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Index To Johnny Reb III

This document provides an index to key terms and concepts from the wargame "Johnny Reb III". It lists over 60 entries alphabetically, each accompanied by page numbers where that term is discussed in more detail. The index covers a range of topics including combat procedures, unit types and formations, movement rules, and the effects of terrain and morale on battles. It serves as a reference guide for players to quickly locate rules and information related to specific game mechanics.

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Dado Hasancevic
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0% found this document useful (0 votes)
220 views4 pages

Index To Johnny Reb III

This document provides an index to key terms and concepts from the wargame "Johnny Reb III". It lists over 60 entries alphabetically, each accompanied by page numbers where that term is discussed in more detail. The index covers a range of topics including combat procedures, unit types and formations, movement rules, and the effects of terrain and morale on battles. It serves as a reference guide for players to quickly locate rules and information related to specific game mechanics.

Uploaded by

Dado Hasancevic
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Index to Johnny Reb III

-A- 34, 40, 41, 44, 49,50,


Additional Fire 24, 34, 39 53, 56, 58
Ammunition 12, 19, 21, 37 CAVALRY 54
Area Fire 12, 47 Battalions 3, 54, 55
ARTILLERY 17 Charge 56
Abandoned Guns 21 Counter Charge 48, 56
Against Buildings 21 Dismounted 6, 8, 28, 54, 55, 56
Against Works 22, 61 Formations 54, 55
Ammunition 21 Green 6
Arc of Fire 19 Mounted 3, 8, 41, 51, 54, 55, 56
Battalion 17 Mounting 3
Battery Horse 20, 37 Movement 54
Cannister 19 Pistols & Shotguns 55
Disengaging Gunners 21 Restrictions 55
Enfilade Fire 23 Squadrons 3, 54
Fire 18, 23 Terrain affecting 51
Fire over Friendly Troops 20 Charge (C) Order 33, 35
Fortress Guns 22 CHARGE 35
Hold 19 Attempt to Halt 46
Horse Losses & Replacing 20, 37 Bonus 8, 35, 41, 44, 48, 56
Impact Morale 17 Cavalry 9, 56
Limber 8, 51 Charge Bonus 5, 41, 46
Melee 17 Co-coordinating Charges 35, 42, 43
Morale 17 Counter Charge 48
Mounting 3 Curved 46
Movement 17 Declare 38
Penetration (Fire) 13 Defensive Fire or Volley 41, 42, 44, 45, 47, 58
Pivot 19 Disorder 8, 41
Prolonge Movement 21 Distance of 8, 46, 47, 49, 56
Rear Fire 23 Élan 35, 44, 57
Remanning Guns 21 End of Charge Volley 41, 49
Rout 28 Geographic Objective 46
Sections 3 Impact 41, 49
Shaken 28 Leading the Charge 31
Siege Guns 22 Melee 41, 50
Spiking Guns 21 Mixed Charges 42
Terrain effecting 19, 51 Most Threatening 11, 34, 35, 38
Uncommon Types 22 Point of Disorder 8, 41, 46
Unlimber 8 Procedure 34, 41, 56
(in) woods 19 Rout 28
Automatic Rout 25 Second 35
-B- Shaken 28
Basic Morale Point (BMP) 5, 26, 49 Supporting Charges 41, 44
Battery, supported 17 Target 38, 41, 42, 46, 56
Battery, unsupported 17 Terrain Effects Upon 8
Behind Cover 37 Uncoordinated 35, 42, 44
Behind Friendlies 36 Visibility (Area Fire) 47
Blind Fire 12 While forming 26, 44, 56
Bonus Movement 5, 21, 40, 48, 52 Close Range 13
Breechloaders 12, 14 Combat 4, 6, 9, 25, 32, 33, 37,
Brigade Column 16 47, 56
Buck & Ball Ammo 10 Combat Effects Modifiers 5
Combat General Procedure 9
-C- Combat Results Table 4, 9, 10, 18
Cannister 19, 21, 22, 61 Command and Control 4, 30, 31, 32, 33
Casualties 1, 9, 11, 12, 13, 14,16, Command Levels 32
21, 24, 25, 28, Command Radius 30

-1-
Index to Johnny Reb III
Commanders 26, 30, 31, 36, 37, 53 (with) Movement 51
Conditional Hold (CH) 26, 33, 34, 38, 40, 41 Prone 14
Consecutive Shots (siege guns) 22 Reform 8
Countercharge 26, 34, 41, 48, 56, 57 Refusing a Flank 12
Crossing Fences and Walls 8 Regimental Skirmishers 15
Crossing Obstacles or Works 60, 61 Reserve Companies 15
-D- Single Line 6
Defensive Fire 4, 15, 34, 39, 41, 47 Skirmish Line 6
Die Roll Modifiers (DRM) 4, 5, 9, 10, 12, 13, 14, Terrain Effects 51
18, 41, 50, 60 Forming 8, 16, 34, 50, 56
Disengage (D) 5, 9, 25, 28, 33, 34, 40, Forming Square 16
50, 53 Fortifications or Works 13, 22, 60, 61
Disorder 6, 7, 12, 46, 51, 60 Friendly Fire 20
Disruptive Movement 52 Front to Flank 8
Distance (conversions) 1, 51 Frontages 2, 3, 4, 15, 60
-E- -G-
Elite Troops 8, 14, 17, 26, 28, 31, Green Troops 8, 11, 16, 17, 26, 27,28,
34, 41, 49, 50, 51, 55, 34, 41, 47, 49,50, 51,55,
57 57
Enfilade Fire 11, 23, 44 Ground Scale 1, 8, 25, 28, 36, 42, 51
Engineers 59, 60, 61 -H-
-F- Half Move 8, 55
Facing 11 Hasty Works 13, 60
Fences 13 Heavy Works 61
Fire Factor Multiplier (FFM) 5 Hidden Movement rules 62
FIRE COMBAT Hold (H) 33, 34, 38, 56
Additional 24, 34, 39 Holding Fire 12
Area 12, 47 Horse holders 3, 54
Blind 12 Horse losses 20, 37
Defensive 4, 15, 34, 39, 41, 47 -I-
Vs Disordered units 12 Illegal Orders 33
Enfilade 11, 23, 44 Impact, Dice Down 5, 26, 37, 41, 43, 44, 49,
First 19, 24, 30, 33, 34, 38, 56, 57, 60
39, 42, 49, 53, 55 Impact, Morale Point 5, 29
Flank 11, 23, 29 INFANTRY 5, 6, 10, 12, 26, 58
Holding 12 Bonus Movement 5
Moving 53 Counter Charge 48
Penetration 13 Fire (Firing Procedure) 10
Primary Fire Zones 11 Combat Procedure 9
Rear 23, 40 Mounting 2
Fire over Friendly Troops 20 Penetration (Fire) 13
Fire Penetration 13 Quick March or Push Move 5
First Fire (FR) 34, 39 Rout 28
Flank Fire 11 Shaken 28
Flintlocks 10 Terrain affecting 51
Forced Conditional Hold 38 Weapons 10
Form (FM) 33, 34 Instant Rally 27
FORMATIONS Instant Routs 27
Attack Column 6 -L-
Brigade Column 16 LEADERS (see also Officers)
Changing 8 Artillery 31
Disorder 7, 10 Cavalry 30, 37
Double Line 6 Corps 31
Extended Line 6 Division 31
Forming Square 16 Infantry 30, 37
Impact Morale 5, 29 Leading the Charge 31
Infantry 5, 6, 55 Mounting 2
March Column 6, 7, 11 Movement 5

2
Index to Johnny Reb III
Optional Rules 30, 31 Phase 5, 19
Replacing 31, 37 Prolonge 21
Leader Abilities Push or Quick March 5, 52
Leader Casualties 31 Rates 5
Leader Quality 30 Reverse 52
Leadership 31 Rout 5
Limber costs 8, 17 Through units 52
Long Range 14, 24, 34, 38, 39, 42, Wheel 8, 52
53 Movement of Routed Units 25, 28
-M- Movement of Shaken Units 25, 28
March Column 7 Muskets, flintlock 10
Mark Orders 33 Muskets, mixed 10
Marked Fire 11, 12, 13, 19, 21, 22, Muskets, range 9
33, 34, 47, 53, 61 -O-
Marked Hold 33, 34, 38, 56 OBSTACLES 59
Medium Works 10, 60, 61 Abatis 59
Melee 5, 10, 50, 55, 56 Chevaux de fries 59
Modified Morale Point 26, 29 Fraise 59
MORALE (BMP) 25, 36, 37 OFFICERS (see also Leaders)
Behind Cover 37 Benefits 2, 26, 33, 38, 41, 49, 55,
Behind Friendlies 36 56, 57
Check 10 Casualties 53
First Casualty 25, 27 Mounting 2
Good 6, 7, 11, 25, 27, 28, 34, Movement 5
35, 37, 41, 49, 56, 58, Quality 30
60 Opening Volley 10, 14, 18, 55
Hit by Artillery 25 Optional Rules 29, 31
How to, When to 12, 20, 24, 25, 26, 27, ORDERS 33, 34, 38
28, 31, 33, 34, 36, 37, Charge (C) 33, 35
39, 40, 41, 44, 49, 50, Chits or Cubes 33
53 Conditional Hold (CH) 33, 34, 38
Impact 5, 29 Disengage (D) 33, 40
Lost Stand 27 First Fire (FR) 33, 34, 39
Modified 26, 29 Form (FM) 33, 34
Multiple Checks 25, 27 Hold (H) 24, 22, 33, 34
Order of 25 Illegal 33
Routed 5, 11, 14, 25, 28, 33, Limitations 31
34, 36, 37, 41, 49 Move ( →) 33, 34
Sees Disaster 27 Out of Ammunition 12
Shaken 11, 14, 25, 27, 28, 36, Out of Command 4, 30, 31, 32, 33
37, 41, 44, 49, 50 -P-
When to Check 25 Pickets 62
Morale Point Modifier (MPM) 26, 29 Pickup 5, 25, 27, 28, 41, 49
Move ( →) Order 34 Pioneers 59, 60, 61
MOVEMENT 8, 17, 51 Pistols 55
Artillery 17 Primary Fire Zones 11
Bonus 27, 28 Prolonge Movement 21
Cavalry 54 Prone 14
Costs 8, 34, 51 Push Movement 5, 52
Disengage 40 -Q-
Disruptive 52, 63 Quick March 5, 52
(with) Formation Change 51
Front to Flank 8 -R-
Hidden 62 Rally attempt 25, 27, 36, 37
Maximum 51 Rally, Instant 27
Mounting and Dismounting 55 RANGES
Officer 5 Artillery 9, 10, 22, 28
Organization 54 Fortress Guns 22
Infantry 9, 10

3
Index to Johnny Reb III
Sharpshooters 14 Rough 1, 6, 25, 28, 51
Siege Guns 22 Trail 1
Rapid Fire 14 Woods 1, 4, 6, 8, 12, 13, 19, 25,
Regiment 2, 3, 6, 7, 12, 14, 15, 28, 30, 36, 37, 40, 41,
16, 26, 27, 30, 31, 32, 47, 49, 51
33, 36, 37, 38, 42, 44, Time 1
54, 58, 60, 62, 63 TURN SEQUENCE 33
Regimental Skirmishers 15 -U-
Repeaters 12, 14 Unlimber Cost 8, 17
Replace Ammo, Horses, Leaders 32, 37 -V-
Resupply 12 Veterans 8, 17, 26, 27, 28, 34, 36,
Reserve Companies 15 41, 47, 51, 55, 58
Reverse Movement 52 Visibility 12, 47
Road Movement 5 In Woods 12
ROUT 28, 37
Effects 5, 25, 28, 36 -W-
Failed Rally 37 Walls 13
Illegal Orders 33 Wheel Movement 8, 52
Movement 5, 25, 36 Wood Fences 8, 13, 14, 37, 46, 51, 55,
Pickup 28 58, 60
Rally Attempt 36, 37 WORKS
Rout, Automatic 27 Benefits 10, 13, 60
Hasty 13, 26, 37, 51, 60, 61
-S- Heavy 13, 60, 61
Secondary Zone 11 Medium 13, 37
Second Charge 35
Sections, Artillery 3, 17, 18 -Z-
Self Command (Activation) 31 Zone of Protection 36
Shaken 25, 28, 31, 33, 36, 37
Sharpshooters 14
Shotguns 55
Sighting 12, 47
Skirmishers 7
Skirmishing 9, 26, 30, 34, 52, 55
Smoothbore Muskets 10
SPECIAL RULES
Disorder 7
March Column 7
Skirmishers 7
Special Units 14
Breechloaders 14
Repeaters 14
Sharpshooters 14
Supply Wagons 14
Squadrons 3, 54
Stone Walls 13, 37, 51, 55, 60
Supply Wagons 37
Supported Artillery 17
Supporting Units 35, 41, 42, 44, 49, 50,
56, 57, 58
Surrender 5, 25, 27, 28, 41, 49
-T-
Tactical Competence 4, 20, 26, 31, 37, 42,
46, 48, 52, 55, 57, 60
TERRAIN TYPES 1
Broken 1
Effects on Command Radius 30
Open 1
Road 1

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