Jackson Gamers' "Continuous Fire Fight Rules

Based on Larry Brom’s “Standard Rules”

Robert Whitfield and Larry Brom developed these in 1984 after we refought the battle of Fredericksburg in 25mm scale, and the Confederates were unable to stop the Yankees by firepower. In these rules there is a “deadly ground” in front of an Infantry regiment (and to a lesser degree, in front of an artillery battery). Any enemy unit in that ground WILL be fired at until it is destroyed, or falls back voluntarily or involuntarily, or forces the units that are firing on it to withdraw.

The mechanisms of play such as Infantry and Artillery fire, Movement, Close combat (Melee), and Morale are taken straight from Larry Brom’s rules with little if any change. The unique facet of these rules is that once a unit moves into the “deadly ground” it will be fired at and will test morale, it may then return fire and the original firing unit will test morale. Then both units settle into a routine of firing and morale testing, till one fails morale or voluntarily falls back (or is destroyed). This is a difficult concept to grasp, because as miniature wargamers, we are so used to a turn sequence of: “we move, we fire, we test morale, we fight melees, we have another turn”.

Fire in this rules set is deadly. If one player persists in holding an exposed position, his unit or units will be destroyed by fire in one turn. Players must grasp the concept (so dear to the hearts of infantrymen) of bugging out if the fire-fight begins to go against them.


Section 1 Game Preparation
Section 2 Commencing the Game
Section 3 Game Sequence.
Section 4 Officers
Section 5 Troop Formations.
Section 6 The Fire-Fight
Section 7 Movement
Section 8 Infantry Fire
Section 9 Artillery
Section 10 Casualties.
Section 11 Morale.
Section 12 Close Combat.
Section 13 Rear Attacks
Section 14 Falling Back,
Section 15 Routed Units
Section 16 Cavalry.
Section 17 Terrain Restrictions
Movement Chart.
Firing Chart
Winning The Game
Section 21 Terminating the Game
Section 22 Computing Final Casualties.
Section 23 Degree Of Defeat
Section 24 Army Effectiveness.
Overhead Fire &, Enfilade Charts.
Data Sheet


1. Game Preparation
Prepare Random Move Cards for each Brig./Div. and Artillery Battery in each Army. Also, two "Bonus" cards and an "officers" card for each army.

2. Commencing the Game

A. Build terrain, choose Armies and side of table.
B. Hang curtain down center and place units anywhere 24". from tables edge. Units in woods, towns, or behind hills can be kept off as "concealed".
C. Up to 1/3 of an Army can be off the table as "Reserves".
To Enter, (By Brigs./Divs. only).

  1. Announce at start of turn - mark entry point.
  2. Can enter next turn when card is drawn.
  3. Roll 6-sided die.
  4. Move in one normal move from the entry point.

D. When the first turn starts, turn over top card of shuffled Random Card deck. That Brig./ Div. can move if Staff Officer passes Command Response (See Chart).
E. On a "bonus" card, that Commander-in-chief can move any brigade he chooses even if it has already moved or attempted to move.
F. When all cards are turned, movement phase of turn is completed.

3. Game Turn Sequence:

A. Turn over the top card of the Random Move Stack. That Brigade/Division, or Battery can move if its Commander rolls the proper Command Response Die. Keep turning cards until the stack has been run through. This completes the Movement Phase of the game turn.

B. Simultaneously fire all standing artillery, mark casualties, and check morale. Units that pass morale may fall back voluntarily if desired.

C. Simultaneously fire all moving artillery, mark casualties, and check morale. Units that pass morale may fall back voluntarily if desired.

D. Simultaneously fire all standing musketry, mark casualties. and check morale. Units that pass morale may fall back voluntarily if desired.

E. Simultaneously fire all moving musketry, mark casualties, and check morale. Units that pass morale may fall back voluntarily if desired.

F. All units are now considered standing except those attempting to enter close combat (Attacking units). Move all attacking units a normal move towards their targets. If they close to within 1” of target, stop there. All units (except attacking units) with their target in range may fire again. Mark casualties and check morale. Units that pass morale may fall back voluntarily if desired. REPEAT THIS STEP UNTIL ALL ATTACKING UNITS HAVE CLOSED TO 1” FROM ATTACKED UNITS AND ALL FIRE-FIGHTS HAVE TERMINATED BECAUSE OF MORALE FAILURE OR VOLUNTARY FALL BACK.

G. Move all attacking units into CLOSE COMBAT if their morale allows.

H. Check the morale of all defending units if their attackers close with them. If they stand, a CLOSE COMBAT occurs.

I. Fight all CLOSE COMBATS and determine results. Move any "routed" or "Falling Back" units and resolve any Close combats that resulted from "Bonus" moves.

J. Attempt to rally all "routed" units from the previous turn.

K. Determine each Armys' "Morale State" and act accordingly.

L. Re-shuffle Random Move Cards and commence next game turn.


A. Officers have a 12" zone of control.
B. Army Commanders can influence any units. Other Staff only their own.
C. Staff in front rank of unit add their Morale Bonus, but have a 10% chance of being killed.
D. Individual Staff cannot be fired at.
E. Officers involved in a close combat that is lost may be killed or captured. Roll a D10 for each officer, If the result is "0"the officer is killed; on a "9" the officer is captured.
F. Staff involved in Rally attempt exercise no other command functions that turn.
G. Unattached Staff move when "Staff" card is drawn. Staff react to the Morale roll of any unit they are attached to. They leave the field when their last unit leaves.

5. Troop Formations

A. Legal Formations during a game are; Lines, Columns, Squares, and Dis-ordered.
B. Units can change formations at the end of their move with no penalties.
C. Units can move through friendly units with no disruptions to either.
D. If Lines are deployed closer then 2" to each other (front to back) they are considered "Column" targets.

6. The Fire-Fight

There are three types of fire-fights:

Misc. notes on the fire-fight

  1. Units charging which receive a HALT on morale due to fire may voluntarily fall back or stay where they are (if infantry) and fire-fight. Resolve this fire-fight before finishing any other charge procedures or morale tests.
  2. Unit charging which do not close into close combat due to failure of the morale test "to close" should be treated as above.
  3. Dismounted cavalry are treated as infantry. Mounted cavalry maynot fire, but are treated as infantry for the purposes of being shot to pieces if they halt in a charge.
  4. Non-Target units firing on charging enemy units get only one volley to "assist" their charged friends. No firefight with a unit charging somebody else.
  5. Each fire-fight may be finished before going on to the next one. Only if there is a fire-fight involving more than one unit on a side is there a need for making sure that each unit fires at the same time as all others firing.

7. Movement

A. Use variable Move dice for distance. (See Chart).
B. All measuring is from front-center to front-center.
C. No restrictions for changing Formations or Facing direction.
D. Units must start on road and move the entire turn on the road to get the road bonus.
E. Can move through friendly units with no ill effect to either.

8. Infantry Fire

A. All fire is by Regts., two ranks only, 60 degree cone to the front. Measuring is from front center of each stand to the nearest point of the nearest stand. If the front rank is in range, the back rank is also.
B. Elevated rearward units at least 3" behind another can fire overhead fire.
C. Infantry and Cavalry lines and deployed batteries take normal "hits" (see Firing Chart). All other formations (enfiladed lines, columns, squares) add 1 to "hit" numbers.
D. Units armed with muzzle loading weapons my roll one D6 per stand for firing. Casualty stands armed with muzzle-lading weapons may not fire. (see Firing Chart). E. Units armed with repeating weapons may roll two D6 per stand for firing. Casualty stands armed with repeating weapons may roll one D6 for fire.

9. Artillery

10. Casualties

11. Morale

C. To Check Morale

Add number rolled on 6-sided die to units' current Morale rating.

D. Morale Results

E. Morale Altered Permanently

F. Morale Altered Temporarily


12. Close Combat

A. Attacker moves units towards target units and halts 1' away. Cannot fire, but takes any defending fire and checks Morale. Infantry units may charge if within 30" of the target unit(s) and Cavalry if within 45" of the target. The charging units must be able to see thier target or an officer within 24" of the charging unit must be able to see the target.

B. Attacker attempts to Close Into Combat with a Morale roll. Each unit tests separately. If the unit fails, It remains 1" from the target unit. If the target unit is attacked my another unit, the unit that halted may remain at 1" from the target. If it was the only attacking unit, it must fall back.

C. If attacker closes, defender checks Morale and acts accordingly.

D. If Close Combat occurs, fight individual stands in combat (see Combat Factors Chart). Stands that lose with 1 or 2 on their die take that many casualties. Others just fall back.

E. Loser of Close Combat checks Morale. A 6 or more, Falls Back in good order. Less than 6, loser Routs.

F. Attacker trying to Close and target is gone, can:

G. Defender can "support" any attacked unit within 4" by checking Morale and acting accordingly.

H. All the stands of attacking units that Close get to fight and if any one stand of a defending unit is contacted, the whole unit fights.

I. Multi-unit Combats are fought in the sequence that they made contact.

J. Casualty stands of a unit fight last and subtract 1 from their die for each casualty.

K. Mounted Staff Officers are the last to fight in any Close Combat.

L When all Close Combats are resolved make all Morale adjustments, move losing units to new locations, check Morale of any Units that lost their Staff, and then take winners "Bonus Options".

M. Defending unit - that has not moved - can attempt to pull away from an attacker. Check morale if it fails, unit Routs.

N. Artillery batteries cannot support in Close Combat.

0. Infantry in Squares, towns, forts, etc. lose any bonuses if they move out to support any Close Combats.

P. Units fight in close combat in the same order they are moved into it.

Q. The formation that a unit may be in has no effect on fighting close combats except for infantry squares vs. cavalry.

Rear/flank Attacks

A. There is an imaginary line parallel to and extending from the front rank of the stands that make up an attacked unit. Any attacking unit beginning it’s turn’s movement on or behind this line is making a rear/flank attack.

B. Attacker need not check Morale to close.

C. Defender checks Morale at minus 1, if he fails, he Routs.

14. Falling Back Units

A. Move directly to their rear a normal move distance and do not effect friendly rearward units. (take no terrain penalties). Involuntarily falling back units must move the full distance called for by the movment dice.

B. If they collide with enemy units, roll Morale at minus 1 to see if they fight. If they do, they minus 1 from their die roll. If they fail, with less than 6 Morale, they surrender.

C. Unit which are voluntarily falling back may stop thier fall back movement if they move into a woods, behind a woods, behind a town, (NOT into a town), behind a hitt etc. Anything that is a block to fire may stop the fall back. Of course, the falling back unit MAY move to the full extent of the fall back distance produced by the movement dice.

D. A voluntarily falling back unit may stop it's fall back move at the rear of a stone wall, similarly to above, even though a stone wall is not a block to fire. Unts often rallied at hard cover such as that.

E. Falling Back units are in that state until their next normal move.

F. Artillery units in woods will abandon their guns if they fall back, otherwise, artillery take their guns with them (use the "Move only" line on the Movement table).

15. Routed Units

  1. Move as Falling Back units above but they double the distance given by the move dice.
  2. When a unit routs due to fire, close combat, or attempting to stand in close combat, any friendly units within 4" of the routing unit's original location, as well as any unit passed through by the routing unit during the rout move, must test morale. NOTE that if these units in turn rout, they will not trigger additional units to test morale. The unit that rounted due to fire, close combat, or attempting to stand in close combat is called the Primary routing unit. Units that routed because of proximity to the Primary routing unit are called secondary routing units and do not cause additional units to test morale.
  3. Routed units that collide with organized enemy are captured.
  4. Routed units that take casualties from fire check Morale. If they pass, they remain routed in place. If not, they rout again with all implications.
  5. Routed units attacked in Close Combat automatically rout again and immediately incur one D6 of casualties). The attacker gets no bonus move for attacking such units, but does receive the +1 increase to his morale level for causing a unit to rout.

  6. At end of next game turn attempt to Rally routed units. If not,leave the table if they had lost at least one stand of casualties. If not, they stand in rout till rallied. Units that leave the table due to routs may not return during the game.
  7. If a staff officer reachs the routed unit, his morale bonus may count during to aid in Rally attempt. If the attempt is unsuccesful and the unit leave the table, the officer goes with the unit.

16. Cavalry

  1. Standing Cavalry (didn't move on their last move attempt) fight Close Combat minus 1 on their die.
  2. Squares versus Cavalry always stand and get a Combat Bonus.
  3. Can mount or dismount in place or move up to 1/2 their move distance and still do so.
  4. Only dismounted Cavalry can fire unless stated differently in rules
  5. Dis-mounted Cavalry fight in Close Combat as Infantry. Mounted Cavalry against towns, forts, etc. fights minus 1 from Combat die roll.
  6. Cavalry MAY fire on a turn in which it dismounted provided it did NOT move.
  7. Cavalry may not mount or dismount if command control die roll failed.

17. Terrain Considerations

A. All woods, towns, bridges, walls, etc. are considered ground level terrain. Hills are the only elevations.
B. To see or fire over an obstacle - woods, towns, troop formations, etc. one must be on a forward slope (hills should be 'so marked) and the target must be 12' or more beyond said obstacle. (See Graph).
C. Troops in woods, towns, or behind fences, walls, and hedges are considered "in cover" for firing purposes.
D. Falling back units that move across a fence, wall or hedge may end their fall back at that point. This does not apply to routing units. E. All hills cause movement penalties and units on opposite sides of the "crest-line" cannot be seen or fired upon.

E. Woods

  1. Cause movement penalties.
  2. Troops at edge can fire into or out of and can be fired upon.
  3. Troops within cannot be seen until viewer is at the edge. (Visibility and firing range inside woods is 6")
  4. No artillery can move through woods, but it can be deployed at the edge at the start of the game, visible and capable of being fired upon (is in cover) and firing. If, however the crew ever falls back due to morale the guns must stand abandoned.
  5. Artillery moving through woods on a road may unlimber and go into action on the road, however only one section (one stand, gun plus 2 gunners) may fire down the road.

F. In Towns.

  1. Individual houses are decoration only. They may not be occupied and do not block movement or fire.
  2. A group of houses inside a certain area comprise a town.
  3. Troops inside a town are concealed until viewer is 6' away.
  4. Units inside a town add 1 point to their current morale rating.
  5. Unless otherwise specified by the game-master a town can hold only 1 infantry regiment and/or one battery. Dismounted cavalry are considered infantry.
  6. To enter unoccupied town, the unit must move up to the edge and stand for one full move during which they cannot fire. On their next move the whole unit can enter and line the walls.
  7. To attack a Town in Close-Combat, the normal procedure is followed taking into consideration all morale and firing modifiers.
  8. One-half of all the infantry stands in a Town can always fire out in any one direction, regardless of facing direction. Artillery can only fire in their facing direction.
  9. To leave a Town, roll 2 movement dice and move out that distance. (measured from the center of the Town) in any direction and any formation.
  10. Troops marching along a road may move THROUGH a town without stopping to “enter” as above.


Infantry2 Dice3 Dice4 DiceLose low dieLose High Die
Light Inf.Same as above but no terrain modifiers
Heavy Cavalry3 Dice4 Dice5 DiceLose high dieLose low die
Light Cavalry4 Dice5 Dice6 DiceLose high dieLose low die
Mounted Staff4 Dice, No bonuses, No terrain penalty
Field ArtilleryMovement only = 3 diceMove &: fire = 2 Dice
Artillery: Woods = not allowed, Hills, walls = lose high die, Water = lose low die


Muskets, Rifles4-5-65-65-66
Dismounted carbines4-5-65-65-66
Artillery, Gatlings4-5-65-65-66
Mounted carbines5-666Not allowed

INFANTRY FIRE: Roll 1 six-sided die for each firing stand. Above numbers "hit" and inflict 1 casualty on the target unit. Add 1 to the above "hit" numbers when firing on Columns, Squares, and Enfiladed lines. Stands with casualties on them may not fire.

Weapon Ranges
Rifled Musket Range is 24"Sharpshooters 30"Carbine Range is 15"
Shot/Shell range is = 54" CANNISTER = 15"

ARTILLERY Fire: Roll 1 die for each gunner on each artillery stand (each gunner represents one gun of the battery) of the battery that is firing. Discard "mis-fire" numbers (see below).

Roll remaining dice again, hit as above, for Infantry Fire. Guns firing cannister take no Mis-fire roll (see below).

EXAMPLE: The 150th Ohio light artillery fires on the 99th Florida infantry. The range is too long for cannister. The battery consists of three stands each with two artillerists and a gun. There are six artillerists total so six D6 are rolled. The results are 1,3,3,3,4,5. The one is a “mis-fire” number so that die is discarded, and the other 5 are rolled again. The results this time are 1,2,3,5,6. The numbers that “hit” are 4-6, so there are two hits (2 figures removed) from the 99th Florida. Note that if the Florida boys had been in column, 3-6 would have hit, and there would have been 3 figures removed instead of 2.

20. Winning the Game

At the end of any game turn that one Army has no casualty-free fighting stands left on the table, that Army is the loser. If this situation occurs to each Army on the same turn it's a stalemate.

21. Terminating The Game

The above condition can be reached in two ways:

22. Computing Final Battle Casualties

When the game ends, record on the casualty sheets the number of casualties in each Army thusly:

23. Determining the Degree Of Defeat

If the winners percentage is equal to, or exceeds, the losers, the battle is considered a "useless Victory". However, for each 5 points the losers' casualties exceed the winners, a greater Degree Of Defeat was sustained - as shown below.
Losers casualties are:

24. Army Effectiveness (See Chart Below)

A. At the end of each Game turn each Commander will calculate his Army’s' Effectiveness - and subsequent Morale State - and act accordingly. Effectiveness is computed by dividing the number of "fresh units" (those with all their stands still in action) in ones' Army by the total number of units in the army. The resultant percentage number is the Army Effectiveness percentage.

At the end of any Game Turn if Army Effectiveness is:

Mounted Staff Morale bonuses do not apply in any of the above morale determinations and Staff attached to units which "Rout" or "Retire" with them.


ENFILADE FIRE - Enfilade fire is acquired then a 2" wide path from the center of, and perpendicular to, the firing unit passes over the head of every figure (including casualties) in the line - formation target unit.

COMMAND RESPONSE - Unit does not move if this number is rolled on a D10
Commanding GeneralAutomatic Response
Corp Commander10
Divisional General10-9
Brigadier General10-9-8
No higher officer10-9-8-7

Die roll (D6)
Elite Veterans233334
Green units122233

Weapon Ranges
Rifled Musket Range is 24"Sharpshooters 30"Carbine Range is 15"
Shot/Shell range is = 54" CANNISTER = 15"

Close Combat Factors
Infantry - Die No. In Villages - Die no. Wins ties
Cavalry - Die No. +1In Square - die no. +1
Artillery - Die No. +1Hit flank/rear - die no. -2
Mounted Staff - Die no. +1Falling Back - die no. -1

Notes on the American Civil War period:

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