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Johnny Reb III

COMBAT RESULTS TABLE


Die

13 14 15 16 17 18 19 20 22 24 Roll
5
6
8
9
11 13 15 18 21 24 16
4
5
6
7
8
9
11 13 15 18 14
4
4
5
6
7
8
9
11 13 15 12
#
#
3
4
4
5
6
7
8
9
11 12 10
3
3
4
4
5
6
7
8
9
11
8
F
S
2
3
3
4
4
5
6
6
7
9
6
I
E
2
2
3
3
4
4
5
5
6
7
4
G
C
1
2
2
3
3
3
4
4
5
5
3
U
T
1
1
2
2
2
2
3
3
4
4
2
R
I
1
1
1
2
2
2
2
2
3
3
E
O
Roll all 6s
1*
1
1
1
1
2
2
2
2
3
1
S
N
Out of
1*
1*
1
1
1
1
2
2
2
2
S
ammo
M
1* 1*
1
1
1
1
1
1
1

M If firer is SS or ART, no loss but target checks morale 1* Roll for hit (4, 5, 6). If ART fire, check morale even if a miss
Rapid fire with breechloaders ammo runs low on die roll of all 5s and 6s; with repeaters, ammo runs low on all 4s, 5s, and 6s
COMBAT PROCEDURE
RANGES
1. Count # figures / sections eligible to fire
INF & CAV
DRM
CLOSE
NORMAL
LONG
2. Determine # dice to roll
Rifled Muskets
2
4
12
3. Roll dice; modify result for firer, target, etc.
SB Muskets +1 in melee
1 +1 DRM
3
6
4. Consult Combat Results Table
ML Carbines
1
2
4
5. Modify results
BL Carbines
+2
1
3
7
Fire Combat
Mixed Muskets
1
3
8
Target skirmishing: casualties
Flintlock Muskets
-1
1
2
5
Target disengaging: casualties
Sharpshooter Rifles
+1
3
21
Melee
Pistols
+1 in

1
32
24
20
16
14
12
10
8
6
4
3
2
1

1
M

2
1*
M

3
1*
1*
M

4
1
1*
1*
M

5
1
1
1*
1*
M

6
2
1
1
1*
1*
M

7
2
2
1
1
1*
1*
M

8
2
2
2
1
1
1*
1*
M

9
3
2
2
2
1
1
1*
1*
M

10
3
3
2
2
2
1
1
1*
1*
M

11
4
3
3
2
2
2
1
1
1*
1*
M

12
5
4
3
3
2
2
1
1
1
1*
1*
M

melee

INF 2x casualties to INF


Shotguns
+1 in melee
+1 DRM
1
2
INF 1X casualties to CAV
ART ( in woods)
DRM
CNSTR
NORMAL
LONG
CAV 2X casualties to INF
12# Napoleons
3
12
30
6. Roll for special results
10# / 3 Rifles
2
16
36
ART counterbattery: 1-4 = horse, 5-6 = section
6# Guns
-1
1
10
28
Small arms on ART: 1-4 = horse, 5-6 = crew
20# Rifles
+1
2
18
40
7. Mark casualties, resolve any morale checks
Mixed Guns
2
14
33
TO DESTROY BUILDINGS (ART)
12# Howitzers
+1
1
10
20
Wood: 1 hit
Stone / Brick: 2 hits same turn
24# Howitzers
+1
3
10
24
COMBAT DICE
# D6
DICE MODIFIERS
FORMATION
Infantry
Cavalry
Melee
4
Long range
-1 Die
Mele
Fire
Mele
Fire
e
e
First Fire
3
Out of ammo
-1 Die
Single Line
1x
1x
1x
x
Hold
3
Area Fire / Additnl. Fire
-1 Die
Extended
1x
-1 DRM
NA
NA
Moved or formed
2
Blind Fire
-2 Dice
1st rank
Double Line
1x
2x
x
ART pivoted over 45
2
Close range
+1 Die
Skirmish
x
x
x
x
ART moved or unlimbered
2
Repeaters
+1 Die
Column
x
/
1x
x
Shaken
-1 Die
ART Canister: 2 shots
+2 Dice
Disordered
1x
x
1x
x
Conditional Hold
-1 Die
ART Dbl Cnstr: 1 shot
+3 Dice
Routed
Srndr
None
Srndr
None
FIRER DRM
TARGET DRM
TARGET COVER DRM
Officer within 1
+1 INF Extended Line
CAV
Single
+2
/
+1
C
INF & CAV ARTILLERY
-1
& CANISTER SHOT/SHELL
Opening volley
+2 INF Double Line
+4 / +2 C
+1 CAV Dbl Line
First Fire
+1 INF March Column
+4 / +2 C
Orchard/wood fence
-1
0
+3 CAV Column
Elite
+1 INF Attack Column
+6 / +3 C
Stone wall, building
-2
-1
+2 CAV Disorder
Green / Militia
-1 INF Disorder
-2 / +0 C
Woods
-2
-1
+3 CAV Dismtd.
Hasty/light works
+1 Repeaters
-2
C=Charging Hasty / light works
-3
-2
Med./hvy. works
+2 Breechloaders
Medium works
-6
-5
-2
INF extended line
-1 Prone
FLANK
INF & CAV ART Heavy works
-8
-7
-4
CAV dismounted
-2 ART limbered
DRM
Canister
Shell
Charging units do NOT get Cover DRMs
+3
+2
+3
FIRE PENETRATION
causes casualties
Breechloaders
+2 ART unlimbered
-3 Partial Flank
+4
+6
Close range INF
2
Canister
Sharpshoot rifles
+1 Green / Militia
+1 Full Flank
+2
+3
Normal range INF
1
Flintlock rifles
-1 Elite
-1 On Rear
VISIBILITY
Light
1D6
Normal range ART
1D6
ART btln w/officer +2 Front of hasty works
-1
and
dis. in hasty
(3 batteries or more)
IN WOODS
Heavy D6 distance woods or rough
Front of other works
-2
MARK ORDERS:
FR= First Fire D= Disengage C= Charge
= Move FM= Form
H= Hold
CH= Conditional Hold
Infantry Movement

Road

Open

Broken

Woods

Rough

Melee

Firer

Target

Single Line
Extended Line
Double Line / Attack Column
Skirmish / Dismounted Officers
Column
Disordered
Routed (move, then rally)
Bonus Movement (Push = #)
Cavalry Movement
Single Line
Double Line
Skirmish
Column
Disordered / Mounted Officers
Routed
Bonus Movement (Push = #)
Dismounted
Artillery Movement
Limbered ( move to unlimber)
Unlimbered ( move to limber)
1 dead horse = movement
MORALE CHECKS
1. First casualty
2. Hit by ART / SS; +1 MPM per
3. Loss of a stand or section
4. Within 6 visibility of routed
or destroyed unit, or officer
hit
Die roll of 2 = automatic rout
Die roll of 12 = automatic rally

NA
NA
NA
NA
18
7
22
3 Dice
Road
NA
NA
NA
24
16
26
4 Dice
NA
Road
24

6
8
7
10
14
5
18
3 Dice
Open
10
12
20
16
12
18
4 Dice
8
Open
16

4
6
5
7
10
4
12
2 Dice
Broken
6
8
12
12
8
12
3 Dice
5
Broken
12

2
3
2
4
4
3
5
1 Die
Woods
2
2
4
4
3
4
1 Dice
4
Woods
1

1
1
2
3
2
2
3
Die
Rough
NA
NA
2
1
1
2
Dice
1
Rough
None

1x
1x
2x
x
x
1x
POW
NA
Melee
1x
2x
x
1x
1x
POW
NA
1x
Melee
POW

1x
-1 DRM
1st rank
x
x / x
x
NA
NA
Firer
x
x
x
x
x
NA
NA
-2 DRM
Firer
NA

1x
-1 DRM
+1 / +2 DRM
loss
+3 DRM
+3 DRM
loss
Disengage
Target
+2 DRM
+4 DRM
Loss
+4 DRM
+6 DRM
Disengage
Disengage
-2 DRM
Target
+3 DRM

None

1x

- 3 DRM

Prolonge movement 2x unlimbered rate directly away from enemy; moving fire
OFFICER CASUALTIES

Officer or assist within 12 of enemy 2 dice: 12 hits


Within 2 of enemy 1 die: 6 hits
In Melee 1 die: 5 or 6 hits
Officer Hit Results

1 Minor wound

- no benefits for 1 turn

2, 3 Serious wound - no benefits for 2 turns


4 Severe Wound 5 Mortal Wound 6 Killed

1.
2.
3.
4.
5.

TURN SEQUENCE
MARK ORDERS
ROUTS, RALLIES, REPLACE
REVEAL ORDERS
FIRST FIRES
DISENGAGING

CHARGES
MOVEMENT
SHAKEN (yellow): fall back 1D6 facing enemy unless officer present
REPLACEMENTS
MOVING FIRES
ROUTED (red): fall back bonus movement in disorder
Beat BMP w/ 1D6
OFFICER CASUALTIES
BASE MORALE POINT
(BMP)
CHARGE
CHARGE
Formation Impact Modifiers
Elite 2, Vet 3, Green 4, Militia
Unique Impact Modifiers
5 Modifiers
Morale Point
(MPM)
INF single line
0
INF per supported unit
-1
Officer rating
-1, -2, -3
INF extended line
+1
CAV per supported CAV unit
-2
Charging
-1
INF double line
-1
IF UNIT IS CHARGED:
Behind cover, uphill, woods
-1
INF attack column
-2
On Partial Flank
+3
Hasty works
-2
INF skirmish line
+6
On Full Flank
+6
Light / medium / heavy
-3
INF column
+3
On Rear
+9
works
Behind friendly units
-4
INF disordered
+4
While Forming
+2
Per stand or section lost
+3
CAV single line
-1
On Conditional
+2
Hold
Brigade commander lost
+1
CAV double line
-2
MOVEMENT
NOTES
Per regt. lost (same
+1
CAV skirmish line
+5 2 front-to-flank (4 for Green)
brigade)
Shaken
+2
CAV column
+2 FORM: full move if green, skirmish, disorder, woods
Routed
+4
CAV disordered
+3
or rough (others move to FORM)
Hit by fire:
Partial
+2
CAV dismounted
+3 Artillery cannot move within 4 of INF, 6others
Flank
Full Flank
+4
ART supported
0
Skirmishers cannot move within 2 of enemy
Rear
+6
ART unsupported
+8 Wagons must stay 1 from main battle line
+1
Disordered
ART limbered
SR Green ART full move to limber, to unlimber
CHARGE PROCEDURE
1. Charging unit reveals orders and designates charge target.
Must charge closest threatening enemy. Any charge over 45 is in disorder.
2. Roll for charge bonus; calculate disorder point.
Disorder at of bonus for elite, vet; full charge for green
3. Roll 1D6 for point of defensive volley (none if FR at attacker)
Elite, vet use inches for distance; green troops use full inches
(-1 if officer present, elite, or in works; +1 disordered, CH or forming)
Max. of +1 or 1. Cannot fire at same unit twice can fire at different unit
4. Dice down for Impact. Low total wins. If tie, enter Melee.
Both attacker and defender calculate Impact Morale by adding
2D6 roll to BMP, MPM, Formation Impact and Unique Impact Modifiers

6.
7.
8.
9.

5. If defender wins Attacker falls back in disorder 1D6 (INF) or 2D6 (CAV)
( in woods/rough) plus modifiers.
6. If attacker wins Defender falls back in disorder 2D6 from
attacker ( in woods/rough) plus modifiers. If that die sum is:
(2-4) same morale, (5-8) shaken, (9-11) routed, (12) picked up.
(-1DRM Elite, -1 Officer present, +1 Green troops, +2 Militia)
Attacker moves rest of charge distance and goes into disorder.
7. Fire simultaneous 2 dice volley with modifiers.
8. If units end turn in contact, they Melee until one is picked up.
1st round of Melee, supporting units count as half; continuing
rounds count as full. If unit routs in Melee, it surrenders.

ALTERNATIVE METHOD TO RESOLVE CHARGES


Defender wins by:

Attacker wins by:

12+
10 - 11
8-9
67
5

12+
10 - 11
8-9
67
5

34
2
1
0

Attacker picked up
Attacker routs + loses 2 stands
Attacker routs + loses 1 stand
Attacker routs
Attacker retreats 1D6 shaken &
disordered
Attacker retreats 2D6 shaken &
disordered
Attacker retreats 1D6 disordered
(lose 1 fig)
Attacker retreats 2D6 disordered
(lose 1 fig)
Melee

Alternate charge table courtesy of P. J. ONeill

34
2
1
0

Defender picked up
Defender routs + loses 2 stands
Defender routs + loses 1 stand
Defender routs
Defender retreats 1D6 shaken & disordered (lose 1 fig)
Attacker charges full remaining distance. Defender retreats 2D6
shaken & disordered (lose 1 fig)
Attacker charges remaining distance. Defender retreats 2D6
disordered (lose 2 figs)
Attacker charge stops. Defender retreats 1D6 disordered (lose 2
figs)
Melee

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