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REPUBLIQUE
BETA AND TEST FEATURES GRAND-TACTICAL NAPOLEONIC WARFARE IN
MINIATURE
Republique 5.0 Beta Testing (caution: extremely
experimental) Below are some ideas being tested for future Republique
release. We have already gone through several different ideas, some that will
probably be adopted and others soundly rejected. This list below are those
features still being considered one way or another. Feel free to playtest and
comment, although be warned that some of the tables and ideas are in their
rough form and may require further refinement. We are currently running
playtests, so those familiar with other WTJ rules like Quickfire or Admiralty
will know that changes can be frequent and sweeping (sometimes very sweeping)
during these times.
- Combat Chart Assault
- The assault table is undergoing a variety of beta tests
designed to provide one or two optional result curves in addition to the
default curve used in the main Republique rules. Any combat charts with
alternative assault tables will eventually be available in the Optional Rules
section of the next version. The current beta assault tables use 10 sided
dice.
The current assault table includes a test to change the effects of
assaults on artillery. If not separated from the main assault effects by a
comma, the artillery suffers the same effects as the rest of the units in the
assault, in addition to the effects noted for the artillery bases. See the
beta rules page for more info.
Another
experimental rule: Units which bridge two different assaults and participate in
both at the same time. See the special assault rules section of the
beta rules page for more info.
- Combat Chart Artillery
- The current artillery table has been streamlined from
eight columns to six, with the two least vital columns merged in order to speed
game play. Otherwise the table works exactly like in the current version 4 of
Republique, using ten sided dice. The beta test experiment with six-sided dice
has been shelved due to the better "long game" performance of the ten sided
dice typically used for the game.
- Combat Chart Rally
- The rally table now uses a system by which a unit rolls
one ten sided die (1D10) and modifies it in order to arrive at a total with
which it may improve its current morale. There is however, the possiblity that
some unit's morale may actually get worse as a result of this. Start by rolling
one die and modifiying it with the die roll modifiers. Take the final positive
or negative value and apply it to the number in the main rally table which
corresponds to that unit's current condition. The resulting number becomes that
unit's new morale number and it's morale hit level is change accordingly (if at
all). Note that the die roll modifiers have been increased to accomodate the
new method.
Example: A rattled average unit which has
suffered 40% casualties rolls one die roll with a result of a 5. The casualty
level causes a -3, reducing the rally roll point level to a 2. The two points
may be applied to the unit's current table value of 5 (an average unit that is
Rattled will be a 5). This raises the unit's value to a 7, which raises its
morale hit level to that of Unformed. Note that the value for the most common
combination - average, unformed - has been highlighted in white for ease of
navigation.
- The reason that "Disordered" has been changed to
"Unformed" is to let each morale hit level have its own abbreviation, IE -
Unformed, Rattled, Shaken and Demoralized (U, R, S
and D). General Warning: The rally table has not yet been fully
"calibrated" for combat effects. The actual numbers listed in the table
will probably be updated and changed as a result of more playtesting. This is a
very experimental table, which has been amalgamated with the
Panic table.
In the Die Roll Modifiers for the rally table, the
officer bonuses have been changed slightly. Now, all rallying officers within
8cm give a +1 bonus. IN addition, officers with combat ratings (the officer
rating list may be modified to support this) may add those ratings to the
existing one-point rally bonus. This gives any officer - even one that his men
are not inspired by - the ability to push fellow officers into action to beat
the men back into line. The Leader Ratings is being updated to support this:
Leader Ratings
- Combat Chart - Incidental Unit Behavior
- Alongside the Troop Grade list on the Panic & Rally
table is a column identified as iCap, which is an abbreviation for
Incidental Base Cap. Each cap denotes the maximum number of bases that a
unit of that grade may contribute as incidental bases in an assault. This new
feature may be combined with the "50% Incidental" contact percentage for
assault participation or it may replace it. Feel free to test the rule and let
us know what you think. This is strictly experimental.
Click here for combat chart pages:
Side 1 and
Side 2. Two optional
versions of Side 2 are pending. They feature longer assault results curves for
those players who prefer less volatile results. Note that these curves will
slow game play and are considered as side options to the default rules.
Borodino Order of Battle These French and
Russian orders of battle were created by
David Oliver for the Republique gaming system. Many thanks to
David.
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