| |
REPUBLIQUE GRAND TACTICAL NAPOLEONIC WARFARE IN MINIATURE
- 0.0 Contents:
- 1 Introduction:
- Scales, Equipment,
Units, Formations, Battlefield, Start a Game
- 2 Command:
- Chain of Command, Command Radiuses, Orders, Leaders, Rallying,
- 3 Maneuver:
- Movement, Maneuvering, Forced Move, Movement Modifiers, Special Rules,
Terrain Effects
|
-
- 4 Artillery &
Skirmishing:
- Skirmishers, Artillery
Fire, Point Modifiers, Die Modifiers,
Targets, Leader Injury &
Withdrawals,
- 5 Assault:
- Assault Procedure, Special Rules, Modifiers, Results, Emergency Rally, Injury & Disorder,
- 6 Panic Test:
- Panic Procedure, When
to Test, Modifiers
|
| |
|
|
«
1.0 Introduction
«
1.1 Scale The standard ground
scale for Republique is 36 scale meters per 1cm on the game board (27mm equals
100 meters). Infantry and cavalry bases represent 550 men each. Artillery bases
represent 12 guns each. Note that for game play, Republique artillery bases are
still referred to as batteries even though most tactical-level artillery
batteries of this period employed fewer guns. Each full turn represents
approximately 40 minutes of battle time.
«
1.2 Equipment All game play is
conducted using ten-sided dice with the number range on the dice representing
the numbers one through ten (1 - 10), this means that the 0 on
the die represents a 10. A metric tape measure and
firing arc are also needed for
measuring and targeting. The most important equipment are the many miniatures
and markers you will want to fight battles. Below are some guidelines which
Republique uses for its gaming system: Death Caps - A common
feature of many wargames are death caps, which are used by most rules to
indicate losses on multi-figure bases. In Republique, these same caps are used
to indicate morale hits suffered by a formation. The caps should be colored
white, yellow, red and black in order to indicate disordered, rattled,
shaken and demoralized morale conditions respectively. A few
additional caps may be painted bronze for indicating damage to artillery bases.
Death caps are available at most hobby stores, although they can also be bought
at industrial supply houses for a fraction of the cost ("death caps" are
actually urethane protective caps used for various manufacturing processes).
Marker Bases - Units wishing to execute special formations
will need marker bases to indicate those actions. The two marker bases most
needed for game play are skirmish markers and square markers:
Skirmish Markers - Skirmish markers
are used to depict skirmishers who have deployed out of their parent unit.
Unlike the square marker defined below, skirmish markers represent an extension
of their parent unit's combat capacity, and the skirmish markers themselves may
conduct attacks that affect the morale of enemy units. Each skirmish marker
base may only sustain one base hit before being destroyed and removed
from play. The best way to create a skirmish base is by mounting a single light
infantry figure on a small, round base (see base sizes below).
Square Markers - Square markers
indicate that all of a formation's sub-units (usually battalions) are formed
into squares, which are potent anti-cavalry defenses. Unlike skirmish markers,
square markers do not represent an extension of a unit's combat capacity, and
therefore they cannot be attacked or destroyed. However the unit declared to be
in square will be subject to all of the advantages and disadvantages associated
with this special formation (see Formations below). The best
way to create an in square marker is to place a single line infantry
figure on a small, square base.
Other Markers - A few other markers
which are not mandatory but which add flavor to the game include breakthrough
markers, which can be used to show where assault breakthroughs have occurred,
and saved-fire markers, which can be used to show artillery batteries which
have rested and prepared their guns by remaining inactive for one turn. An
excellent breakthrough marker is an officer figure, especially one which is
waving his sword, exhorting his men forward. A saved fire marker can easily be
made by gluing together a small stack of four BBs (small metal balls) and then
painting them black. In order to prevent game-board confusion, optional markers
should be used only for temporary situations or for stationary units.
| Gaming Scales » |
6mm (18mm = 100 meters) |
15mm (27mm = 100 meters) |
20mm (36mm = 100 meters) |
25mm (54mm = 100 meters) |
| Scale Ratios » |
.66 |
1.00 |
1.33 |
2.00 |
| Measuring Systems » |
Metric (mm) |
Imperial
(inches) |
Metric (mm) |
Imperial
(inches) |
Metric (mm) |
Imperial
(inches) |
Metric (mm) |
Imperial
(inches) |
| Infantry bases: |
20 x 12 |
¾ x ½ |
30 x 20 |
11/8 x
¾ |
40 x 25 |
1½ x 1 |
60 x 40 |
2¼ x 1½ |
| Cavalry bases: |
25 x 20 |
1 x ¾ |
40 x 30 |
1½ x
1¼ |
50 x 40 |
2 x 1½ |
80 x 60 |
3 x 2¼ |
| Artillery bases: |
20 x 25 |
¾ x 1 |
25 x 40 |
1 x 1½ |
30 x 50 |
1½ x 2 |
50 x 80 |
2 x 3 |
| Artillery Limber markers: |
20 x 20 |
¾ x
¾ |
25 x 25 |
1 x 1 |
30 x 30 |
1½ x
1½ |
50 x 50 |
2 x 2 |
| Leaders: |
12 x 20 |
½ x ¾ |
25 x 30 |
¾ x 11/8 |
25 x 40 |
1 x 1½ |
40 x 60 |
1½ x 2¼ |
| Marker bases &
skirmishers: |
20 x 20 |
½ x
½ |
20 x 20 |
¾ x
¾ |
25 x 25 |
1 x 1 |
25 x 25 |
1 x 1 |
| |
| Gaming
Scales refers to the name and associated ground scale for each scale
category. Scale Ratios are the relational values which players may refer
to for conversions. These ratios are necessary because the main rules text is
written for the 15mm scale. Players wishing to interpret distance-related
rulings for the other scales will need to multiply the distances quoted in the
rules by the scale ratios shown above. The base sizes associated with each
scale group are not absolute, and players may combine scales and bases for
varying effects. An extreme example would be the use of numerous 6mm figures on
the base family listed in the 25mm column. |
Combat Bases - Combat bases make up the primary
combat units used for game play, including infantry, cavalry and artillery
formations. Most wargame figures will be glued directly to the bases, which
should be cut from thin sheets of wood or metal. Refer to the Base Size
Chart above for a full listing of all base sizes and game scales directly
supported by Republique. All of these base sizes are standard, and are
available in pre-cut form. The figure scales most commonly used for Napoleonic
wargaming are 6mm (1/300), 10mm, 15mm and 20mm, although other scales such as
25mm are also widely used.
For game play purposes, unit composition is
controlled by the number of combat bases, not the number of figures. This
allows players to mount any number of miniatures they wish on their combat
bases. Each base should also be marked on the upper rear or bottom with the
name or number of the unit they represent. Infantry regiments will usually have
a name or number. Brigades made up of weak regiments (a common situation for
campaign armies) can use the name of the brigade commander or the number of the
brigade. Cavalry brigades may also use the name of the brigade commander or
senior regiment in the brigade. Artillery batteries should be marked with their
size (heavy, medium or light). A more clinical identification alternative is to
number all of your units using your own system (IE - unit 101 through 183) and
then keep a list of what each number represents for that battle.
Each
infantry or cavalry combat base can sustain only one base hit before
being destroyed and removed from play. Each artillery base (also called a
battery) may sustain two base hits before being destroyed and removed from
play. An artillery base with one base hit is considered damaged and should be
marked accordingly. Two damaged batteries may not merge to create a single
undamaged battery.
«
1.3 Units Each unit in Republique
is made up of combat bases which as a group make up its
total strength and depict that formation's deployment area. The
different branches of service have varying methods of deployment as explained
below:
Regiments or Brigades?
Real life infantry regiments could become severely
undermanned while on campaign, and to reflect this, brigades may occasionally
be used to depict groups of weak regiments. During game play these brigades
behave exactly like regiments, and are even referred to as regiments for
purposes of explaining the rules. When deciding which historical formations to
use (regiments or brigades), try to maintain average unit sizes of four or five
bases, which are the optimal sizes for game play. |
Infantry - The standard infantry formation is the
regiment. The only ongoing exception to this is the British army brigade, which
is employed in the same manner as a regiment. Note that many historical orders
of battle include very weak field strength units. These reduced formations may
result in whole infantry brigades and even divisions operating as regiments on
the gaming table. Some infantry regiments may deploy their own screens of light
infantry using skirmish markers. Light infantry regiments may normally
deploy one skirmish marker per active combat base. Line infantry regiments may
if skirmish capable deploy one skirmish marker per regiment.
Light regiments which lose combat bases will have the number of skirmish
markers which they may deploy also reduced by one for each combat base lost.
For additional information see troop lists and
optional rules.
Cavalry - The standard cavalry formation is the
brigade. Before game play begins, players have the option of breaking up
cavalry brigades and assigning their individual bases to other divisional level
formations. The re-assigned base(s) must remain within the command radius of
the new divisional commander but may otherwise move freely to support units
within that division. These dispersed bases may be reformed back into their
parent brigades by successfully rolling a change of orders and then
moving the disparate units back to within the command radius of their original
divisional commander or equivalent. These newly reconstituted cavalry brigades
may join an assault on the same turn they reform, but only if no
movement rules are violated as a result.
Artillery - Heavy artillery batteries represent 12
pound cannon and their supporting howitzers. Medium artillery batteries
represent 6 though 9 pound cannon and their supporting howitzers. Light
batteries represent 3 and 4 pound cannon and their supporting howitzers.
Artillery bases in Republique represent fairly packed batteries (minimum space
between cannon), which is why there are no modifiers downgrading
counter-battery fire. It takes two base hits to destroy an artillery combat
base. After the first hit, the base is marked as damaged and will be destroyed
if it receives a second base hit.
Local Conditions The battalions and regiments which make up Republique's combat units
are assumed to be in formations best suited to, or under orders of, the local
commanders. For example: If a cavalry brigade attacks an infantry regiment in
"line" formation, and is bloodily repulsed, it is important to keep in mind
that the line may have been a line of battalion squares!
|
«
1.4 Formations Each group of bases
representing a unit's deployment area are placed into specific
Formations. Available formations include line, column, square and
skirmish. Also available are echelon, a variation of a line, and
mixed, a variation of column. The words "line" and "column" are only
used to distinguish between shallow and deep unit dispositions, not to infer
the formations of individual battalions or squadrons making up the regiments.
Regardless of the regimental "formation," the sub-units of which they are
composed are assumed to be in formations controlled by the local formation's
commanders.
Formation Examples - At left are shown the major
types of available formations, with the top of the page being the direction in
which they are facing (note the Direction of Movement arrow). At upper
left is shown the mixed formation, which is always two bases deep. At
upper center is a unit in line, its stands are side by side and all
facing in the same direction. At upper right is an echelon formation,
which is a type of line used to angle a unit's flank line away from potential
threats. Echelon may also be formed to the right instead of left (as shown), or
off the center, which forms a wedge formation. At lower left is a two base unit
with two skirmish markers deployed to its front. At lower center is an
attack column, its stands are in single file facing the same direction.
At lower right is a road column, it is formed into a T-shape, with all but one
base placed into alternate facings. The one remaining base is placed at the
"head" of the march column in the direction of movement. For movement and
assault purposes, a road column's facing is controlled by the facing of the
front guide base. For artillery targeting purposes however, the long axis of
the column is used to align the enfilade arc (i.e. - when checking for status
as a enfilade target, position the artillery arc off of the front and back ends
of the road column, not off of the sides of the guide base).
Skirmish Markers - At lower left in the formation diagram is an example
of a small two stand unit deploying two skirmish markers. These markers are
used to indicate skirmish troops which have been thrown forward by their parent
units. See the Maneuver section for more
about allowed distance between skirmish markers and their parent formations.
Not all units are able to deploy skirmishers, and players should consult the
troop lists for more information on each nation's particular skirmishing
abilities or lack thereof. Infantry Square - Not shown are
infantry squares, which are indicated using square markers in
conjunction with existing formations. Only infantry units in mixed, line or
echelon formations may use square markers. The markers themselves need only be
placed in close proximity to a formation to indicate its "square" status. Units
marked as being in square may move normally, but may not use the assault
movement bonus, and must change to alternate formations (usually line or
column) when passing through towns, woods, bridges and other obstacles. Units
in square always count as enfilade artillery targets.
Higher Formations - The regiments and brigades
discussed so far will usually be grouped into divisions for game play. These
divisions will in turn be grouped into larger corps and armies or simply
overseen by an overall commander. For a continuation of these next levels of
battlefield organization see the Command section of the rules and the various troops lists posted
on the main Republique page.
«
1.5 The Battlefield The terrain
systems most commonly used for wargaming employ plateau-shaped hill segments in
1" and/or ½" thicknesses. For game play, consider the 1" thick hills to
be one level high/rough terrain and ½" hills to be one-half level
high/normal terrain. Units within two inches of a hill's upper edge may spot
and be spotted by those on lower levels, otherwise they are too far away from
the edge of the plateau to establish line of sight. Treating gaming hills as
the plateaus they usually resemble is the best way around most "ridge"
arguments. This also creates dead ground along the bases of most hills, another
realistic effect. Varying widths of masking tape may be used to show main and
secondary roads. Colored felt, cardboard or cloth may be used to cover or
outline the locations of woods, towns and fields. Scale trees and buildings may
then be placed on these outlines, although these attractive additions are
commonly pushed out of the way as large formations pass through. Each
section of buildings actually represents a city block, which is why they are
outlined. Troops inside these areas are not "in a building" but actually in a
built up area which may include anything from fence-lines, plots of land and
taverns to churches, cemeteries and government buildings. Consult the Terrain
Chart for the game-specific characteristics of various terrain types.
| Terrain Types & Effects |
Recommended color & material (if any) |
Terrain
Feature |
Movement |
Height |
Cover
Class |
| Counts as Rough? |
No Assault Bonus Move
for: |
Impassable to: |
| Light grey felt |
Light wood buildings |
No |
Horse |
none |
½ level |
C |
| Medium grey felt |
Heavy wood/light stone buildings |
Yes |
Horse |
none |
½ level |
B |
| Dark grey felt |
Heavy stone buildings |
Yes |
All |
none |
1 level |
A |
| Black felt |
Dense woods |
Double |
n/a |
All but skirmish
markers |
1 level |
A |
| Dark green felt |
Heavy woods |
Yes |
Horse |
artillery |
1 level |
B |
| Medium green felt |
Woods |
Yes |
Horse |
none |
1 level |
C |
| Light green felt |
Lt.woods/ Orchard |
No |
Horse |
none |
½ level |
C |
| - |
Stream banks |
Yes |
All |
none |
none |
C |
| - |
River banks |
Yes |
All |
Artillery |
none |
C |
| Blue felt |
Lake/River |
n/a |
n/a |
All |
none |
- |
| Blue/brown felt |
Marshland |
Double |
All |
Artillery |
none |
- |
| Brown felt |
Mud |
Yes |
All |
none |
none |
- |
| Brown corduroy |
Ploughed fields |
No |
All |
none |
none |
- |
| Light tan corduroy |
Tall grass/Wheat/Corn |
No |
n/a |
none |
Blocks line of sight on same level only. |
- |
| Grey heavy corduroy |
Vineyards |
Yes |
Horse |
Artillery |
C |
«
1.6 Starting a Game Draw a map
of the battle area - Each player must have a battle map, however crude, on
which to write their command arrows. The maps may be simple or complex, so long
as all players use the same map. Occasionally using inaccurate maps can add a
little realistic spice, although a judge should be present to make the fateful
rulings.
Fill out divisional locations and orders - Players
record the locations of divisions and (if any) corps reserve formations and
then "issue" orders to the units under their command. The resulting
order/disposition maps should not be shown to the opposing players until the
game's end.
Set up units - Players set-up their formations based
on the map dispositions.
ONE PLAYER TURN:
- Attacker Command(attacker functions
only)
- Roll for army panic (if necessary)
- Attach and detach leaders
- Attempt to rally units
- Attempt to change orders
- Replace fallen leaders
- Attacker Maneuver
- Attacker moves units
- Artillery/Skirmish Fire
- Both sides conduct simultaneous skirmish fire
- Both sides conduct simultaneous artillery fire
- Both sides check for leader injuries
- Assaults
- Resolve all assaults
- Both sides declare emergency rallies &
counterattacks
- Both sides check for leader injuries
- Attacker applies charge disorder
|
Preliminary bombardment (optional) - If both sides
agree, game play may be preceded by two or three rounds of simultaneous
artillery fire. Both sides must mutually agree to the bombardment, no
saved fire steps may be executed during a bombardment and no other phases such
as movement or assaults may be conducted during this preliminary bombardment.
Players may agree in advance on the number of preliminary artillery rounds, or
roll dice to randomly decide the number of rounds to be executed. Units may not
rally during the preliminary bombardment, they must start the game with the
active results of the bombardment.
Turn Sequence - Each full turn sequence is
split into two player turns during which each side alternately acts as
the attacker. In order to establish the initial player turn cycle, each side
rolls one die. The high roller may decide which player becomes the first
attacker, and the game begins with the first player turn. Players then
alternate turns as attackers throughout the rest of the game, with each pair of
player turns representing one full turn. Each full turn sequence
represents approximately 40 minutes of combat time.
|
« 2.1
Command Republique uses a very simple divisional level command
system. Every infantry regiment, cavalry brigade and artillery battery needs to
have a divisional commander in charge of it, and every divisional commander is
controlled by someone who issues his orders. Even in the rare case of units
without any official divisional commander, there will be a leader who fulfills
the role of a divisional officer and who is considered such for game play
purposes. At the beginning of the French Revolutionary period, the
highest permanent formations were usually regiments. Eventually, nations began
grouping regiments into permanent or provisional divisions and by the later
part of the wars, these divisions were grouped into permanent corps. Below is a
short description of each of these systems and how they are represented in
Republique. Related subjects such as orders and command radiuses are explained
later in the chapter. Regimental Pool System: Using this basic
system, a commander-in-chief was allotted a general pool of units which he then
doled out to various officers under his command. These subordinates then
operated their own columns or "wings," either independently or as part of a
larger army. During battles, the commander-in-chief would commonly assign these
column commanders to the army's left flank, center, right flank and advanced
guard. In Republique, the wing or column leaders function as
divisional commanders. They are issued game orders by the
commander-in-chief, and all units assigned to them must remain within their
respective command radiuses. Divisional Wing System: This is
similar to the previous method, except that column commanders were assigned
divisions and brigades instead of regiments. Each division was likely to be a
semi-permanent organization of infantry, artillery and/or cavalry. In
Republique, the divisional commanders operate as normal by keeping the various
units under their command within the required command radiuses. Column
commanders issue game orders to various divisions under their command.
The commander-in-chief in turn issues written orders to the various
column commanders. Corps System: In this system, autonomous
corps are assigned their own semi-permanent commanders and divisions. Each
division is permanently assigned certain regiments and has organic artillery
elements. Each divisional leader is given orders by the corps commander who may
assign additional cavalry and/or artillery assets from the corps reserve.
In Republique, corps commanders issue game orders to the divisional
leaders and may remove units (especially artillery) from the divisions and
assign them to corps reserve formations. They may also assign various reserve
units to the divisions, in which case the newly assigned units are subject to
divisional commander radiuses. Corps level reserve formations with their own
leaders operate in the same manner as divisions, receiving game orders
from the corps commander. Corps (and army) reserve units without their own
leaders must either be assigned to a division or assigned an
aid-de-camp, who acts as their divisional commander. Army level
divisions (usually reserve formations) receive game orders from army
commanders in the same manner that member divisions of a corps receive game
orders from their corps commanders. « 2.2 Command
Radiuses All units under the command of a divisional leader must
remain within that officer's command radius (CR), which is measured from
the edge of the commanding leader's base. The command radius represents a zone
of communication within which a divisional leader may automatically control
units under his command. Units within their divisional commander's effective
radius will always respond to order changes on the same turn upon which those
changes are successfully rolled for and changed. Units outside their divisional
leader's command radius are considered to have exceeded the ability to
communicate with them in a timely manner and have correspondingly limited
courses of action. This command radius system applies only to divisional
leaders and their equivalents, not to corps/army commanders, who do not have
command radiuses. At the end of each assault phase, divisional leaders may
adjust their positions by up to 8cm in order to keep within their command
radius those units which conducted mandatory movements during the assault
phase. There are three command categories, each of which have
established command radiuses and order change abilities. These categories are:
Efficient: 30cm command radius.
Change orders on a die roll of 4 or higher. Functional: 30cm
Command radius. Change orders on a die roll of 6 or higher.
Cumbersome: 20cm command radius. Change orders on a die roll of 7
or higher. Useless: 20cm command radius. Change orders on a
die roll of 8 or higher. Refer to the Troop Types by Nationality
list for command category information for specific nations. Leaving
the CR - Units which leave their divisional leader's command radius because
of a morale failure or assault result (i.e. - due to a mandatory movement.)
will remain in their final position until they rally (if necessary). If after
rallying they are still out of the CR, they must either remain stationary under
an automatic defend order, continue withdrawing each turn if demoralized, or
move to rejoin their parent formation. While separated from their division,
they receive no benefits for rally orders which their division might be under
and they may not execute divisional orders until they rejoin their division by
re-entering the CR. They may however, receive rally bonuses from other leaders
in their chain of command or other charismatic leaders who are within
8cm. Leaving units behind - Units attempting to individually
rally may be left behind by divisional leaders in order to maintain the pace of
a move or attack order. Leaders attached to regiments continuing assaults may
also leave distant units behind. The units left behind suffer the same
restrictions as units which have retreated from a CR.
«
2.3 Orders There are two types of
orders used to transmit commands during game play: game orders and
written orders. Game orders are issued to divisions by their respective
corps or army commanders. Written orders are issued to corps or columns,
effectively limiting direct communication between participating players.
Divisions never receive written orders, and corps/armies (or their equivalents)
never receive game orders.
Game Orders At the beginning of
each game, every division must be issued initial game orders by its
respective corps/army commander. Official game orders are: attack, defend,
reserve, move and rally. Once game play begins, players wishing to change a
division's orders must first pass an order change test, which may only be
attempted during the command phase of the controlling player's turn. To attempt
an order change, consult the Leaders section of the combat chart. The
Change Orders column in that section indicates the die rolls required
for a formation of that nationality to have its orders changed. Order changes
include switching among order types, changing a command path in any way or
changing the configuration of a defensive area.
Move - Moving divisions mark their movement route on
the battlefield map. This command path is drawn as a single line
terminated by an arrowhead. The arrowhead indicates where the division will
stop and automatically revert to a defend order, with the attitude of the
arrowhead indicating the division's defensive facing. The command path itself
may be as straight or sinuous as the commanding player wishes, although players
should keep in mind that the more complex a unit's march route, the more
subject the unit will become to unexpected events. Each turn that a
division is under move orders, it must have at least half of its units expend
at least half of their available movement following the command path line until
they reach their objective or come within 25cm of enemy units. While the
division is within this 25cm contact range, its units may move at any
speed required to fight properly so long as the division's overall center line
remains within 15cm of the command arrow's route shown on the map. Note that
this does not allow the division to back out of contact range. It must either
hold its position in front of the enemy - within 25cm - or advance and attempt
to attack or move through the enemy in pursuance of its movement order.
Attack - Attacking divisions are assigned specific
enemy divisions to attack. This command path is drawn on the map as a single
line leading to the target location, which is circled. Units under attack
orders must be within 45cm of their target at the time of the order and must
have at least half of their units expend at least half of their available
movement moving toward the target formation. Once within 25cm of the assigned
enemy, all infantry and cavalry units belonging to the attacking division must
attempt to assault the attack target's member units. Artillery assigned to the
division may operate freely within the division's deployment area, so long as
their actions directly support the other units in the division (IE - Artillery
assigned to the division may not be used to support other divisions). Any enemy
formation currently spotted by friendly forces may be assigned as attack
targets. Direct line-of-sight observation by the attacking formation is not
required at the time the order is issued.
Member units of an Attacking
division may find themselves in incidental assault contact or directly
assaulted by enemy units not part of their target (especially those present on
the attacking division's flanks). In such cases the member units will obey
normal assault rules and may find themselves separated from the parent
Attacking division. In such cases follow all normal rules for separated units.
Members units of an Attacking formation may not take part in carrying
positions, breakthroughs or overruns that come as a result of assaults they may
have found themselves a part of due to adjoining troop actions.
Unless
its progress is directly obstructed by movement or assault of other enemy
formations, an attacking division will ignore enemy formations other than those
targeted by the Attack order (IE - they may not initiate primary assault
contact against formations outside of the targeted enemy division). Attacking
divisions will attempt to track and follow their assigned target even if it
attempts to move away, adapting their command path each command phase in order
to correct for enemy position. If during the process of moving toward a
targeted enemy formation an attacking division's progress is directly
obstructed by a different (non-targeted) enemy formation within 25cm range, the
attacking division's orders are treated as Move. Whilst within the 25cm range
of the intervening enemy formation, the Attacking division is subject to all
normal rules that apply to moving divisions that find themselves within contact
range of an enemy. Once the enemy formation no longer presents an obstacle to
the Attacking division, the division may if capable resume its
pursuit of the original target unless the target is no longer spotted by
friendly forces.
Defend - Divisions under defend orders must attempt
to hold specific terrain or areas. Once placed, defending units may not
voluntarily advance or withdraw beyond the overall defensive position. The
center-point of the division must remain within 15cm of the center-point of the
defensive location shown on the combat map. The defending division may expand
or contract its frontage, so long as it remains within 15cm of its original
center-point.
Reserve/Restage - Units may only be given reserve
status at the start of the game. Once play begins, no units may be given a
reserve command. Divisions in reserve must remain stationary at their original
starting position unless:
a) They are issued new orders during the
Command Phase. Reserve status divisions which are issued new orders will act on
them without having to roll for change of orders. b)
Enemy units approach within 45cm. If approached by enemy units, a division in
reserve will immediately revert to defend status, losing all benefits
that are associated with being in reserve. c) They restage. Reserve
divisions may restage by advancing one full move during a maneuver
phase. They must pass an order change roll in order to restage and may not come
within 45cm of any enemy unit at any time. They are still considered to be in
reserve status at the end of the restage move.
Rally - All member units of a division under
rally orders may use their leader's value. (instead of only those within
8cm). The units must be within their leader's command radius and may not move
during their upcoming maneuver phase. A division assaulted while under
a rally order reverts to defend status. The division commander may not lead an
attack or defense if the division began that turn under a rally order. When all
the units of a rallying division successfully rally, the division automatically
reverts to defend status.
Written Orders Because most games
of Republique involve players who command groups of divisions, all orders above
divisional level are handled using a simple written order system. Corps or army
commanders whose on-the-board command figures are not in base to base contact
with each other are not allowed to discuss battle events or issue verbal orders
to each other during the game. Instead, they exchange written notes which are
delivered via assigned courier figures which travel 48cm per turn. If a single
player is in charge of several corps, he is not required to send messages to
himself, the written message system is meant purely as a control over verbal
contact between several players on the same side.
In order to send a written order, write the desired message
on a sheet of paper and assign it to a courier figure during the Change Orders
portion of the Command phase. This is best achieved by numbering all courier
bases and then writing the respective numbers on the outside of the folded
orders, which are then placed to one side until their delivery. During the
following movement phase, the courier moves toward the leader to whom the
message is aimed. At the beginning of the Change Orders segment following
the courier's arrival, the message recipient may unfold and read the
dispatched message. « 2.4
Leaders Leader figures can benefit units under their command by
boosting assault performance and by helping units to rally more quickly. In
order to lend their leadership value (if any) to an assault, leaders must be
attached to one of the participating units. Leaders may only attach to units
during the Command Phase, which is achieved by moving a leader figure into
direct base to base contact with a unit. Once attached, the leader may not be
detached until the next friendly Command Phase. While attached to a unit, a
leader does not lend his value to any other units under his command. See the
Assault section for details of attached leader benefits. The process of
attaching and detaching leaders does not affect the movement of the unit to
which the leader(s) are attached. During the Rally Phase, leaders lend
their value to all friendly units under their command which are within 8cm of
their base. If the leader is a divisional leader, and his division is under
rally orders, his value will apply to the rally die rolls for all units within
the division. Leader values are an indicator of both the particular abilities
of the man in question, and also an expression of the army within which he
commands. As a leader's value increase, his battlefield abilities also
increase. Note that any leader whose value is 3 is considered charismatic:
"-1" leaders - A minus one leader is either
widely despised or dangerously inexperienced, and is probably viewed by the
troops as someone who is going to get them killed. His presence hurts more than
it helps, and he is probably in his position because he is either a (probably
young) member of the royal family, or a guerrilla leader who has assumed
responsibilities out of his normal area. Minus-one class leaders only inflict
their leader modifier on units under their direct command. "0"
leaders - A "Zero" leader is an average officer. He serves as a conduit for
the transmission of orders so that his divisions and other formations can
function, and his personal commitment and/or rapport with his troops is at a
level that is expected for the circumstances - middle of the bell curve.
"1" leaders - A "One" leader is definitely a cut above the rest and
probably belonged to the top half of his class (if he attended one). Class one
leaders only give their leader bonuses to units under their command. "2"
leaders - A "Two" leader displays excellent abilities and is probably being
groomed for higher positions. Class two leaders only give their leader bonuses
to units under their command or to units in adjoining formations of the same
corps or wing. "3" leaders - A "Three" leader is at the very top of
the command chain due to some combination of intelligence and personality. In
progressive armies, he represents the cream of the crop of the officer corps,
with an effective combination of ability, management technique and bravery. In
conservative armies he represents one of a tiny handful of officers with the
connections and charisma to both retain a command and become popular with his
troops for one of several possible reasons. Class three commanders can give
their leader bonus to all units of the same nationality, regardless of chain of
command. "4" leaders - A "Four" leader is either a super genius, has
a near cult-like charisma or both. They are extremely rare and should only be
assigned to very special cases. For Republique, probably the only commander
assigned this value should be Napoleon Bonaparte. National Leaders -
A national leader will usually be assigned one of the five previous ratings or
one of their own, and can give their leader bonus to all units serving on the
same side, regardless of nationality or chain of command.
«2.5 Morale and Rallying Morale Conditions -
During the game, units can suffer Morale Hits which degrade their
effectiveness and increase the chances that they will attempt to spontaneously
withdraw. The ideal unit condition is formed, which represents a unit
fully under the control of its officers and able to perform as ordered. Formed
units have no morale hits. If one morale hit is suffered, the unit becomes
unformed. If the unit has not rallied when another morale hit is
inflicted, it will become rattled. If another morale hit is suffered,
the units become shaken, and if a fourth morale hit is suffered the
units finally becomes demoralized. Units with morale hits must use the
Rally Table on the combat chart during every rally step to see if their morale
condition changes (See Rallying below). Shown immediately below
are the possible morale conditions and their respective troop restrictions, if
any.
Formed - Unit behaves normally.
Unformed -Unit may not change formation. Rattled - Unit may
not change formation or deploy skirmishers. Artillery may not fire at targets
in the last range bracket (beyond 20cm). Shaken - Unit may not
change formation or deploy skirmishers. Infantry will not attack cavalry or
artillery. Cavalry will not attack artillery. Artillery may only fire at
targets within the first two range brackets (less than 12cm).
Demoralized - Unit may not change formation or deploy skirmishers and
will not voluntarily move toward any enemies. Artillery may only fire on
targets within the first range bracket (less than 5cm). Unit will suffer
one panic hit for each additional morale hit inflicted upon it by skirmishers
and/or artillery. Rallying - During the rally step
of every command phase, players must attempt to rally all of their units that
have one or more morale hits. To make a rally attempt, follow the sequence
listed below:
- Take note of the rally table number that matches the
current condition of your unit. To do this, cross reference the troop grade and
morale status, this is your old rally number.
- Roll one die and modify the result using the die roll
modifiers listed in the Rally Table on the combat chart. Apply the modified
result positive or negative to the previously noted old rally
number. The resulting value is your New Rally Number.
- Match the new rally number with the value on the
corresponding rally table line to which it is equal-to or greater-than.
- The morale rating listed at the top of the matching
column from step 3 is the unit's new morale status. Note that it is possible
for a unit's morale to improve, get worse or remain the same.
Example: A rattled average unit which
has suffered 40% casualties rolls one die roll with a result of a 4. The 40%
casualty level modifies the result downward by two points (-2), reducing it to
a 2. That value is applied to the unit's starting value of 5 (the starting
value for an average, rattled unit will always be a 5). This raises the unit's
value to a 7, improving its morale level to unformed. If the die roll had been
a 3, the modified effect on the starting value would have been a 6, which would
have been inadequate to improve the unit's morale. If the die roll had been a
1, the modified effect would have been a -1. This would have reduced the
starting value to a 4, causing the unit to become shaken.
Rally Modifiers
- Division-rally by leader - If a division is under
a rally order and it currently has an active commander, each member unit
receives a +1 to its rally die roll.
- +½R Half of Leader's Rating - Add half the
value of a leader's combat rating to the rally roll of any units within 8cm of
the leader. This counts both for individual unit rally and divisional order
rally. Leaders with a value of "0" or "1" do not add anything. Leaders with a
value of "2" or "3" add one point and leaders with a value of "4" add two
points.
- Heavy support within 8cm - Any unit rallying
within 8cm of formed friendly medium, heavy or armored cavalry, elite grade
troops, and/or a "4" rated leader receives a +1 modifier to its rally die roll
for each type, cumulative to a maximum of +2. One supporting formation may
qualify for multiple categories, for example; elite heavy cavalry satisfies
both the heavy cavalry +1 and the elite grade troops +1, giving a +2 heavy
support modifier. A heavy support unit is only required to be formed as of the
moment of the rally die roll for the rallying unit, so it is always best to
rally elite and other heavy formations first during the rally step.
- Each dangerous enemy nearby - Units attempting to
rally in proximity of dangerous enemy formations may suffer a -1 to their rally
roll for any of the following threats, cumulative to a maximum of -2.
- Unopposed enemy skirmishers within effective range.
Must be effective range for the threatening skirmishers, for example only
excellent skirmishers can be a threat at 8cm range, not good, adequate or poor
skirmishers.
- Formed enemy heavy or armored cavalry visible within
13cm.
- Formed or rattled enemy elite troops or artillery
visible within 13cm.
- Divisional panic victims - Units belonging to a
division which panicked during the previous turn suffer a -1 to their rally die
roll for each level of panic suffered by the division. This modifier only
applies on the turn immediately following the divisional panic.
Replacing Fallen leaders - When a leader is killed,
another may replace him during the controlling player's next command phase. The
new leader will have a value of "0", and is only used to show the division's
location and its ability to receive orders. Players may adjust their command
structure to bring a more valuable leader into a vacated position. For example:
If a "3" value corps commander is killed, instead of replacing him with a "0"
rated commander, he could be replaced by one of his divisional commanders who
might be a "1". The "0" value replacement is given command of the divisional
position just vacated by the new corps commander. No order changes are
permitted for a formation during the command phase following the death of their
leader. This rule applies to divisional, corps and army level formations and
there are no exceptions. As an additional note, the charismatic leaders rule
may not be used to "leverage" new orders by having leaders commandeer entire
formations which are temporarily leaderless. That rule is for use only to
change the structure of an intact chain-of-command, not to improve the
condition of one which is damaged. For example;
Corps Commander Lannes is wounded and carried from
the field at the end of an artillery fire phase. None of his divisional
commanders may receive new orders during their next command phase because the
replace leaders step comes after the change orders step. Even if
Napoleon is within movement range of one of Lannes' divisions, and the
commanding player really wants to change that division's orders, he can't (i.e.
- Napoleon may not ride up to the division and verbally change that division's
orders). The injury to Lannes is considered to have "damaged" not only the
officer, but also the command and communications for his corps and its
superiors. For further explanation, see the Questions & Answers section. |
|
«
3.1 Movement Each of the major
troop types used for game play have movement allowances which represent
the total normal distances they are allowed to move during any one player turn.
These allowances are shown in the Movement Box on the Combat Chart. Normal
infantry and cavalry allowances are 20cm and 35cm respectively. Each of these
troop types may also use an assault movement bonus (also called charge
movement), any portion of which may be used during the course of a turn. Normal
infantry and cavalry charge bonuses are 8cm and 13cm respectively. This extra
movement allowance permits a unit to cover a greater distance during its turn,
but use of any of the extra assault movement will also cause the unit to
suffer a morale hit at the end of the turn. Officers and couriers move at the
speed of charging cavalry (48cm).
A unit's movement allowance is based on forward movement as
measured from the front edge of its bases. Units may wheel (pivot) up to the
limit of their movement, and may move obliquely (diagonally) up to 45 degrees
from perpendicular (See figure at right). Moving backwards counts as rough
movement (double normal cost). Reversing the facing direction of a unit counts
as a formation change. All movement penalties are cumulative. For example a
unit operating on the Prussian system of formation change (see below) would
move at one-quarter its normal speed if it were to wheel backwards.
Wheeling and Oblique Movement

Unit A has just completed an oblique movement.
Oblique moves may be conducted up to 45 degrees from perpendicular. Unit B has
just completed a wheel. Wheeling movement is measured along the outermost edge
of the wheel (i.e. - the longest). |
«
3.2 Maneuvering All troops used
for game play are considered to be operating under one of the two basic systems
of maneuver which were used during this era; the Prussian system and the French
system. The outcome of a battle can be dramatically effected by the selection
of maneuver systems employed. Players will not usually be able to choose which
maneuver system to use. The time period within which a scenario is staged will
usual be the deciding factor on which maneuver system is used by an army. The
following outlines explain the two systems and how they are represents in
Republique. Prussian Maneuver System - The Prussian system of
maneuver was used by most nations of Europe for a great part of the French
Revolutionary and Napoleonic Wars. The system was a product of the pre-modern
era and required a complex series of evolutions in order to complete most
formation changes. Because a majority of European governments had closely
imitated Prussian maneuver doctrine for years, all countries fighting against
France during the Revolutionary and Napoleonic Periods should be considered to
be on the Prussian system unless otherwise specified. See the troop lists by
nationality (listed on the main Republique page) for more information.
Game Effects: In Republique, units on
the Prussian system suffer the following movement limitations: Wheeling,
oblique movement and passing through other combat units counts as rough (double
normal cost). Moving sideways counts as double rough movement (quadruple normal
cost). Changing formation subtracts 15cm from movement.
French Maneuver System - The French system of
tactical maneuver was pioneered by Comte de Guibert after many years of
research following the Seven Years War. An interesting historical note:
Guibert's system was not known as the French system during this period. It was
still considered a variation of the Prussian system and was referred to as
such. However, the system itself and the grand-tactical innovations which
accompanied it can be fairly separated into a separate system for purposes of
game play.
This new system allowed units to split off by files to their
new positions instead of awkwardly wheeling by sub-units. Such simple
improvements greatly reduced the time needed to change formation, giving units
who used the system a tactical advantage against enemies who still used a more
rigid maneuver system. The new system was approved by the French government in
1791, and the benefits were quickly apparent. Russia, Austria and Prussia
probably did not implement their versions of the system until after 1812.
France's German allies were probably converted to the new system by 1808.
Britain appears to have adopted their own variation of the Prussian system
which was efficient enough to be rated in the same category as the French
system.
Game Effects: In Republique, units on
the French system may wheel, pass through other units, move diagonally and move
sideways at normal movement rates. Changing formation subtracts 5cm from
movement.
- «
3.3 Forced Movement
Units required
to move according to a game mandated action or result will do so regardless of
their current turn status or movement allowance. These mandatory or "forced"
moves may occur during the following conditions:
- Movement Phase: Due to skirmish marker
recall and/or evasion due to displacement by advancing enemy combat bases.
- Artillery Phase: Due to morale hits
converting to panic hits against demoralized units (high base hit count can
result in multiple converted panic hits).
- Assault Phase: Movement required by assault
results, emergency rallies or army panic.
- Retrograde forced movements such as rout, retreat and
withdraw are not subject to terrain penalties or formation restrictions (rough
move, about-facing, pass through, etc.), and will always be conducted out to
the maximum distance required for that mandatory order:
- Withdraw = ½ normal move away from
enemy, facing enemy.
- Fall Back = Full normal move away from
enemy, facing enemy.
- Retreat = Full normal move away from enemy,
facing away from enemy.
- Rout = Full charge move away from enemy,
facing away from enemy.
- The forced movement of evading or recalling skirmish
markers may be conducted in any manner which does not violate the skirmish
marker deployment rules. Mandatory advances may be conducted only to the limit
of the moving unit's available movement remaining from the preceding Maneuver
Phase of that Player Turn. Forced advances are in turn subject to cancellation
by subsequent assault rounds which may change the advancing unit's
actions.
- «
3.4 Movement Modifiers
- Road Movement = All infantry and cavalry
units must be in a road column formation in order to benefit from road
movement. Artillery units must be limbered in order to use the road movement
bonus.
- Rough Movement = Any unit with more than
half of any one of its frontage bases within rough terrain will pay
double the normal movement cost. Double normal movement cost means that each
inch of distance moved under rough conditions actually costs two inches of that
unit's available movement allotment for that player turn (see Terrain Effects).
Units also pay double the normal movement cost when conducting difficult
maneuvers (see Maneuver Systems).
 |
| The view above is of
several regiments of French infantry with some of their skirmish markers
deployed (single figures in foreground). Light regiment skirmishers may move up
to 15cm from their parent units. Line regiment skirmishers must remain within
8cm of their parent units. |
«3.5 Special rules Skirmishers
- Skirmish capable units may deploy their maximum allowance of skirmish markers
at any time during their movement phase (see troop lists for unit skirmish
allowances). Skirmish markers must remain within 8cm of their parent unit for
line infantry based skirmishers, and within 15cm of their parent unit
for light infantry based skirmishers. They may not be placed in a
position which puts enemy bases between them and their parent unit, nor may
they be in the primary contact zone between two assaulting combat formations.
Skirmish markers must always surrender their positions (i.e. -
give ground) to enemy combat bases and if displaced have the
following options:
Fighting Withdrawal: If displaced by
enemy units which are not moving to initiate an assault that will involve their
parent unit, the skirmish markers are only required to withdraw until the enemy
units have completed their move. The skirmish markers do not need to return to
their parent unit(s). Break and Run: If displaced by
enemy units which are moving to initiate an assault which will involve their
parent unit, the skirmishers must immediately attempt to rejoin their unit.
Markers which are within 5cm of their parent unit may automatically return.
Markers which are greater than 5cm from their parent unit must remain separated
and may be placed alongside or to the rear of their parent unit. (Also see
optional rule: Dispersing
Skirmishers). Any skirmish markers which fire during the
artillery phase may not rejoin a parent unit at all for the remainder of
that player turn. Cavalry - Cavalry units may react to enemy
units which advance to within 15cm of their front during an opposing
player's Maneuver Phase. Reacting cavalry may begin moving as soon as enemy
units approach to within line of sight or 15cm, whichever is less. Both sides
then pro-rate their movement until the reacting cavalry and enemy formations
have either completed their movement, contacted or approached within primary
assault range. Reacting cavalry may not change formation.
Reacting
cavalry may leave its divisional command radius and may react while out of
command range during the remainder of that turn. If during the following turn
that cavalry is still out of command range, it will fall under the same rules
as other units which have left command range. Artillery - There
are two types of movement for artillery; Limbered and Prolong.
Limbered artillery is attached to a wheeled carriage drawn by horses. Prolong
is unlimbered cannon being drawn by men or horses while in a "fire ready"
condition. In order to accomplish both movement and firing, each
artillery battery may execute several specific functions during the course of a
turn. The available functions are: Move, Unlimber, Fire, Prolong and Limber.
Foot artillery may conduct two functions each turn, and horse artillery may
conduct three functions. For example; a foot battery may move and unlimber
during its movement phase but it may not fire on its following fire phase. If
it were to unlimber in place (without moving), it could then fire on its
upcoming fire phase. Batteries may not use the same function more than once
each turn (i.e. - may not prolong twice during the same movement phase, etc.).
Artillery which prolongs loses simultaneous fire privilege against enemy
artillery and must suffer enemy artillery effects before they fire.
« 3.6 Terrain Effects Battlefield terrain will
inevitably affect a units ability to move freely around the field of battle.
The Battlefield section includes a
list of terrain features and their effects on movement. Units may form their
front line to local terrain such as hillside, woods, blocks of buildings,
streams, etc. Units in the open must maintain their linear deployments within
the limits of the formations section. |
|
«
4.1 Skirmishers Skirmish markers
represent dispersed light infantrymen and sharpshooters who are deployed to a
unit's front and flanks in order to screen against enemy skirmishers and spread
disorder in enemy combat formations. All skirmish bases within range of enemy
troops will fall into one of two categories: opposed or unopposed.
Opposed Skirmishers - A skirmish marker may
declare any enemy skirmish marker in any direction and within 8cm of it to be
opposed. Opposed skirmish bases are considered to be effectively blocked
or "screened" and may not fire on enemy combat bases that turn. If uneven
numbers of hostile skirmishers are within blocking range of each other, the
phasing (attacking) player decides which markers are considered opposed and
which remain unopposed. Unopposed Skirmishers - Skirmish bases
not opposed by enemy skirmishers may conduct harassing fire against enemy
combat units. Each available skirmish marker may attack once per turn by
rolling a ten-sided die (1D10) and referring to the Skirmishing section
of the combat chart for range limits and results. Each morale hit scored on the
targeted unit(s) will lower morale by one. A normal unit becomes disordered, a
disordered unit becomes rattled, etc. Skirmish bases cannot fire at other
skirmish bases but may, if unopposed and in range, fire at the parent light
units from which the enemy skirmishers originate. All skirmish fire results
take effect at the end of the skirmish fire step, including morale hits scored
against artillery batteries.
«
4.2 Artillery Fire During each
Artillery Fire step, artillery batteries for both sides may either fire upon
enemy units or announce that they are saving their fire, which will increase
the effectiveness of their next volley. A firing battery has an effective
arc-of-fire totalling 60 degrees measured from the outer front edges of its
base. Several artillery batteries may total their points against a single
target for better effect if they do not violate the Main Target rule as
a result (see Targets). In order to conduct
artillery fire, repeat the following sequence for each battery, group of
batteries or massed battery:
Step 1: Use the range lines on the fire
chart to find the fire points for the firing batteries. Total the fire points
for all qualified batteries. Step 2: Double or halve fire points
according to the point modifiers. Step 3: Roll 1D10 and add or
subtract the applicable die modifiers. Step 4: Cross index the
appropriate line of the fire point column on the Artillery chart with
the modified die results. Above each of the die result columns are
listed the morale and base hits which the target unit(s) will suffer as a
result. An artillery battery may only fire once each
player turn (twice each full turn), although fire is not mandatory. Limbered
batteries may not fire. A battery whose morale is shaken or worse may not fire.
Damaged batteries are silenced if they also have any morale hits. Artillery may
not fire through or over friendly units, including skirmishers. A unit
completely destroyed by artillery fire does not cause panic hits in the rest of
its division. All standard artillery fire conducted during the
Artillery Phase is considered simultaneous. Batteries which suffer damage
within the same phase will not have their damage effects applied until it's
end. Prolonged artillery is excepted. Batteries which prolonged during the
preceding movement will lose simultaneous fire privilege against enemy
artillery (see artillery movement). Saving Fire - At the start
of the Artillery Fire segment, any ordered, stationary artillery battery may be
announced as saving fire. The battery may not fire that phase and must
remain completely stationary. Place a saved fire marker with the battery
to represent the prepared status of the battery. The next time that the battery
fires, the fire points expended are doubled, and the saved fire status is lost.
If a battery with saved fire moves in any way, the saved fire status is
lost (this includes changing facing or prolonging). Each artillery battery may
only accumulate a maximum of one saved fire marker at any one time.
Saved fire markers may not be stockpiled or traded among batteries. Artillery
which is out of command radius may not save fire. A battery with saved fire
status receives a bonus if involved in primary or incidental assault contact.
Involvement in an assault causes all participating batteries to lose saved fire
status. (See Tactical Bonuses in the
Assault section) «4.3 Artillery Fire Point Modifiers:
Fire point modifiers are cumulative and may cancel each other out.
- Saved Fire - Artillery which successfully
maintained saved fire status to the beginning of the artillery fire segment
will double its available fire points.
- Firing From Enfilade - Artillery with more than
half of its frontage within the 60 degree enfilade arc of an enemy target
counts as firing from enfilade. This doubles the fire points used by that
battery. Infantry squares are always enfilade targets. Units in full cover
(buildings, woods, etc.) cannot be enfiladed.
- Damaged - Artillery batteries which have
previously suffered a base hit (damage) have their fire points halved.
- Disordered+ - Artillery batteries which begin the
artillery fire step in disordered or rattled status will have their fire points
halved. Batteries with both morale and base hits (each battery may suffer one
base hit and still operate as damaged) may not fire until they becomes ordered.
Undamaged batteries which are shaken or worse may not fire until their morale
improves to rattled or better.
Enfilade Fire - In the example at left, the artillery
battery is more than half within the arc-of- fire being used as an enfilade arc
(the same angle applies to both enfilade exposure and artillery arc-of-fire).
Units A and B are facing forward and presenting their flanks to the artillery
battery, thereby allowing the artillery to double its fire points due to the
enfilade effect. Note the alignment (white arrow) of the arc to that edge of
the unit nearest the artillery battery. If the artillery battery were to the
rear of the units, the arc would be slid forward so as to be flush with the
rear edges. This is necessary due to the disparity between artillery base
frontage and infantry base depth. (drawing not to scale) |
«
4.4 Artillery Die Roll Modifiers:
Die roll modifiers are cumulative and may cancel each other out.
- Firing at Deep Target - If a battery's center
of fire passes into or through 3 or more combat bases within the same range
bracket, it adds 1 to its die roll. The target bases do not need
to belong to the same unit, but must all be in open terrain. The deep target
modifier is not applicable against targets in woods, buildings or on the far
side of obstacles such as redoubts or rivers.
- Good Artillery Leader - Firing battery or
batteries (massed batteries must have bases touching) have a good artillery
leader attached to them (good is a rating of 1 or better). The leader
must be an artillery officer and within the chain of command of half or more of
the firing batteries.
- Firing at Cavalry - Subtract 1 from
the die roll if over half of the artillery target is made up of moving cavalry
bases.
- Firing at Solid or Heavy Cover - If half or more
of a target unit is in solid or heavy cover, the firing battery subtracts
1 or 2 points respectively from its die roll. (see
defense classes under Assault). Artillery may only spot and fire at
units up to ½" inside of cover.
- If an artillery battery's center of fire is
closest to the uncovered base(s) of an otherwise covered unit, the battery may
fire without cover modifiers at the uncovered portions. In such cases where the
cover modifiers are not applied against the battery, enemy bases still in cover
may not be killed as a result of that fire.
- Passing Fire - Battery is conducting opportunity
fire during enemy movement. Enemy infantry and cavalry must be within firing
battery's arc-of-fire for 8cm and 15cm of their movement respectively. Subtract
2 points from die roll.
- Firing at Skirmishers - Targets are skirmish
markers or light infantry units with one skirmisher per combat base deployed
(i.e. - fully deployed). Subtract 2 points from die roll.
- Each Level Difference - Each full elevation
level difference between a battery and its target subtracts 1
point from the die roll. This represents the unfavorable nature of plunging
fire onto lower targets and the defensive measure of using hillsides as
shields.
«
4.5 Targets Main Targets -
Each artillery battery must fire at the unit which is; 1) the closest
threat, i.e. - the closest unit occupying the closest artillery range
bracket to the battery, and 2) closest to the battery's Center of Fire.
Different batteries may only converge their fire onto one unit if these rules
are not violated as a result or if a good artillery leader is attached to a
massed battery. Any individual or massed artillery battery with a qualified
artillery leader attached to it may selectively or wholly converge fire onto
any enemy targets which are in the closest threat bracket.
Secondary Targets - Secondary targets are units which
suffer collateral damage due to their close proximity to main targets. There
are two types of secondary targets: tandem and adjacent. Tandem secondary
targets may suffer damage both in place of, and in addition to the main
target. Adjacent secondary targets only suffer damage in place of the main
target. If both types of secondary targets are near a main target, an adjacent
target will only suffer hits if both main and tandem targets are
eliminated.
Tandem Target: A tandem secondary
target is any unit which is within the attacking battery's firing zone
and within 5cm of the main target's front. Tandem secondary targets must also
be in open terrain and may not be fully deployed light regiments. Secondary
tandem targets always suffer half the number of morale hits as the main target
in addition to the main target's morale hits. They also share
half of the total base hits rolled on the artillery fire chart, always rounding
down. If all bases in the main target are killed, the unit in the tandem target
position closest to attacking battery center-line will suffer the balance of
the required base hits. Adjacent Target: An adjacent
secondary target is any unit within the firing battery's firing zone
which is next to, and within the same range bracket as, the main target. If all
the bases in the main target unit are destroyed as a result of one die roll and
there are no tandem targets, the adjacent secondary target closest to attacking
battery center-line will suffer the balance of the required base hits and
morale hits not absorbed by the original main target.
Compound Targets - If different unit types are
targeted as a result of either the Deep target or Secondary
target rules, use the modifiers most favorable to the battery. Enemy
artillery batteries which are positioned within 2cm of each other may be
treated as single compound targets for purposes of artillery fire.
Firing zone - A battery's firing zone is a
cone-shaped area beginning at an artillery battery's front through which
battery fire is directed at targets. The firing zone is tapered outward 20°
and may be swung throughout a battery's 60° degree arc-of-fire. It must be
free of friendly combat bases (or any parts thereof) and markers in order for
the battery to be able to fire. The firing zone should not be confused with the
arc-of-fire, which is the stationary zone representing a battery's available
firing arc.
Arc of Fire - A battery's arc of fire is a
cone-shaped area beginning at an artillery battery's front through which the
battery's firing zone may be swung in order to establish whether a potential
target can be fired upon. The arc-of-fire itself is tapered outward 60° and
is locked in a stationary position onto the battery front it may not be
moved or swung into different positions in order to bring potential targets
into the arc. Half or more of one of a formations bases must lie within a
battery's arc-of-fire in order to quality as a valid target. The outer edges of
the arc-of-fire are marked "60° Maximum Arc" as emphasis of the limits on
the battery's effective field of fire.
Passing Fire - Artillery may Pass Fire at any
enemy unit moving across its front (more than 45 degrees from perpendicular).
Batteries saving fire may not use passing fire. Those batteries which conduct
passing fire may not fire during the following artillery phase, and they do not
receive saved fire as a result of that missed phase.
Main Targets - At right is an example of the main target
rule. Batteries 1 and 2 must fire on the left infantry unit A. Batteries 3 and
4 must fire at the right infantry unit B. If the frontages of two units are
within a battery's frontage zone (as with battery 2), the battery must fire at
the unit closest to the battery's center line, in this case target unit A.
Battery 4 is allowed to fire obliquely into unit B because there are no other
targets within that range bracket which are either closer, or more directly to
the battery's front |
Secondary Targets - At left are examples of
both the tandem and adjacent secondary target rules. The front edges of all
example target units are within the same range bracket, and unit A is the main
target, with the artillery center of fire passing through it. Unit B is a
potential adjacent secondary target, and unit C, whose front is for this
example within 5cm of the front of Unit A, is a potential tandem
secondary target. If unit A suffers either two or three morale hits, then unit
C will suffer one morale hit. If unit A suffers four morale hits, then unit C
will suffer two morale hits. If unit A suffers three base hits, then it will be
destroyed, and the unassigned base hit will "carry over" to unit C, causing it
to lose one base. If units A and C were composed of only one base each and the
same loses were suffered, their two bases would be removed, along with one base
from unit B, which is positioned next to unit A and within the frontage zone of
the firing battery. |
Tandem Secondary Targets - At right is an example of a
tandem secondary target. Unit A is the main target, and unit B, whose front is
within 5cm of the front of unit A, is the tandem secondary target. If unit A
suffers two or three morale hits, unit B will suffer also suffer a morale hit,
which occurs in addition to that called for on the assault result. If unit A
suffers two base hits, then one is removed from unit A, but the second hit is
removed from unit B. If unit A suffers three base hits, then two bases are
removed from unit A, and one base from unit B. |
Tandem Secondary Targets 2 - At left is an example of a
tandem target in which the front formation is a very weak unit which has been
thrown forward in an attempt to protect the larger rear unit. If unit A suffers
any more than one base hit, the balance of base hits suffered will be taken out
of unit B. Morale hits carry over into unit B in the same manner as mentioned
in the previous examples. |
«4.6 Leader Injuries
and Withdrawal Conduct the following steps after all skirmish
and artillery fire for the turn has been resolved. If no leaders were within
8cm of artillery targets, and no morale hits have occurred, ignore this step
and move on to the Assault Phase. Leader Injuries - Roll 1D10
for each leader who was within 8cm of any unit fired upon by artillery or
skirmishers during the course of the phase. The firing artillery (if any) must
have had a modified chance to score a hit on the artillery chart. Simply
announcing fire for an impossible shot does not count. Roll on the Leader
Injury section of the combat chart to check for loss of the leaders at risk.
Both Killed and Injured results will cause the leader in question
to be immediately removed from the game. Leader Injury Die Roll
Modifiers:
- Emergency rally - Add 4 to the leader
injury die roll if the leader is attempting an emergency rally. This modifier
is used only for leaders who have been declared as attempting an emergency
rally, and is only applied to the pre-rally injury test. It is not used at any
other time.
- Enemy skirmishers - Add 2 to the leader
injury die roll is the leader is within 8cm of a unit which suffered morale
hits by enemy skirmishers. Only used during the Artillery & Skirmish Fire
Phase.
- Leading attack/defense - Add one to the leader
injury die roll if the leader is currently attached to a unit. Applicable
during both the Artillery and Assault phases.
- Each base lost nearby - Add one to the injury die
roll for each friendly combat base within 8cm which, during the course of the
current player turn was lost due to base hits or capture. Applicable during
both the Artillery and Assault phases.
- In cover - Subtract one from the die roll if half
or more of the units within 8cm of the leader are within any type of cover.
Applicable during both the Artillery and Assault phases.
Panic Hits - Execute all panic hits which occurred
as a result of morale hits inflicted on units which began the Artillery Phase
demoralized. As with other panic hits suffered outside of the assault phase,
any base hits suffered in the panic results count as deserters and are
immediately removed. |
|
«
5.1 Assault Procedure Hostile
units which have approached to within 25mm of each other during movement must
now enter into the assault phase. This phase represents the musket volleys,
melees, charges and countercharges which occur in the confusion of close
combat. Each unit involved in an assault must apply its entire strength to that
assault if the nearest portion of an enemy unit is within 25mm of its facing
arc. This is defined as primary contact. A unit whose nearest
portion is more than 25mm but less than 50mm must apply half of its strength
(rounding up) to the assault. This is called incidental contact. A
unit's facing arc is measured 45 degrees from the rear corners of its
furthest left and right front base(s), up the sides of those bases and from the
front edges all front bases. Only a unit facing within 25mm of an enemy unit or
units is able to initiate an assault, thereby drawing in nearby
incidental units. Purely incidental contact cannot initiate an assault.
Skirmisher markers do not interfere with assault proximity and do not apply
their bases to the assault. Each assault is resolved on the Assault section of
the Combat Chart as follows:
Step 1: Each player totals his modifiers and
applies them to the result of one ten sided die roll. Step 2: The
attacker then subtracts the defender's modified result from his own to arrive
at the die roll difference. Step 3: Refer to the die roll
difference values shown in the die roll box located down the center of the
assault section of the Combat Chart. High rolling attacker values (winners) are
in the upper half and low rolling attacker values (losers) are in the lower
half. Step 4: Immediately apply the results to the involved units
according to the attacker type. All initial assaults must be resolved before
breakthrough assaults and continuing movement are carried out. Mark
breakthrough locations before moving on to resolve other assaults. Step
5: Leaders which have been attached to units involved in the current
assault round must roll for possible injury or death. A leader who has led an
emergency rally must also roll for injury if the assault in question occurred
as a result of the emergency rally. Step 6: After the first "round"
of assaults is resolved, conduct all breakthrough movements and other mandatory
movements (if any) required by the assault results. Then repeat steps 1 through
5 for any additional assault rounds which are required to be
resolved.
Some assault results may trigger several rounds of die
rolling before final resolution. As long as enemy units continue to face within
25mm of each other, they will continue to trigger new assaults. Stalled
assaults occur when units required by the rules to continue or breakthrough
have insufficient movement to do so (see assault results).
Assault Ranges - In the example at left, the attacking
infantry unit A is assaulting defending infantry unit Y because it is facing
within 25mm of that unit. Even though A is past units Y's flank line, the
defending unit is not outflanked because it is in buildings. Also, because
another friendly unit (Z) is facing within 50mm of the assaulting unit, the
defenders have 4 bases involved in the assault (all of Y and half of Z), which
prevents unit Y from being outnumbered. Note that even had it been left
unsupported, unit Y could never have been considered outnumbered by more than
3:2 because it is in buildings. |
 Assaulting Units - In the example at right, units A
and X are assaulting each other, and units B and Z are assaulting each other.
Unit Y however, is in the proximity of two enemy units. Units will always be
involved with enemy units which are closest. So unit Y is involved in the B-Z
assault. Players could conduct all five units as one grand assault, but
only if both sides agreed. Otherwise, assaults must be broken down into the
smallest possible groups. |
«5.2 Special
Rules Local Breakthrough - Attacking units which are
rendered out of primary assault contact with enemy formations due to artillery
or skirmish fire related withdrawals may expend the balance of their remaining
normal or assault movement allowance to advance and/or establish assault
contact with fresh assault targets. Such local breakthroughs may not
violate standing divisional orders. Players intending to move qualifying units
must declare so at the start of the Assault Phase, and all such movements must
be completed before assault resolution begins.
Bridging
Formations - When an attacking unit is facing in base-to-base primary
contact with two different enemy formations as part of a broader assault
involving numerous regiments, the attacking player may choose to split that
unit's participation into two different assaults instead of allowing that one
bridging formation to combine the greater group into a large and
potentially unwieldy assault calculation. The following factors must be met
into order to split a bridging formation for participation in two different
assaults:
- The attacking unit's base split must correspond as much
as possible to the boundary between the two defending assault blocks.
- Only the attacker (phasing player) may split units. The
defender for the turn may not.
- The bridging formation must respond to assault results in
a way which will preserve the unit's integrity it may not split up. For
example, if one assault result calls for a bridging unit to advance and the
other calls for the unit to fall back, the unit must fall back in order to
preserve its integrity.
- Panic and morale hits on bridging units are not
cumulative. Only the worst single cases per assault round will apply, although
the worst cases for each type (panic, morale, etc) may originate from different
assaults. For example, if one assault inflicts 2M and 2P on the attacking force
and another assault inflicts 3M and 2P on the other attacking force, a bridging
formation split between the two assaults will receive 3M and 2P.
- The attacking player is not allowed to pre-calculate the
various possible odds and modifier combinations for an assault before declaring
whether a bridging formation (if present) will or will not be split. The
decision must be made based on an brief examination of the final unit
dispositions at the end of the maneuver phase and should not take more than
thirty seconds.
Artillery - Each unlimbered artillery
battery within assault range of an enemy unit counts as one combat base in the
same manner as an infantry or cavalry base. A massed artillery battery (several
batteries with bases touching) counts as one unit, with each base also
equalling one regular combat base. A limbered artillery battery counts as one
base, but may not contribute to incidental assault contact.
Artillery
hit by a breakthrough assault may not fire at the assaulting units, however
they may receive the following tactical bonuses if any of the attacking bases
are within the battery's arc-of-fire: Artillery which did not fire on the
current player turn receives a Bonus C of +1 on the assault die roll; Artillery
with saved fire receives a Bonus B of +2 on the assault die roll, and if it is
a single battery it may re-face up to 45º to bring attacking bases into
its arc-of-fire. Massed batteries may not re-face, nor may their member
batteries.
Cavalry - Cavalry may not use or inflict the In
Line, Cavalry or Outnumbered assault modifiers when fighting
in or through rough terrain, buildings or against infantry squares. The chart
below outlines which modifiers are lost under these conditions:
| Modifier Type |
Assaulting in/through Rough Terrain |
Assaulting in Buildings |
Solo versus Square |
With
Infantry versus Square |
| Cavalry |
No |
No |
No |
Yes |
| In Line |
No |
No |
No |
No |
| Outnumbered |
Yes |
No |
No |
Yes |
Modifier
Type: Cavalry = If No, the cavalry unit(s) may not use their
respective Light, Medium, Heavy or Armored cavalry modifiers. In Line = If
No, the cavalry may not use the +1 modifier for being in line.
Outnumbered = If No, the unit which is fighting against the cavalry will
not suffer any outnumbered modifiers, regardless of actually outnumbered
status. Conditions: Assaulting
in/through Rough Terrain = Use this column if half or more of the
assaulting cavalry bases are within rough terrain, moved through rough terrain
during the course of the current player turn, or if they are assaulting units
within rough terrain. Assaulting in Buildings = Use this column if the
units being engaged by the cavalry qualify as being within buildings. Solo
versus Square = Use this column for cavalry units which are attacking
infantry squares while unaccompanied by friendly infantry formations. With
Infantry versus Square = Use this column for cavalry units which are
attacking infantry squares while accompanied in the assault by friendly
infantry formations. The supporting infantry formations must be combat units
(not skirmish markers) and may be in primary or incidental assault
contact. |
«5.3 Assault Modifiers The following
modifiers are added or subtracted from the assault roll to complete a modified
assault roll. For optional assault rules, see the Assault section of the
Optional rules page, which addresses more advanced issues such as assault
averaging of both troop grades and cavalry types.
- Leader Rating - A unit with an attached leader
receives that leader's value added to the assault roll. The unit must be within
the leader's chain of command unless he is charismatic. More than one
leader may be attached to a unit, however only the single highest value rating
may be used as a die roll modifier - their ratings are not cumulative.
- Troop Grades - Attacker and/or defender add or
subtract the corresponding troop grade modifier if the greatest percentage of
bases present are elite, veteran, green or militia grade troops
respectively.
- Cavalry Grades - Attacker and/or defender add to
the die roll if any friendly light, medium, heavy or armored cavalry is
present in the assault. Only the modifier for the heaviest cavalry unit present
is used.
- Morale Hits - Attacker and/or defender subtract
from the die roll if the greatest percentage of bases present are disordered,
rattled, shaken or demoralized respectively..
- Outnumbering Ratio - The combatants with the
lesser number of bases will subtract from the die roll if the outnumbered ratio
is equal to or greater than 3:2, equal to or great than 2:1, etc. Units in
buildings may not be outnumbered by enemy infantry by greater than 3:2
regardless of actual ratio. Units assaulted only in the rear may not inflict
outnumbered modifiers. See special cavalry rules for limitations on
outnumbering ratios.
- In Line - Attacking and/or defending infantry add
1 to their die roll if more than half of bases present are in line.
- In Column -Attacking and/or defending cavalry add
1 to their die roll if more than half of bases present are in column.
- Each Base Lost - Attacker and/or defender subtract
one point from their die roll for each of their own bases lost from
participating primary contact units so far during the player turn. Units
in incidental contact which have lost bases do not count toward this
modifier.
- Each Skirmisher Out - If the greatest percentage
of bases present belong to units with deployed/killed skirmishers, attacker
and/or defender subtracts one point for each skirmish base those units have
deployed or lost.
- Hit in Flank - Defender subtracts two from the die
roll if the greatest percentage of bases present are from outflanked units (if
assaulting unit finishes its move to assault with any part of its bases past
the defending unit's flank line). Void if target is hit in rear. Note
that infantry squares and units in buildings have no flank (i.e. - their flank
zone is considered part of the front).
- Hit in Rear - Defender subtracts four from the die
roll if the greatest percentage of bases present are from units hit in the rear
(assaulting unit finishes its move to contact with any part of its bases past
the defending unit's rear line). Note that infantry squares have no
rear. Units in buildings do have a rear.
| Tactical Bonuses |
| A -
Heavy: |
Cover: Stone buildings;
redoubts; fleches; stone walls; earthworks; heavy woods. |
| B - Solid: |
Non-Cover: Artillery with saved
fire (first assault round only). Cover: Medium woods, light stone
wall or heavy wooden buildings. |
| C - Soft: |
Non-Cover: Top of slope/ravine;
British infantry; Artillery which didn't fire this player turn (first assault
round only). Cover: Groves; light wood buildings; hedges;
treelines. |
- Tactical Bonus - Attacker and/or defender add 1, 2
or 3 points to their die roll if the greatest percentage of bases present
qualify for one of the tactical bonuses shown here. Non-cover tactical
bonuses listed in Class C apply only toward defenders, and only during
assaults. Cover effects apply to both attackers and defenders. Covering
terrain also modifies artillery fire (see Artillery Fire Modifiers).
Flank and Rear Examples - The
flank line for unit A is shown along the rear of the front bases,
parallel to the unit's front. The rear lines originate at the outer
rear base corners, perpendicular to the unit's front. Unit Y is in a
flanking position because part of one of its bases is past the flank line for
unit A. Unit Z is striking in the rear because part of one of its bases is past
the rear line for unit A. Units struck in both the flank and rear will only
suffer the worst of the two effects (-4), not both. |
«5.4 Assault Results Hits and
Losses - Both attacking and defending units may suffer morale hits, base
hits and panic hits as a result of their primary or incidental involvement in
an assault. All results for each round of assault combat are applied
simultaneously, as are the mandatory movements which may be required.
Morale hits - All primary and incidental
units involved in an assault will suffer the number of morale hits called for
by the assault chart results. Affected units are immediately marked with the
corresponding hits markers to show their new condition. All requirements to
roll again are done so with modifiers adjusted for the new morale
condition(s). Base hits - Base hits inflicted due to assault
results are first distributed randomly among units which were within closest
primary contact with the enemy units. Only if all primary contact bases are
lost will remaining unassigned base hits be allotted to incidental contact
units. Bases lost due to base hits are removed immediately from play, and
before surrender results are applied. If possible, base hits should be removed
from the middle of a unit in order to avoid biasing established assault
contact(s). Panic Hits - Panic hits control the manner in
which units respond to their assault loss. To find a unit's panic response,
refer to the corresponding panic level in the Panic Index, and cross reference
the troop grade of the losing units with that panic level's assault column. The
results shown indicate the type of mandatory movement which the losing unit
must conduct, either W (withdrawal), F (fall back), Re (retreat) or Rt (rout).
Surviving artillery batteries may limber-up in order to withdraw, fall back or
retreat. Artillery batteries required to rout are abandoned (captured)
regardless of other results.
If retreating or routing units pass through
a friendly formation which was not involved in the assault and they outnumber
it by 3:1 or more, that formation suffers two morale hits and the same panic
hit(s) as the assault losers, responding accordingly. Formations carried
away in this manner are not subject to the surrender loss
result.
The panic result may also include a loss number, which
represents the number of bases which must surrender to the enemy as a result of
the assault. Losers required to surrender bases will do so only after base hits
have been withdrawn. Surrendering bases are taken first from primary contact
units of the lowest troop grade present, followed by higher troop grade bases
within primary contact. Only if all primary contact bases are lost may
remaining unassigned surrenders be taken from incidental contact units. If a
unit is completely destroyed during the course of the assault phase, the parent
division must still check for panic (does not apply to a unit destroyed during
the artillery phase, even if that unit was already in assault
contact).
Example: A veteran grade unit suffers two panic
hits as a result of an assault. The controlling player will refer to the second
line of the Panic 2 index column (the second line corresponds with the
Veteran troop grade units). The Result column indicates an F,
meaning that the unit will fall back without further loss. If the unit had been
composed of green quality troops, it would have received a Rt-1 result,
which would result in one rout move, and the loss of one base as prisoners.
Carry Position - Attacking formations allowed to carry a
position are permitted to advance into the position originally taken up by the
enemy units before their departure. Carrying a position allows a unit a certain
amount of latitude to adjust their orientation, but only if they have
sufficient movement allowance remaining. This includes any limbered artillery
involved in an assault, which may also participate in a move to carry a
position including unlimbering in support of other friendly formations.
Breakthrough - Assault results may either allow or order attackers
to continue moving to assault contact, which is called a breakthrough. While
conducting this continuing movement, they are subject to normal movement rules
and may initiate new assaults against units. They may not violate or exceed
their current orders while breaking through, nor may they exceed their maximum
movement allowance as measured from the start of their movement phase. Units
whose assault results state that they must breakthrough will move to the
limit of their full assault movement (even if movement orders are violated as a
result) unless countermanded by a new assault result. Units which use their
assault movement bonus will suffer one morale hit at the end of the turn. Units
which may breakthrough have the option of downgrading their breakthrough
option to a mandatory carry position result. Overrun -
An overrun allows assaulting cavalry to break past or through a defeated
defender (if any remains) and to continue moving to assault contact against
potential assault targets to the rear of the defeated defender. The cavalry may
continue assaulting units in this manner as long as it has the available
movement and continues to achieve assault results allowing further movement and
action. Cavalry which remains in primary contact with an enemy unit due to
refusal to conduct a voluntary breakthrough must conduct further assault rounds
until the primary contact is broken. If no other enemy units are within range
of a cavalry unit's remaining post-overrun movement allowance, the cavalry may
still overrun the defender and expend movement to the maximum allowable as part
of a general penetration of enemy lines.
In cases where an enemy unit
suffers panic hits that keep it in the path of an overrunning cavalry formation
especially in cases where the cavalry runs out of available movement
a second assault round may result. This can give the effect of a
prolonged running down of the panicking defenders. Break off -
Allows assaulting cavalry to utilize their remaining movement (if any) to move
out of primary assault contact with the enemy. This results in one morale hit
on the units that break-off, with the morale hit applied immediately upon
completing the break off move. The cavalry may instead utilize a full normal
move in order to break off, however that will result in two morale hits applied
immediately upon completion of the break off move.
Capture
Artillery - The corresponding number are captured, either half of artillery
bases present or all present. If on the same player turn the capturing troops
lose breakthrough assaults which result in a loss of the position which contain
the captured artillery, the captured artillery is marked off as destroyed
instead of captured. Note that regardless of other assault results, artillery
which rout due to panic hits are considered abandoned and therefore
captured.
Capture Officer - Either half or all of the officers
attached to the assaulting side are captured. For the half-captured result, if
one or two officers are present, one of them is considered captured. If three
or more officers are attached, two are considered captured. Units
unable to withdraw, retreat or rout away from the enemy without coming in
contact with other enemy combat bases will surrender. All breakthrough,
break-off and overrun moves are carried out after the first
assault round is completed. Subsequent assault rounds are conducted in the same
manner.
Stalled Assaults - Assaulting units which have
insufficient remaining movement to execute breakthrough or break-off orders are
stalled. Stalled units must conduct further assault rounds against their
opposing enemy formations until they are no longer facing within the 25mm
assault range of each other.
Artillery effects - If their
results are not separated from the main assault results by a comma (typical
with infantry attackers) artillery batteries suffer the same results as other
assault losers and are subject to the same morale and panic hits. Additional
artillery effects such as damage or capture may also be called for by the
assault results, either partially or in full.
For artillery results
that are separated from the main results by a comma (typical with cavalry
attackers) the artillery suffers only the results shown to the right of the
comma. Note that portions of the cavalry results column include both
types of artillery results (with and without commas).
Mixed
Assaults - If both infantry and cavalry attack victoriously together in a
single assault, each attacking unit will use the reaction column corresponding
to their type: cavalry using the cavalry column reactions and the infantry
using the infantry column reactions. Attacking cavalry may ignore the cavalry
reaction if the participating infantry rolls again for a new assault round. In
such a case, the cavalry which otherwise might be forced to breakthrough
or break off may instead adopt the infantry's reaction and remain to
participate in the new assault round.
Defenders which lose to a mixed
infantry/cavalry force will suffer the combination of the worst possible
effects for the corresponding result line, including morale, panic and base
hits, artillery damage and officer losses.
«
5.5 Emergency Rally Upon losing
any assault, the commander of the losing side may use local unattached officer
figures to attempt an emergency rally of units which lost the just-ended
assault. Emergency Rallies may be attempted on any unit(s) within 8cm of the
rallying leader, and are conducted before moving the losing unit(s).
Step 1: Announce the Rallying leader.
Step 2: Roll on the leader injury chart using the +4 emergency rally
modifier and any other modifiers which apply. Note that the leading
attack/defense modifier and the emergency rally modifier should
never be used together, since leaders already attached (i.e. - leading) may not
conduct emergency rallies. Step 3: If the leader survives, he may
roll to rally the friendly unit(s), applying double his normal
value and any other modifiers which apply. If the unit(s) rallies, a
new assault round is immediately resolved, with the rallied unit(s) occupying
their original positions, and the bonus for the leader applied as if he were
attached to the rallied forces (even though he is not).
Leaders may only conduct one emergency rally per assault
phase. They may however, simultaneously emergency rally several units who all
participated in the same losing assault round. Assaulting cavalry may ignore
successful emergency rallies and continue with an overrun or break-off move. In
either case, the rallied unit will reform in its original position and facing,
behind the assaulting cavalry if necessary. Infantry who successfully emergency
rally against cavalry may form square.
Complete Rally - In the event that all the units in a
division successfully rally, all panic hits in that division are
eliminated.
«
5.6 Injury and Disorder Leader
Injuries - Roll 1D10 for each leader who was within 8cm of any unit
involved in an assault during the current Assault Phase. Leaders who have
already rolled for injury due to direct participation in assault rounds or
emergency rallies are exempt from this final roll. Definitions for the injury
die roll modifiers appear in the Leader
Injuries & Withdrawal section of the Artillery & Skirmish Fire
phase. Charge Disorder - Units which use any of their assault bonus
movement (also known as charge movement) during the turn will suffer charge
disorder at that turn's end. Units suffering charge disorder suffer one
morale hit, but only after all assaults, emergency rallies and counterattacks
are resolved.
End of Phase - At the end of the assault phase,
both sides may remove existing bases lost and close ranks of units which have
suffered base hits by moving their bases back into contact. Units may close
ranks on the center of the unit, to the left or to the right, so long as one
unit base remains as the stationary anchor for the rest of the closure. |
« 6.1 Panic Test
Procedure Panic tests are conducted at the end of a turn by any
divisions which have suffered traumatic events during the course of the turn
sequence. These panic tests use the same chart as the panic hits which occur
during the assault phase. However, divisional panic tests employ the chart in a
slightly different manner. In order to conduct a divisional panic
test, establish the failure value by cross-indexing the average troop grade of
the testing division with the failure column on the appropriate panic
index. The specific panic index to be used will be dictated by the
circumstances described in section 5.2 below, and is
modified by all applicable panic level modifiers. Once the failure value is
established, the player controlling the division then rolls one die and
modifies its result using the failure roll modifiers. If the modified die roll
value equals or exceeds the previously established failure value, the division
is immediately marked as being in a panicked state and all member units will
conduct the resulting forced movement listed immediately to the left of the
failure column (withdraw, fall back, retreat or rout). Units within
the division which have already conducted other forced retrograde moves during
the current phase do not move a second time. If a loss number is shown
to the right of the panic result, the division will lose that number of bases
to desertion. Deserting bases are taken randomly, first from the lowest troop
grade present, followed by progressively higher troop grades within the
division. Deserted bases are removed from game play and not returned unless
playing multiple-day scenarios. Once all panic test rounds have been resolved,
all panic markers are removed from affected divisions and the next turn is
begun. «
6.2 When to Test There are three
different conditions which can trigger divisional panic tests. If more than one
condition happens to a division, it will simultaneously roll one die for each
condition, suffering the worst result which occurs. Because panic test failures
can trigger panic tests in adjoining divisions, the panic test phase is
conducted in "rounds" during which progressive groups of divisions will roll
for panic. All panic tests conducted within a test round are considered to be
simultaneous, and resulting mandatory movements are executed only after all
necessary die rolls for that round have been conducted. 1)
Death of a leader - If a leader is killed at any point during a player
turn, all divisions within his chain of command must roll for panic failure
during the Panic Test Phase. Note that the death of a commander in chief
results in a panic test for every division in his army. 2) Internal
Panic - A division must roll for division-wide panic if any of its
units suffered panic hits during the assault phase. The division will roll on
the panic level which corresponds to the highest number of panic hits suffered
by any one of its units during the current player turn. For example: if three
regiments in a division suffered panic hits, with two suffering two hits each,
and a third suffering one hit, the division in question will roll for possible
panic failure using panic level two. If any unit within the division had
suffered three panic hits, this would cause the division to roll on the failure
column for panic level three. 3) Adjoining Panic - A division
will roll on the panic index if any adjoining division within 8cm becomes
panicked during the Panic Test Phase. Divisions are considered adjoining if the
closest points of their closest units are within 8cm of each other, or within
line of sight, whichever is less. This "inter-divisional" panic always starts
at the same level of panic as that suffered and tested for by the adjoining
division. Each division may only test once for each panic condition
during the course of a panic phase. For example; if a division passes an
internal panic test, only to have an adjoining division fail a similar
test, the subject division must then roll an adjoining panic test. If
however, it passes that panic test only to have yet another adjoining division
fail during the same round (or any subsequent round of that phase), it will not
have to roll a second adjoining panic test. « 6.3 Panic
Modifiers Panic Level Modifiers: The
following modifiers increase or decrease the panic levels of the testing
divisions. For example; moving up one panic level will cause a player already
rolling on the Panic 2 failure column to now roll on the Panic 3
failure column.
- C-in-C Killed - Move up one panic level if the
Commander in Chief of the army to which the division belongs is killed. Note
that the death of a C-in-C will cause every division in that army to roll on
the Panic Index
- Charismatic Leader Killed - Move up one panic
level if a charismatic leader killed during the current phase was within the
testing division's chain of command.
- Adjoining panicked division is heavy support- Move
up one panic level if a panicked adjoining division counts as a heavy support
formation (elite troops grade or cavalry).
- Adjoining intact division is heavy support- Move
down one panic level if an adjoining intact division (i.e. - one which is not
panicked) is a heavy support formation (elite grade troops or cavalry).
Failure Roll Modifiers: The following
modifiers are added or subtracted from failure die rolls. All modifiers are
cumulative.
- Dead leader value - Add the values of all
applicable dead leader to the panic roll of all divisions under the leader's
command.
- Each demoralized unit- Add 1 to the
failure die roll for each unit within the division which is demoralized or
which has been destroyed.
- Division is intact- Subtract 1 from
the failure die roll if no units in the division have any morale hits.
|
|