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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
Republique Battle Scene

« Republique 5.0
Updated August 11, 2015. Beta Test Edition.

« 1.1 Scale
The standard ground scale for Republique is 36 scale meters per 1cm on the game board (28mm 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:

Morale Markers - 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 can be used to indicate morale hits suffered by a formation. The caps should be colored white, yellow, red and black in order to indicate unformed, 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
(28mm = 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, all artillery may fire repeatedly and continuously until one or both players decides to start the regular turn sequence. 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.

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: 25cm 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 supergenius, 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 Napoelon 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 can recover from morale hits by rallying, but they may also suffer more than one morale hit at once. Shown below are the possible morale conditions and their respective restrictions, if any.
Formed - Unit behaves normally.
Unformed -Unit may not change formation.
Rattled - Unit may not change formation or deploy skirmishers.
Shaken - Unit may not change formation or deploy skirmishers. Infantry will not attack cavalry or artillery. Cavalry will not attack artillery. Artillery will not prolong toward an enemy.
Demoralized - Unit may not change formation, deploy skirmishers or unlimber and will not voluntarily move toward any enemies. Artillery may limber, but only to move away from enemy units.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:
  1. 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.
  2. 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 previsouly noted old rally number. The resulting value is your New Rally Number.
  3. Match the new rally number with the value on the corresponding rally table line to which it is equal-to or greater-than.
  4. 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 under rally order - 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.
  • +½LR Half of Leader's Rating - Add half the value of a leader's rating (rounding down) 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.
  • Each 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 current 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.

« 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.

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).
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 return to 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 unformed, an unformed 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. 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.


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.

  • 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.
  • Each morale hit - Artillery batteries which begin the artillery fire step with morale hits subtract 1 point from the die roll for each hit (IE - a demoralized battery suffers a -4 die roll modifier).
  • Firing at moving 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 combat base(s) 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 down) 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:
  1. The attacking unit's base split must correspond as much as possible to the boundary between the two defending assault blocks.
  2. Only the attacker (phasing player) may split units. The defender for the turn may not.
  3. 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.
  4. 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.
  5. 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.

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.
  • Officer Leading Unit - A unit with an attached leader receives that leader's rating (LR) added to the assault roll. The unit must be within the leader's chain of command unless the leader is charismatic.
  • 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 unformed, 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.
  • Line/Column Bonus - Attacker and/or defender add one (+1) to their die roll if more than half of bases present are from infantry units in line and/or cavalry units in column to a maximum of +1 point (the bonus is non-cumulative, a player does not gain a +2 modifier if the half or more bases are a mix of infantry and cavalry deployed to best benefit).
  • Each Base Lost - Attacker and/or defender subtract one point (-1) 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 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 & Rear ZonesFlank 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.

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 breakoff – 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.

Republique Battle Scene

« 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 6.2 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). No morale hits are added to units due to a failed divisional panic test.

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 unshaken division is heavy support - Move down one panic level if an adjoining unshaken division (i.e. - one which has no shaken or demoralized units) 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 unshaken - Subtract 1 from the failure die roll if no units in the division are shaken or demoralized.
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