Overview
Johnny Reb is a regimental grand tactical miniatures wargame system for the American Civil War, first published by Adventure Games in 1983. Players command divisions or corps, maneuvering regiments of 15-30 miniature figures across tabletop battlefields. The game features simultaneous movement, a strong command-and-control system with written orders, and comprehensive rules covering infantry, cavalry, artillery, morale, and terrain. Six historical scenarios are included.
Components
- Rulebook with rules for all troop types and combat situations
- Quick reference cards (sequence of play, movement tables, combat tables, morale tables)
- Six complete historical scenarios with maps, orders of battle, and victory conditions
- Players supply their own miniature figures (10mm, 15mm, 20mm, or 25mm scale)
- Measuring tools and dice
- Order markers/counters
Setup
- Select a scenario from the six included historical battles.
- Set up terrain according to the scenario map.
- Each player deploys their units in designated starting positions per the scenario’s orders of battle.
- Each unit is organized as a regiment of 15-30 figures on 5 bases.
- Players write initial orders for their units.
Turn Structure
Each game turn represents a period of battlefield time and follows this sequence:
- Orders Phase: Players write or update orders for their units using order markers.
- Movement Phase: Both players move simultaneously according to their written orders.
- Fire Phase: Units fire at enemy targets; artillery fires at range, infantry uses musket fire.
- Melee Phase: Adjacent opposing units engage in close combat.
- Morale Phase: Units that suffered casualties or other adverse events check morale.
Actions
Orders and Command
- Each unit receives orders each turn, marked with counters (attack, defend, hold, withdraw, etc.).
- Orders reflect the command-and-control challenges of Civil War era warfare.
- Units must follow their orders until new orders are issued, creating realistic delays in battlefield communication.
Movement
- Units move according to their type and formation (line, column, march column).
- Terrain affects movement speed (roads, woods, hills, rivers, fences).
- Formations can be changed during movement at a cost to movement distance.
Fire Combat
- Infantry fires muskets at targets within range.
- Artillery fires at longer range (cannister, solid shot, shell) with different effects based on range and ammunition type.
- Fire combat uses casualty tables modified by range, cover, formation, and target type.
- Enfilade (flank) fire is more effective.
Melee
- When opposing units are in contact, melee combat occurs.
- Melee is resolved by comparing strengths modified by terrain, formation, morale, and support.
- Losing a melee typically results in retreat and morale loss.
Morale
- Units check morale when they suffer casualties, are charged, lose a melee, or face other stressful situations.
- Morale results range from steady (no effect) to rout (unit flees the battlefield).
- Unit quality (veteran, regular, green) significantly affects morale.
Scoring / Victory Conditions
Victory conditions are scenario-specific. Each of the six included scenarios defines objectives (hold terrain, break through enemy lines, inflict casualties) and time limits. Victory is assessed based on achieving scenario goals and relative casualties.
Special Rules & Edge Cases
- Simultaneous movement prevents unrealistic reactions to enemy moves.
- Written orders create realistic command friction – players cannot instantly redirect all units.
- The game accommodates multiple figure scales (10mm to 25mm) with adjusted measurement distances.
- Cavalry has special rules for mounted and dismounted combat, charges, and withdrawal.
- Units can build field fortifications over time, improving their defensive positions.
- Weather and visibility can affect combat and movement.
- The GDW 2nd edition (1988) and Johnny Reb III (1996) are revised versions with minor rules updates.
Player Reference
| Unit Type |
Typical Strength |
Key Ability |
| Infantry Regiment |
15-30 figures |
Musket fire, melee |
| Artillery Battery |
2-4 guns |
Long-range fire |
| Cavalry Regiment |
10-20 figures |
Mobility, charges |
| Key Numbers |
Value |
| Figures per regiment |
15-30 |
| Bases per regiment |
5 |
| Typical command |
Division or corps |
| Included scenarios |
6 |
| Figure scales |
10mm, 15mm, 20mm, 25mm |