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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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