Johnny Reb III

Regimental Grand Tactical American Civil War Miniatures Rules by John Hill

Johnny Reb III, Regimental Grand Tactical American Civil War Miniatures Rules by John Hill.

In redesigning Johnny Reb the authors proceeded very carefully, since being a successful game with a loyal following, many players would be sceptical of changes. So new concepts were introduced cautiously and slowly. But over five years the game mechanics were streamlined and the vast array of tables and charts was eventually replaced with a system that required only one single sheet for almost all of the information that would be needed with most scenarios.

Throughout the process it was the authors objective to maintain the regimental focus of Johnny Reb as they believe that the regiment was the basic building block of combat throughout the war. In this sense, Johnny Reb remains a tactical game, but with the simplification of the combat and charge system the play of much larger games is now possible.

Contents

  • Title: Johnny Reb III
  • Period: American Civil War
  • Type: Regimental Grand-Tactical Wargame Rules
  • Time Scale: 1 turn = 30 minutes
  • Ground Scale: 1:1800 (1 inch = 50 yards)
  • Troop Scale: 1 figure = 30 men
  • Basing: 22 × 19 mm infantry stand with 3 or 4 figures
  • Casualty rate per minute at 100 meters range: (unmodified)
    • Infantry: 0.0033 hits
    • Cavalry (Union): 0.0033 hits
    • Cavalry (Confederate): 0.0021 hits
    • Artillery (Cannister): 0.5 hits
  • Game Research & Design: John Hill, Falls Church, VA
  • Game Developers: Steve St Clair, Bernie Kempinski
  • Format: 96-page rule book
  • Language: English
  • Publisher: The Johnny Reb Game Company, Falls Church, VA
  • Published: 1996

Chapters

  1. Setting the Stage
    • Time and Distance
    • What is needed to play
    • Modeling the Terrain
  2. Mounting the Miniatures
    • Officer Scale and Mounting
    • Infantry Scale and Mounting
    • Artillery Scale and Mounting
    • Cavalry Scale and Mounting
  3. Introduction to the Rules
    • Rule Organization
    • The Reference Charts
    • The Rules Presentations
  4. Infantry
    • Formations & Movement
    • Bonus Movement
    • Push Move or Quick March
    • Officer Movement
    • Formation Descriptions
      • Single Line & Extended Line
      • Double Line & Attack Column
      • Skirmish Line
      • March Columen
      • Disorder
    • Movement & Forming
      • General Movement Rules
      • Artillery and Cavalry
      • Changing Formations
    • Combat Resolution
      • General Procedure
      • Infantry Fire
      • Infantry Firing Procedure
      • Firer and Target DRMs
      • Casualties
      • Primary Fire Zones
      • Infantry Enfilade or Flank Fire
      • Fire against Disorder
      • Refusing End Stands
      • Variable Visibility, Area Fire
      • Out of Ammo
      • Fire Penetration
      • Fences, Walls and Works
    • Special Units, Weapons, and Tactics
      • Sharpshooters
      • Breechloaders and Repeaters
      • Laying Prone
      • Reserve Companies
      • Regimental Skirmishers
      • Brigade Column
      • Forming Square
  5. Artillery
    • Artillery Movement Rules
    • Artillery Battalion Morale Rules
    • Artillery Fire
      • Artillery Firing Procedure
      • Firer and Target DRMs
      • Cannister Restrictions
      • Arc of Fire
      • Artillery in Woods
      • Firing over Friendly Troops
      • Horse Losses
      • Prolonge Movement
      • Artillery Fire against Buildings
      • Disengaging Gunners
      • Spiking, Abandoning and Remanning
      • Artillery Ammunition
      • Uncommon Field Artillery
      • Siege Guns
      • Artillery Fire against Works
    • Artillery Enfilades
      • Artillery enfilading Infantry
      • Artillery enfilading Artillery
      • Infantry enfilading Artillery
    • Additional Fires
      • Procedure for additional Fire
      • Additional Fire by holding Unit
  6. Morale
    • Morale Overview
      • Good Morale
      • Shaken Morale
      • Routed
    • When to check Morale
    • The Basic Morale Point (BMP)
    • The Modified Morale Point (MMP)
    • BMP and Tactical Competence
    • Instant Rallies, Instand Routs
    • Multiple Morale Checks
    • Effects of Morale Loss
      • Overall Impact of Shaken
      • When an Infantry Unit goes Shaken
      • When an Artillery Unit goes Shaken
      • When a Cavalry Unit goes Shaken
      • When a Unit Routs ... It may Pickup
      • Overall Impact of Routed
      • Morale Point Summaries
      • Calculating the Modified Morale Point
      • Calculating the Impact of Morale Point
  7. Command & Control
    • Command Radius
    • Variable Leader Quality
    • Division and Corps Command
    • Artillery Leaders
    • Replacing Leaders
    • Optional Leadership Rules
      • Self-Activation
      • Order Limitations
      • Leading the Charge
    • Command Levels
    • Impact of Replacement Leaders
  8. The Turn Sequence
    • Phase One: Mark Orders
    • Phase Two: Routs, Rallies, Replace
    • Phase Three: Reveal Orders
    • Phase Four: Resolve First Fires
    • Phase Five: Move Disengaging Units
    • Phase Six: Resolve Charges
    • Phase Seven: Normal Movement
    • Phase Eight: Resolving Moving Fires
    • Phase Nine: Resolve Officer Casualties
  9. 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
  10. Obstacles
  11. Fortifications
    • Hasty Works
    • Medium and Heavy Works
    • A Fortified Area
    • Artillery Fire against Works
  12. Hidden Movement
    • Hidden Movement Rules
    • Revealing Pickets
  13. Epilogue
    • What was it really like
  14. Index

Quick Reference Chart

  • Union 15 mm Quick Reference Chart (2)
  • Confederate 15 mm Quick Reference Chart (2)

Wargame Rules