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Johnny Reb III

COMBAT RESULTS TABLE


Die 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 22 24 Roll
32 M 1* 1* 1 1 2 2 2 3 3 4 5 5 6 8 9 11 13 15 18 21 24 16
24 M 1* 1* 1 1 2 2 2 3 3 4 4 5 6 7 8 9 11 13 15 18 14
# 20 M 1* 1* 1 1 2 2 2 3 3 4 4 5 6 7 8 9 11 13 15 12 #
16 M 1* 1* 1 1 2 2 2 3 3 4 4 5 6 7 8 9 11 12 10
F 14 M 1* 1* 1 1 2 2 2 3 3 4 4 5 6 7 8 9 11 8 S
I 12 M 1* 1*1 1 2 2 2 3 3 4 4 5 6 6 7 9 6 E
G 10 M 1*1* 1 1 1 2 2 3 3 4 4 5 5 6 7 4 C
U 8 M 1* 1* 1 1 1 2 2 3 3 3 4 4 5 5 3 T
R 6 M 1* 1* 1 1 1 2 2 2 2 3 3 4 4 2 I
E 4 M 1* 1* 1 1 1 2 2 2 2 2 3 3 O
Roll all 6s
S 3 M 1* 1* 1 1 1 1 2 2 2 2 3 1 N
Out of ammo
2 M 1* 1* 1 1 1 1 2 2 2 2 S
1 M 1* 1* 1 1 1 1 1 1 1 ½
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: ½ casualties Flintlock Muskets -1 1 2 5
Target disengaging: ½ casualties Sharpshooter Rifles +1 3 21
Melee Pistols +1 in melee ¼ ½ 1½
INF 2x casualties to INF Shotguns +1 in melee ½ +1 DRM 1 2
INF 1X casualties to CAV ART (½ 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 Melee Fire Melee Fire
First Fire 3 Out of ammo -1 Die Single Line 1x 1x 1x ½x
Hold 3 Area Fire / Additnl. Fire -1 Die Extended 1x -1 DRM NA NA
Moved or formed 2 Blind Fire -2 Dice Double Line 1x 1st rank 2x ½x
ART pivoted over 45º 2 Close range +1 Die Skirmish ½x ½x ½x ¼x
ART moved or unlimbered 2 Repeaters +1 Die Column ½x ¼/½ 1x ¼x
Shaken -1 Die ART Canister: 2 shots +2 Dice Disordered 1x ½x 1x ¼x
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 -1 CAV Single +2 / +1 C INF & CAV ARTILLERY
Opening volley +2 INF Double Line +1 CAV Dbl Line +4 / +2 C & CANISTER SHOT/SHELL
First Fire +1 INF March Column +3 CAV Column +4 / +2 C Orchard/wood fence -1 0
Elite +1 INF Attack Column +2 CAV Disorder +6 / +3 C Stone wall, building -2 -1
Green / Militia -1 INF Disorder +3 CAV Dismtd. -2 / +0 C Woods -2 -1
Hasty/light works +1 Repeaters -2 C=Charging Hasty / light works -3 -2
Med./hvy. works +2 Breechloaders -2 Medium works -6 -5
INF extended line -1 Prone -4 FLANK INF & CAV ART Heavy works -8 -7
CAV dismounted -2 ART limbered +3 DRM Canister Shell Charging units do NOT get Cover DRMs
Breechloaders +2 ART unlimbered -3 Partial Flank +2 +3 FIRE PENETRATION causes ½ casualties
Sharpshoot rifles +1 Green / Militia +1 Full Flank +4 +6 Close range INF 2” Canister
Flintlock rifles -1 Elite -1 On Rear +2 +3 Normal range INF 1”
ART btln w/officer +2 Front of hasty works -1 VISIBILITY Light 1D6 Normal range ART 1D6
(3 batteries or more) Front of other works -2 IN WOODS Heavy ½ D6 ½ distance woods or rough and ½ dis. in hasty
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 NA 6 4 2 1 1x 1x 1x
Extended Line NA 8 6 3 1 1x -1 DRM -1 DRM
Double Line / Attack Column NA 7 5 2 2 2x 1st rank +1 / +2 DRM
Skirmish / Dismounted Officers NA 10 7 4 3 ½x ½x ½ loss
Column 18 14 10 4 2 ½x ¼x / ½x +3 DRM
Disordered 7 5 4 3 2 1x ½x +3 DRM
Routed (move, then rally) 22 18 12 5 3 POW NA ½ loss
Bonus Movement (Push = #) 3 Dice 3 Dice 2 Dice 1 Die ½ Die NA NA Disengage
Cavalry Movement Road Open Broken Woods Rough Melee Firer Target
Single Line NA 10 6 2 NA 1x ½x +2 DRM
Double Line NA 12 8 2 NA 2x ½x +4 DRM
Skirmish NA 20 12 4 2 ½x ¼x ½ Loss
Column 24 16 12 4 1 1x ¼x +4 DRM
Disordered / Mounted Officers 16 12 8 3 1 1x ¼x +6 DRM
Routed 26 18 12 4 2 POW NA Disengage
Bonus Movement (Push = #) 4 Dice 4 Dice 3 Dice 1 Dice ½ Dice NA NA Disengage
Dismounted NA 8 5 4 1 1x -2 DRM -2 DRM
Artillery Movement Road Open Broken Woods Rough Melee Firer Target
Limbered (¼ move to unlimber) 24 16 12 1 None POW NA +3 DRM
Unlimbered (½ move to limber) 4 2 1 ½ None ½x 1x - 3 DRM
1 dead horse = ½ movement Prolonge movement – 2x unlimbered rate directly away from enemy; moving fire
MORALE CHECKS OFFICER CASUALTIES TURN SEQUENCE
1. First casualty Officer or assist within 12” of enemy – 2 dice: 12 hits 1. MARK ORDERS
2. Hit by ART / SS; +1 MPM per Within 2” of enemy – 1 die: 6 hits 2. ROUTS, RALLIES, REPLACE
3. Loss of a stand or section In Melee – 1 die: 5 or 6 hits 3. REVEAL ORDERS
4. Within 6” visibility of routed Officer Hit Results 4. FIRST FIRES
or destroyed unit, or officer hit 1 Minor wound - no benefits for 1 turn 5. DISENGAGING
Die roll of 2 = automatic rout 2, 3 Serious wound - no benefits for 2 turns 6. CHARGES
Die roll of 12 = automatic rally 4 Severe Wound 5 Mortal Wound 6 Killed 7. MOVEMENT
SHAKEN (yellow): fall back 1D6” facing enemy unless officer present REPLACEMENTS 8. MOVING FIRES
ROUTED (red): fall back bonus movement in disorder Beat BMP w/ 1D6 9. OFFICER CASUALTIES
BASE MORALE POINT (BMP) CHARGE CHARGE
Elite 2, Vet 3, Green 4, Militia 5 Formation Impact Modifiers Unique Impact Modifiers
Morale Point Modifiers (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 works -3 INF column +3 On Rear +9
Behind friendly units -4 INF disordered +4 While Forming +2
Per stand or section lost +3 CAV single line -1 On Conditional Hold +2
Brigade commander lost +1 CAV double line -2 MOVEMENT NOTES
Per regt. lost (same brigade) +1 CAV skirmish line +5 2” front-to-flank (4” for Green)
Shaken +2 CAV column +2 FORM: full move if green, skirmish, disorder, woods
Routed +4 CAV disordered +3 or rough (others ½ move to FORM)
Hit by fire: Partial Flank +2 CAV dismounted +3 Artillery cannot move within 4” of INF, 6”others
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
Disordered +1 ART limbered SR Green ART full move to limber, ½ to unlimber
CHARGE PROCEDURE
1. Charging unit reveals orders and designates charge target. 5. If defender wins – Attacker falls back in disorder 1D6” (INF) or 2D6” (CAV)
Must charge closest threatening enemy. Any charge over 45º is in disorder. (½“ in woods/rough) plus modifiers.
2. Roll for charge bonus; calculate disorder point. 6. If attacker wins – Defender falls back in disorder 2D6” from
Disorder at ½ of bonus for elite, vet; full charge for green attacker (½“ in woods/rough) plus modifiers. If that die sum is:
3. Roll 1D6 for point of defensive volley (none if FR at attacker) (2-4) same morale, (5-8) shaken, (9-11) routed, (12) picked up.
Elite, vet use ½ inches for distance; green troops use full inches (-1DRM Elite, -1 Officer present, +1 Green troops, +2 Militia)
(-1” if officer present, elite, or in works; +1” disordered, CH or forming) Attacker moves rest of charge distance and goes into disorder.
Max. of +1 or –1. Cannot fire at same unit twice – can fire at different unit 7. Fire simultaneous 2 dice volley with modifiers.
4. Dice down for Impact. Low total wins. If tie, enter Melee. 8. If units end turn in contact, they Melee until one is picked up.
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Both attacker and defender calculate Impact Morale by adding 1 round of Melee, supporting units count as half; continuing
2D6 roll to BMP, MPM, Formation Impact and Unique Impact Modifiers rounds count as full. If unit “routs” in Melee, it surrenders.

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