Johnny Reb 2.5
Introduction
Johnny Reb 2.5 is an updating of Johnny Reb 2 with some elements of Johnny Reb 3. JR3 is really a completely new game and it lacks many of the nuances and the flexibility of JR2. However, there are some mechanics in JR2 that could use refinement. The following is our group's changes to JR2 based on new ideas introduced in JR3.
Johnny Reb 2
All of the rules in Johnny Reb 2 - morale, movement, firing and so forth remain the same. If the JR2 rule is not addressed below it remains the same.
Figures and ground scale
- Each figure represents 25 men, and each inch of ground is 50 yards.
- Cavalry figures dismount with the same number of men as when mounted.
- Each cannon represents a battery. Each crew figure represents one section of that battery.
Artillery
- A gun battery may have from one to three sections.
- All guns fire together at the same target each turn.
- Each battery is composed of only one type of gun.
- Counter battery fire is at guns only, not at crew. Each successful hit removes one figure from the battery. When the last figure is removed the battery is destroyed.
- Artillery commanders may either combine two batteries under their command for firing purposes, or benefit one battery by its hit numbers going up one row if the commander is +1 or better.
- If the object of a charge a battery may limber and disengage its full move from its position if it has not and does not fire that turn. As it moves you must roll to see if any of the sections are wrecked in the flight.
Charges
- Charging unit
- When a unit is ordered to charge it may bring in supporting regiments that are within two inches when the charge begins.
- Only the lead regiment rolls for bonus distance, all supporting units move the same distance.
- If the lead regiment is forced to stop before it reaches its full charge distance, check each supporting regiment. If the regiment passes a disorder roll it continues with the charge. If not it goes into disorder where it is.
- If the lead regiment takes casualties all supporting regiments take 50% of that number of casualties, rounding down.
- At impact, subtract two from the dice roll for each supporting unit in line or extended line,
or subtract one for each supporting unit in disorder or any other formation.
If the charging unit loses impact roll 1d6. All units in the charge:
- 1 or 2 - fall back that many inches in good morale
- 3 or 4 - fall back that many inches in shaken morale
- 5 or 6 - fall back that many inches routed.
- Defending unit
- When the charging unit(s) first come into sight roll on the table, to determine the distance the defending unit fires at use the table outlined below. Count as full inches for all Green, militia and shaken troops. The result is the range at which the unit fires regardless of the actual distance of the target.
- Green or disorder - Roll 1d6 and count as full inches.
- Average - If in good morale, pass a disorder roll and select range to fire at, failing a disorder roll unit fires at normal range.
- Elite - Unit is always able to select range to fire at if in good morale.
- When the charging unit(s) first come into sight roll on the table, to determine the distance the defending unit fires at use the table outlined below. Count as full inches for all Green, militia and shaken troops. The result is the range at which the unit fires regardless of the actual distance of the target.
- If the defending unit has already fired, it may still fire at every charge directed at it using 1d6 for fire effects.
- At impact the defending unit subtracts two from the impact roll for every unit within two inches to its rear or flank that is in good morale and in line or extended line, or one from the roll for every other unit within two inches to its rear or flank other than routed ones.
- If one or more of the supporting regiments is itself the object of a charge it may not count as support. A regiment may count as support for two or more charged regiments, however.
- If the defender loses the impact roll 2d6
- 2, 3, or 4 - units falls back that many inches in disorder but good morale
- 5, 6, 7, or 8 - units falls back that many inches in disorder and shaken morale.
- 9, 10, or 11 - unit routs that many inches away from the charge
- 12 - unit immediately disperses
- All supporting units then roll a disorder roll. If they pass they stay in place. If they fail they roll 2d6 as if they lost an impact.