Oh Johnny

How We Waited for You!

(Johnny Reb III rules)

by Doug Kline


Johnny Reb players look out; Johnny Reb III is coming! After numerous years of development, and changes in rules ownership, JR III is finally here. There have been many of us, who, after years of playing different versions of JR III at conventions, could not wait for this day. JR III will be released in July.

I have been a Johnny Reb player for over ten years and I have had the opportunity to see JR develop into the rules set it has become. I have also had the opportunity, along with my club, to "playtest" the current version of JR III. The following is a very quick overview of the new rules, their changes, additions and improvements.

For regular JR players and players of "other" rules systems, the changes and improvements to JR have increased the speed of play, reduced the frequency of rolling dice, and improved the ability to fight larger battles. The first changes to be noted in the rules are changes in game scale. Each figure represents thirty men. Each gun stand is a battery (with the number of sections represented by the number of crew figures). Each inch equals fifty yards and each turn is twenty minutes. Units now need only four stands, and as noted above, batteries are smaller. I like these changes since the relative historical frontage between units and batteries is better simulated.

I also gained numerous new units by taking the fifth stands and adding new command stands. One can also field historical amounts of artillery without the batteries taking up miles of battlefield.

Some other points include:

  • The reference chart is now only one page.
  • Only one chart required for combat, and the die rolls are modified, replacing saving rolls.
  • Calculating fire strength due to range and/or movement is now simulated by rolling differing amounts of dice, rather than halving or quartering fire factors.
  • The charge sequence has been simplified, specially for multiple unit attacks and defenses.
  • Broader categories of terrain including open, broken, woods and rough.

I really like the feel, and play seems faster, enabling one to recreate larger battles. The variety of formations has also increased, allowing for double lines, brigade columns and skirmish stands. The combat procedure is definitely more enjoyable: rolling dice once for fire. New players will pick up the charts and rules faster than before. Other features that I like are requiring units to withdraw 1d6 when their morale first goes shaken (unless accompanied by a leader), and units below fifty percent strength needing an officer to advance.

We have found that artillery and skirmishers have been properly dealt with reducing the old familiar battlefield domination of a JR II artillery battery. Batteries deal out fewer casualties at longer ranges, and their close range fire deals out a more assured number of casualties without as much swing in the results. Skirmishers are also greatly reduced in fire ability, but they still do the task they are there for. Another nice feature is artillery penetration or "bounce through" fire. A recent playtest resulted in four regiments taking casualties due to the proximity of the units to the front unit which originally took the hits.

Overall, I feel the changes made to JR are all great improvements. Many of our club's "home rule additions" have amazingly been picked up in JR III. The rules are playable, and have the right historical feel. I believe that existing JR players will find JR III to be the rules set that they have always been looking for. I also would not be surprised to see large numbers of converts from "other" rules sets out there. Pick up a copy soon, and see the array of changes for yourself.


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© Copyright 1995 The American Civil War Society

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