JRIII modificatrion



Johnny Reb 3 AWI VARIANT

Inspired by Lee Barnes’ “JRIII – Horse & Musket”

Clip art by The Minuteman Printshop

Note

This AWI variant of John Hill’s “Johnny Reb III” miniature wargaming rules was developed by the Johnny Reb Gaming Society with the permission of Mr. Hill. With the following exceptions and certain changes in the charts, all normal JRIII rules apply.

Movement Restrictions

← Formation Change:

Trained (Guard, Elite, Veteran) troops marked "FM" can change formation and then move half, or move half and then change formation. Other troops take all of the entire movement to "FM" and may NOT move.

← Front-to-Flank:

Trained troops (except Militia and all cavalry) can move Front-to-Flank at a cost of 2"; all other troops and Militia cost 3". Only ONE Front-to-Flank move is allowed per unit per game turn.

← Oblique Movement:

Trained troops can move obliquely up to 45(. All others can only move straight or wheel without going into disorder.

← Move to rear:

Cavalry takes 2x movement to move backwards and end facing front, but normal movement if ending facing the rear. Infantry costs 2x movement to move backwards (regardless of facing at the end of movement).

← Charge bonus movement:

Trained Guard, Elite, Veteran troops go into disorder at half of the charge bonus move. Militia may only charge (in disorder) if accompanied by a leader. All other charging units go into disorder at half of their total movement.

Artillery Movement & Fire

1. Only light guns may fire (at half strength) on the turn that they unlimber.

2. Light guns may move by prolonge or pivot and then fire (at half strength).

3. Medium guns that pivot over 45( or move cannot fire. If they pivot < 45(, they may fire at half strength.

4. Heavy field guns that move or pivot cannot fire until the next game turn, even if charged.

5. Howitzers can move or pivot and then fire (at half strength).

6. Gunners can disengage, but guns and limbers cannot. Routing crews abandon their guns.

Woodland Indians

1. Indians may never change formation – they are always in skirmish order. However, they fire and melee at full effect (the number of figures is not rounded down). They take casualties are half effect

2. Indians run away and leave the board if they take any casualties from artillery fire. Units that see them leave must take a morale check.

3. Routed Indians may not be rallied unless they have a leader present. They have quit the fight and will move off the table. Units within 6” of their path must check morale.

4. If the Indian leader is killed or mortally wounded, the war band will move toward the rear and eventually off the table.

5. Indians are average troops. If they are facing militia, the militia must pass a morale check every turn while within 6” of a visible band of Indians.

|Combat Results Table |

| |Die> |

|Small Arms RANGES |DRM |Close |Normal |Long |

|Flintlock SB Muskets |-1 |1 |2 |4 |

|Flintlock Carbines |-1 |1 |2 |3 |

|Flintlock Rifles |-1 |2 |4 |8 |

|Artillery RANGES |Dbl Can |Cnnstr |Normal |Long |

|# dice |+3 dice |+2 dice | |-1 die |

|Coehorn mortars 2 |NA |NA | 4 |8 |

|Light guns 2 |2 |4 |8 |12 |

|Medium guns 3 |3 |6 |14 |18 |

|Heavy guns 4 |4 |6 |18 |24 |

|Howitzers 3 |NA |3 |6 |10 |

|Firing Dice | | Dice Modifiers | |Formation | | |Cavalry | |

| | | | | |Infantry| | | |

| Unit moved or formed (/ FM |2 Dice | Area fire |-1 Die | Double line |1 x |1st rank |2 x |½ x |

| Battery pivoted >45( |2 Dice | Blind fire |-2 Dice | Skirmish line |½ x |½ x |½ x |¼ x |

| Battery moved or unlimbered |2 Dice | Short range |+1 Die | Column |½ x |¼ x |1 x |¼ x |

| | | ART firing cannister |+2 Dice | Disorder |1 x |½ x |1 x |¼ x |

| Conditional Hold |-1 Die| ART firing double |+3 Dice| Routed |Srndr |

|CH | |cannister | | | |

|INF vs INF Square |+4 | Green / Militia |+1 |Full flank | +4 +6 |

|Art vs INF Square |+6 | Elite / Guard | -1 |On rear | +2 +3 |

|Melee Dice Modifiers | Melee |Combat DRMs |

|Any unit in melee: 4 Dice |Stationary CAV (1st round only) -2 |INF behind linear obstacle +1 |

|All INF casualties are doubled |CAV charging with lances (1st) +1 |INF without bayonets -1 |

| |CAV charging downhill (1st rd.) -2 |INF in light works / building +2 |

| |Unit is charging +1 |INF in heavy works +3 |

|Medium CAV vs Light CAV +1 Die |Hit on rear (1st round only) -3 |Elite / Guard |

| | |+1 |

| |Indians |Green / Militia |

| |+2 |-1 |

|Infantry movement |Road |Open |Broken |Woods |Rough |Melee |Firer |Target |

| Medium guns |16 / 2 |8 / 2 |3 / 2 |NA |1 / 0 |

|Guard, Elite, Vet, Green, Militia |1,2,3,4,5 |Morale Modifiers | | Morale Modifiers | |

| Morale Point Modifiers |MPM | INF single line | 0 | INF per supported flank / rear by INF |-1 |

| Officer rating |-1, -2,-3 | INF extended line |+1 | INF one supported flank (by terrain) |-1 |

| Charging |-1 | INF double line | -1 | CAV per mounted unit in support |-2 |

| Behind cover or in woods |-1 | INF attack column | -2 | Charged on: | |

| Light works |-2 | INF skirmish line |+6 | Partial |+3 |

| | | | |flank | |

| Medium / Heavy works |-3 | INF march column |+3 | Full flank|+6 |

| Behind friendly units |-4 | INF disorder |+4 | Rear |+9 |

| Per stand or section lost |+3 | INF square vs. charging INF | -2 | Forming |+2 |

| If brigade commander lost |+1 | CAV single line | -1 | |+2 |

| | | | |Conditional Hold | |

| Per regiment of same brigade lost |+1 | CAV double line | -2 | | |

| Shaken |+2 | CAV skirmish line |+5 | When to Check Morale |

| Routed |+4 | CAV march column |+2 | 1. First casualty |

| Hit by fire on:| | CAV disorder |+3 | 2. Hit by ART. (+1 MPM per hit) |

| |+2 | CAV dismounted |+3 | 3. Stand or section loss |

|Partial flank | | | | |

| Full|+4 | CAV vs. INF in square |+4 | 4. Within 6” of routed or destroyed unit |

|flank | | | | |

| Rear|+6 | ART supported | 0 | 5. Within 6” of officer hit |

| |+1 | ART unsupported |+8 | “2” -automatic rout “12” - automatic rally |

|Disorder | | | | |

| | | | | |

| | | | | |

-----------------------

Charge Procedure

1.Charging unit reveals orders and designates charge target.

Charge must be against closest enemy. If >45(, charge is made in disorder.

2. Roll for charge bonus and calculate at which point the charge goes into disorder.

Charger disordered at ½ of bonus for Guard/Elite/Vet; ½ full charge for green, militia

3. Roll 1D6 for point of defensive volley. Halt charge at that point. Resolve volley.

Guard, Elite, Veteran - use ½ inches for distance. Green / Militia - use full inches.

4. Dice down for Impact. Low total wins. If tie, then melee

Both attacker and defender calculate Impact Morale by adding 2D6 to their

BMP, MPM, Formation Impact and Unique Impact Morale Modifiers.

5. If defender wins – attacker falls back in disorder 1D6 from the attacker.

Both sides now fire a simultaneous end of charge volley.

6. If attacker wins –defender falls back in disorder 2D6 from the attacker.

If above roll is (2-4) good morale, (5-8) shaken, (9-11) routed, (12) picked up.

(-1 officer present, -1 Guard / Elite, +1 Green, +2 Militia)

7. Move units. If they end the turn in contact, then melee.

Supporting units count as half in 1st round of melee; continuing rounds count as full.

If a unit routs in a melee, it surrenders and is removed.

Officer Casualties

6” of enemy – 2D6, “12” hits

2” of enemy - 1D6, “6” hits

Melee – 1D6, “5 or 6” hits

ROLL 1D6 FOR RESULTS

1 Minor wound, no benefits 1 turn

2, 3 Serious wound, no benefits 2 turns

4, 5, 6 Dead / dying, remove from play

Turn Sequence

1. MARK ORDERS

2. ROUTS, RALLIES, REPLACEMENTS

3. OFFICER CASUALTIES

4. REVEAL ORDERS

5. FIRST FIRES

6. MOVE DISENGAGING UNITS

7. CHARGES

8. MOVEMENT

9. MOVING FIRES

Roll all 6’s; out of ammo

Johnny Reb III variant

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