GYG
Johnny Reb III
|COMBAT RESULTS TABLE |
|Die | |
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 |1 ½ |
| 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 | |
|Officer within 1” |+1 |
|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) (½“ in|
|Must charge closest threatening enemy. Any charge over 45º is in disorder. |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. |
| Both attacker and defender calculate Impact Morale by adding | 1st 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. |
ALTERNATIVE METHOD TO RESOLVE CHARGES
|Defender wins by: |Attacker wins by: |
|12+ |Attacker picked up |12+ |Defender picked up |
|10 - 11 |Attacker routs + loses 2 stands |10 - 11 |Defender routs + loses 2 stands |
|8 - 9 |Attacker routs + loses 1 stand |8 - 9 |Defender routs + loses 1 stand |
|6 – 7 |Attacker routs |6 – 7 |Defender routs |
|5 |Attacker retreats 1D6 shaken & disordered |5 |Defender retreats 1D6 shaken & disordered (lose 1 fig) |
|3 – 4 |Attacker retreats 2D6 shaken & disordered |3 – 4 |Attacker charges full remaining distance. Defender retreats 2D6 shaken & disordered (lose 1 |
| | | |fig) |
|2 |Attacker retreats 1D6 disordered (lose 1 fig) |2 |Attacker charges ½ remaining distance. Defender retreats 2D6 disordered (lose 2 figs) |
|1 |Attacker retreats 2D6 disordered (lose 1 fig) |1 |Attacker charge stops. Defender retreats 1D6 disordered (lose 2 figs) |
|0 |Melee |0 |Melee |
| | | | |
Alternate charge table courtesy of P. J. O’Neill
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Roll all 6s
Out of ammo
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