mixed FiGuns_+5 08M 4 19 20 21 24 27 24 27 30 38 22 fa sraev esse section of the Reference Chart and interpret the numbers as shown below: Tn hasty works 3] Against hasty works takes 3 sections rolling a 13. In medium works = 6) Against medium works takes 6 scctions rolling a 16. In heavy works - 8] Azsinst heavy works takes 8 sections rolling « 18. DRMs applicable: Batter Arty officer present (+1) y elite (+1) Siege guns, with their extra DRMSs, particularly for consecutive fire atthe same target have a significantly greater chance of destroying works. Page 22 Johnny Reb HI Artillery Enfilades ARTILLERY ENFILADING INFANTRY © Partial Engitade -- Results when a battery is completely within a 45 deyree are of the flank of the target. In this instance, battery B, 1" NY has a partial entilade on the 33" VA. and would be entitled (o the (+3) DRM benefit for partial flank fire. ‘This battery does not have +. partial enfilade as itis not ‘completely within the are. FROM REFERENCE CHART Iaviy fire Priflank +2 +3 Fullflank +4 +6 4243 On rear Antillery fire gets increased flank and rear fire DRM benefits if itis + Full Enftade~ Results when a battery, already in. B. VENY. firing shot at normal or long range. St! ewig alive drown del on Is ring caster we the it either the front or the rear ofthe target unit i DRM, 25 this ws infantry. fc. KH as is both of the Ohio batteries, Both the Ohio batteries are emtited to the (+6) DRM full flank firing benefit Fired on Rear~ results ifthe firing battery has all ofits stand behind a Tine drawn across the rear of the target unit, In this case, battery H, 1" US is entitled to the fired on rear (+3) DRM benefit when he fires on the 33° VA. ARTILLERY ENFILADING ARTILLERY ‘+ Antllery enfilading artillery is worked exactly the same as ‘when artillery enfilades infantry. In the example at right, Bledsoe's rebel battery has a partial flank shot on the US. battery since itis fully within the 45 degree flank are 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 INFANTRY ENFILADING ARTILLERY * Partial Enfilade -- For an infantry unit to have a partial flank fire on an artillery batery, at least two full stands must be behind a line drawn 45 degrees off the front comer of the battery. In the example at right, the 33° VA has a partial flank fire on battery K, 1°" OH 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 infantry unit to have a full flank shot on an anillery battery, it must have atleast two full stands fully behind a line drawn directly across the front ofthe battery. In this case, the 21° VA has a full enflade on battery H, 1" US. Fired on Rear - For an infantry unit to have a rear shot on an anillery battery it must have all ofits firing stands behind a Tine drawn across the rear of the battery. For instance the 5" VA could claim a rear shot on the US battery, ifir only fired with cst end stands Bledsoe's Bat ron Fw Unlimbered guns slill get a target DRMof (-3)even if enfiladed, eS & Gage’s Bat ‘Shoup's Bat 2r'vA sh vA Page 23 Johnny Reb HI Additional Fires Unlike earlier versions of Johnny Reb where a unit could fire only once a turn, in Johnny Reb IIL both artillery and {infantry may fire 1wo 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, Anew 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: 3A First Fire unit that has already fired, and itis 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. Atthe 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 Jess dice than the first one, and a third fire would lose yet another dice. So # 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 deliberately moves into close range of the defender. lowable if the moving unit # 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 itis 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 die for close range. «© The First Fire or Holding unit would not get any additional halted its movement before entering close range + if the moving — but, not charging — enemy unit EXAMPLE OF AN ADDITIONAL FIRE BY A HOLDING UNIT . The 15" AL is charging the 20! Maine. Assume that the 20° SP Wheeebamencion ME tolls Forsange and ies its detesive vote at inch The 20!" ME would rol 4 dice ~3 for Hold Fire and | for close range. Since both firer and target are elite, troop quality DRMs cancel out, but itis the 20! ME’s opening volley so it gets a (+2) DRM. Since the 1S AL is charging it does not get the woods benefit. Assume the 20° ME rolls a 14, modified to 16 thereby killing “3” figure, one stand. The 15” AL takes the required morale checks, fils one and falls Back shaken ‘© Since the 20” ME has used its opening volley, the 47 AL decides to risk entering close range, As it passes through the disheartened 15 AL it must roll for disorder ~ and passes ~ and now halts within 2 inches ofthe 20 ME. ‘© Having frantically reloaded, the 20!" ME rolls 3 dice ~ 2 for second Hold Fire and | for short range ~ the +1 DRM for elite firer is more than offset by the -2 DRM for target in the woods. Assume the 20! ME rolls a 17, modified to a 16, which kills a stand (3 figures) of the 47 AL. After taking and resolving its morale checks, the 47" AL could then fire back. Johnny Reb It Morale MORALE OVERVIEW A unitin JR TI 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 uit is forced to take another morale check and it fails, itis 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“I2" 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 wall 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 t0 rally ~ during the Rout, Rallies, and Replacements phase of the turn ~ it losses 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 attempr ~ 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 10 check its morale a number of times to determine how the ‘unit reacts (0 each event. Any time a unit is forced to take a morale check, it must interrupt whatever it is doing. Fit 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, Ifthe 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 care taken in this order: ‘© When a unit takes its frst figure loss, often referred to as its: “frst 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, of 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. Page 25 Johnny Reb The Basic Morale Point (BMP) Al units start with a Basic Morale Point (BMP) as indicated in the Reference Chart, illustrated at right, 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: Euire-2 \VeTERAN- 3 GREEN 4 Muumia- 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 (MPMBs) are listed in the Reference Chart, illustrated at right. ‘The “Hit On" Modifiers are only used for a morale checked caused by fire cor 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. 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 BASIC MORALE POINTS (BMP) Elite, Veteran, Green __2, 3, 4 MORALE POINT MODIFIERS Officer present “Ay 25-3 (Bde, Div, or Comps) Unit is charging Behind cover or in woods In hasty, or heavier works If behind friendly units Per stand or section lost +3 Ifbrigade commander lost #1 Per regt/bn lost of same brigade + 1 Unit is SHAKEN If unit is ROUTED a a -2,-3 -4 On full flank On rear In disorder “beat” his MMP 10 pass the morale check. If a unit is hit by ir, all morale checks generated by the fire surfer he frst modifier, while in charge resolution, the IMPACT Dice Down is moxified by the second number. BMP and Tactical Competence A unit's BMP is also an indication ofits 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 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 his tactical competence roll, it is thrown into disorder at the end of the move. competence roll is required, and the consequences of failure, are listed below: that is allowed to be used with this roll is, officer present. INTENDED ACTION Some examples of when a tactical RESULT OF FAILURE Unit attempted to push its move or do “quick march” Unit desires to begin constructing hasty works or abatis, Aatllery battery is firing over the heads of friendly units, ‘Non-skirmishing units attempted to move through each other “Holding” unit attempted to countercharge in order ‘A battery attempted to replace a lost horse ‘An infantry unit attempted to replace its ammo Unit on Conditional Hold CH attempts to change formation Infantry, being charged, attempts to change formation A brigade or division attempted to replace fallen leader Unit attempted to halt charge prior to end of charge bonus ‘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. 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. ‘Complete movement, but fall into disorder No work begun, unit mills about in disorder Friendly unit takes same effect as target unit Both must roll, if fail - fall into disorder Countercharge is made in disorder No horse replacement Ammo not replaced Unit falls imo disorder Unit falls imo disorder No new leader, unit remains leaderless Fails to halt, charge carries through Or, if in the normal course of the game, a player Page 26 Johnny Reb fT Instant Rallies, Instant Routs Any time a unit attempts 10 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 inti 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 “Jired-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 units flank, the (+4) fired-on-full-flank morale detriment would be taken into account, However, there are two exceptions: ‘¢ Ifthe 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 i EXAMPLE: A fresh veteran unit (BMP=3) is hit by artillery and losses 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 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 nwo figures lost rom artillery means that this unit would have to “beat” a “?” to avoid routing. EXAMPLE: A shaken green uni, 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 stan ‘© The units 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 frst check is hit by artillery. It lost one figure from this fire, soit adds (+1) to its MUP 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 witha BMP of (4). last a leader (+1), is rowed (+4). and now thas lost a stand (+3) for a total MMP of (12). Since, with two dice itis impossible to rolt 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, forma line and make one more stand!” ~Capt.D. Putnam USV “That man talks well, don't he?” Unidentified private’s reply Page 27 Johnny Reb 111 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, Units firing rolls reduced by 1 dice. If unit fails another morale check, itis routed. WHEN AN INFANTRY UNIT GOES SHAKEN ‘© Unless an officer is within one inch, it falls back a distance determined by the ‘© Ifthe unit isin open or broken terrain, it fall backs, facing the enemy, in good order. fisorder. ‘© Ifthe unit is in woods or rough terrain, if falls back, facing the enemy, in d WHEN AN ARTILLERY BATTERY GOES SHAKEN WHEN WHEN If.an officer is not present, it also rolls one die to see how far it falls back. ‘© Ifunlimbered, the battery immediately limbers, moves and unlimbers again retreating a die roll, it has not already fired this turn, it loses its fire. It has been driven back '* Ifalready limbered, the battery moves back twice the die roll. Player may unlimber, if desired, at the new location, but may not fire this tum. stance equal to the A CAVALRY UNIT GOES SHAKEN {fan 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 wo dice rol. ‘+ If mounted cavalry falls back as the result of being shaken, it falls back in disorder, regardless of terrain. A UNIT ROUTS...IT MAY PICKUP + Ifa 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”. © Ian elite unit routs and rolls al, “6s” for its rout distance it has disintegrated and is removed. Ifa veteran unit routs and rolls all, “5 oF 65” for its rout distance, it has disintegrated and is removed. Ifa green unit routs and rolls all, “4,5, oF 6s” for its rout distance, it has disintegrated and is removed. Example: Ifa green unit routed in the open, rolted three dice, and they were:"4,5,5” it would pick-up. ‘© IF unit is dismounted cavalry it must immediately remount and flee. ‘© TF 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 Jimbers 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 outed 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 losses a stand, or if artillery, an additional gun section ‘+ Ifa routed unit is contacted by an enemy infantry or cavalry in good morale it surrenders. ‘+ Ifa routed unitis forced to take another morale check, itis immune from any fired-on flank or fired-on-rear ‘morale penalties ~as is any disengaging unit. Page 28 Johnny Reb I Morale Point Summaries CALCULATING THE MODIFIED MORALE POINT (MMP) Basic Morale It Fired On MMP = BMP 7 + Modifiers + Morale Modifiers Optional Rule Bites 2 Baeofficerpresent 1 —«hFiredon paral Mank 2 | ffirer is anllery Vets 3 Divoffcer present -2.—-MfFiredon fulliank +4. ¢ jncreave these Green 4 Corpsofficer present -3. IE Fired on rear 46 uaifiers by (+1) Wood Fence, Behind cover “lx tin Disorder + stone wal In woods aN , its a Inksay won = Behind cover, can be claimed for rallying Inading or ther Tiere 3 ifthe unir is ou of sight ofthe enemy. Behind friendlies 4 "he unit toraly oe Cover morale benefits are considered 1 be | eaten 23 [Pe emote ee hn msm ors _ FE eee, {Vier detaits | and in the woods would give aunt a (-3) Bur the loss ofa Pet regt lost of Bde +1. ‘morale modifier division or corps| ‘If unitis shaken +2 commander does not| WE unitis routed +4 Takes effect the turn after impact the morate of | units charging -1 the regiment is picked-up. individual regiments. Ofien referred to as ‘Charg CALCULATING THE IMPACT MORALE POINT Impact pyyp Basic Morale Formation Impact 4, Unique Impact Morale = Modifiers + Morale Modifiers Morale Modifiers Blites 2 | Bdeofficerpresent -1 Inf single line NC Per Supporting unit Vets 3 Divolficerpresent 2. Inf extendedline +1 Per Infunit = -1 Green 4 _ Compsofficer present -3. Inf double line =]. Per Mt. Cav unit -2 Behind cover “1 Inf attack column 2 On onecommander(™ pangs “1 Inf skirmish tine 46 iit fs being charged, cam help one unit If In hasty works ——-2—Anf march eolumn 43. OM partial flank 43 moreare present, use| heavy works -3—Inf in disorder. 44M Fullflank 46 the best. Number of Behind friendlies -5 Cav single line. =O” Rear ” units a leader can) Per stand lost 43 Cav double tine -2,— Pet Supprtng unit -1 benefit is determined | erat section ost 43 Cav skirmish tne a8 While forming 42 by the quality of te | Bde commander lost +1 Cav march column +2 or leader. Reduce by one| Pervegtlostol Boe tl Cav indisoder r3.ONCond Hold 42 unit, if leaderisin) Vf ynitis shaken +2 Cav dismounted +3, woods or rough| jf ynitis routed +4 Arty supported © NC ferran.| 1 unitischatping <1 Arty unsuppored +8 Often referred to.as ‘Charge Elan’ 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 he average man is to get out of the way. Between the physical fear of going forwards and the morale fear of turning back there Isa predicament of exceptional awkwardness.” Corporal D. Thomson, 69° NY Page 29 Johnay Reb If Command & Control Command Radius A regiment is of Command & Control if itis 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, as in the following illustration. For purposes of ‘Command & Control, a contiguous chain of units cannot be traced through a disordered or skirmishing un abet a edbebbblth AMMABKEEEE —osiguous units must be within 18 inches in OPEN for cavalry + Three stands of each other in OPEN Leader 12 inches in OPEN for infantry ‘+ Two stands in BROKEN or WOODS 6 inches in BROKEN or WOODS. * One stand in ROUGH 3 inches in ROUGH EFFECTS © Aregiment out of Command & Control cannot be ordered to ADVANCE or CHARGE, ‘© Its orders are limited to HoLo, First Fine, FoRM or fall back. © If movement during the tur 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 Tink 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 benefits for 3 unis, at up to 3 inches “Okay... got it figured out, Patrick, away. Tactical and firing benefit remains at (1) you're a Level 3. And Daniel and Ambrose, you guys are 25. Leonidas, you're onlya I. And here you go, Braxton, you're a zero,” © Level 2... 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 L...An average, and always useful commander. \ Confers a (-1) morale benetit for 1 unit, at up to 1 inch, away, Tactical and firing benefit remains at (1) © AZero..A worthless, disliked, and befuddled commander. Confers no benefits. However, he stills necessary as a ‘command and control link and for total command points. ‘Alternatively, leader benefits ean defined by command position. © Atthe brigade level Improves morale by a (-1) morale modifier Improves infantry firing by a (+1) DRM Helps tactical competence rolls by (I) © Arthe divisional level Improves morale by a (-2) morale modifier Improves infantry firing by a (+1) DRM. Helps tactical competence rolls by (1) © Atthe comps level Improves morale by a (-3 ) morale modifier Improves infantry firing by a (+1) DRM Helps tactical competence rolls by (1) Page 30 Johnny Reb Ht DIVISION AND CORPS COMMAND & CONTROL specified by scenario, divisions and corps are always assumed to be in Command é& Control. The wander has no effect on Command é Control, except as contributing to the total sion or a corps to a halt. Unless otherwi loss of a division or corps comi ‘command point loss ~ which in time, can become severe enough to bring a ARTILLERY LEADERS Antillery 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 Rows, 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. Ifthe 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, ‘¢ Areplacement 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. * Areplacement 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 Ifa visible enemy unit starts the turn within 4 inches ~ normal rfle-musket range ~ of an out of Command & Control regiment, that unit may rol to see if the regimental commander can take effective command, To do so, it must roll higher than its BMP with one die ~ a saetical competence roll ~ and if t does, itis in Command & Control for this ‘one tun. If fails, it remains out of Command & Control ORDER LIMITATIONS A brigade leader's rating ~ “0.1, ‘exceptions. Even a “0” leader can issue one order to his entire brigade. An elite regiment automat available, over and above the brigade leader's quota. A division or corps commander also can issue indi up the value of his leader rating, but he cannot give them to any unit outside his benefit radius. , or 3 *— also determines the number of different orders he can give, with some ly has one order idual orders. LEADING THE CHARGE In most cases a leader joins one or more regiments to confer the morale benefit (-I,-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 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 both mounted ‘or foot officers. Examples of both methods of officer attachment are illustrated below. CHARGE! CHARGE! To confer benefits the officer must the point charging unit, not one of the supporting units. a) Officer leading the charge. i) Officer with the charge Page 31 Johnny Reb Ii 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 hhave been very severe, will leave the field. Each combat or commander element has point value as $0" Each Regiment, Battalion, Battery, or Brigade Commander = 2 Points Each Divisional Commander = 4 Points Each Corps Commander = 6 Points ‘When a unit losses points ~ from unit pickups — the impact is as follows: © Ifa brigade, division or corps has lost 40% of its points, it cannot advance but functions as if it was out of command and control © Ifa 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 Example of an Hah Gantt George Picker @ Pn) 40% loss = 20 pus atillery officer 60% loss. = 30 pts “4 oy ool LGamett(2 pts) _BrGen’l_ Kemper 2 ps) | Armistead 2 pts) Major Dearing (2 pis) 8°VA pi) TVA (2p) 9 VA (2 ps) Fauquier Any (2 pts) 18VA pt) 3 VA @ pis) 1s°VA prs) Hampden Arty @ pis) INVA Gps) 7 VA Gp) 38° VA (ps) Fayette Any (2:pis) 28" VA (2p) IVA Gps) 33"'VA @ ps) Blown’ Buy psy 56" VA © ps) 24°. VA (2 pis) S7°VA (2p) “Toa Bia Pes = 10 c05 Total Bde Pts = 12 pis Total Bde Pis = 12 pts 406 Joss = 4 ps 40% loss = 5 Pas 40% loss = 5 Pas (0% loss = 6 pis 600% loss = 7 Pas 60% loss = 7 Pas Notice that one brigade could reach the critical command levels of 40% or 60% while the overall division \would not. For instance, if Garnet'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 sill 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 Garnet'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.HLL. Wallace, as much as 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 « place in the line as a division.” Lt. Gen'l Uysses §. Grant Page 32

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