Go to WTJ Information Page Go to WTJ Portal Go to WTJ War Series Go to WTJ Archives Go to WTJ Articles Go to WTJ Gaming Go to WTJ Store Go to WTJ Home Page
 

REPUBLIC
GRAND TACTICAL WARFARE IN THE AMERICAN CIVIL WAR



Republic Combat Chart Guide

Introduction
The various tables on the Republic combat chart are used to resolve combat results, calculate unit effects and offer references for game play. The tables themselves are generally cross reference style, designed to save game time by compounding several actions together into one sequence. The following guide is based on the standard medium scale combat chart designed for 15mm to 18mm figures. Last updated January 27, 2025.

Artillery Table
This table is used for resolving artillery fire effects against combat bases and skirmish marker bases. Resolution of artillery is covered in Section 4 of the Republic rules, and artillery fire takes place in the third phase of each player turn.

Individual Battery Fire
For an individual battery firing on a target, start with the H Rifle (Heavy Rifle), M Rifle (Medium Rifle), M Sb (Medium Smoothbore) or L Sb (Light Smoothbore) line that matches the firing battery (number 1) and cross reference it with the corresponding range columns (number 2) as approximately shown by the blue arrows. The resulting cell in the results field (number 3) will be your basic result. In the case of this example, the blue reference arrows point at a basic result of 2M (two morale hits).

Next step is to apply any applicable range column modifiers (number 5), which cumulatively move the results cell to the left or right. Then roll 1D10 and modify it using the die roll modifiers (number 6). Take the modified die roll value and apply it according to the Range Column Drift (number 4). For modified results of 3 through 8, there is no further effect to the results field. For a modified drift value of 10 or greater, the result moves two cells to the left, for a modified 9, the result moves one cell to the left, for a modified 2 the result moves one cell to the right and for a modified 1 the result moves two cells to the right (as reflected by the numbers and pointers shown in the Range Column Drift line).

Joint Battery Fire
For mass battery groups of two or more artillery bases, players may combine their fire onto targets for greater effect. Start with the same H Rifle, M Rifle, M Sb or L Sb lines and cross reference them the same way as with individual batteries. The key difference is that the column modifier for Joint battery fire (per base) allows the player to bump the result cell one to the left for each artillery battery base in the joint fire group (mass battery). This means that (for example) a mass battery of five medium rifles firing at 10" would start with a 1M and count five cells to the left, for a 3M, 1B result (so far). All other column modifiers are applied, and the drift die is rolled like before. After applying any further range column drift (if any), the final modified cell result is the result for all bases in the mass battery (i.e., unlike individual battery fire, the result is not per base firing). In this example, if there was no further modification, the five gun battery would inflict three morale hits and one base hit.

Artillery Fire Example #1: A medium rifle artillery battery is firing on a four base infantry regiment in assault column (four bases deep) at a range of 7", this is the basic result example of 2M shown with the blue arrows in the example figure using the 8" column. The deep target condition of the target (four bases deep) means the cell will move one to the left for a 2M result. The attacking player rolls 1D10 with a 9 result, which moves the cell one more to the left for a final fire result of 3M against the target. If the player had saved fire, the final fire result would have been a 3M, 1B (total of three cells to the left for deep target, saved fire and the favorable Drift die roll).

Artillery Fire Example #2: A joint battery fire group of three heavy rifle artillery bases is firing on an unformed infantry regiment in line at a range of 10½" (which uses the 12" range column) with another infantry regiment in line 1¾" behind it. Only the Joint battery fire modifier applies, moving the result three cells to the left, for a running result of 3M (under the 2" range header). The attacking player rolls 1D10 with a 6 result, which does not modify the cell position any further. The front regiment would suffer three morale hits and become demoralized. The other regiment to the rear would suffer one M hit due to the tandem target rule. If the player had rolled a 10 on the die, the final fire result would have been a 4M, 1B on the front target unit, causing it to become lose a base, become demoralized and suffer one panic hit due to the morale hit "overload."



Maneuver
This table is used to control whether a brigade can conduct a particular type move or maneuver. Start with the column that matches the unit's troop grade (number 1) and roll 1D10, applying any corresponding die roll modifiers (number 2).

The numbers listed in the main results field (number 3) will indicate which actions (number 4) can be taken. In order to execute the respective actions listed, the modified die roll must be equal to or greater than the number shown in the results field.

Example: A Green unit with one morale hit and an energetic leader within 2" rolls a 2 on the die. The energetic leader raises the die roll result to a 4, and the morale hit reduces the tally back down to a 3. This means that the unit may pull back or advance (without triggering an assault), but it may not advance to assault or maneuver.




Turn Sequence
The Turn Sequence box shows a simple outline of the order in which the battlefield commanders (players) issue orders, move their units and resolve combat. See Republic rules section 1.7 Turn Sequence for more detailed information.



Skirmishing
This table is used to resolve skirmish marker actions against combat bases and blocking actions against enemy skirmish markers.

To conduct an attack: Start with the type of skirmisher making the attack (number one) and roll 1D10. Match the modified die roll with the value range shown in the attack roll results field (number two) and then scroll up to the attack results (number three) shown by the blue arrows. Depending on the modified die result, the effect will be a morale hit (1M) on the enemy target or a Flee result which affects the attacking skirmish base. Any modified value less than that needed to score a 1M hit is considered to be no effect on the enemy target. Any modified score that matches the 1 or 2 "Flee" result causes the skirmish marker to be picked up (it is considered to have fled back to its parent brigade). Note that there is a minus one (-1) die roll modifier for engaging targets in cover that is Medium grade or heavier.

To block an enemy skirmisher (defense): Start with the type of skirmisher attempting the blocking action (number one) and roll 1D10. In order to successfully block the declared enemy skirmish marker, the modified die roll must be equal to or greater than the corresponding Block/defense value (number 4) shown by the yellow reference arrow. A blocked skirmisher may not conduct an attack that player turn.



Movement
The movement table shows the total distance that a unit may move during each player turn. Start with the basic movement type of foot or horse in the top row (number one), and cross reference it with the movement mode (number two) as shown by the blue reference arrows. The results in the distance field (number three) will be the unit's allowable movement for the turn. There are two basic types of movement; normal and assault. The normal movement can be fully utilized without any other negative effects. If any of the assault movement bonus is used, the unit will suffer a morale hit at the end of its player turn due to fatigue and negative effects on the unit formation from having moved so quickly. The foot and horse modes apply to all infantry, cavalry and limbered artillery bases respectively (foot artillery uses the "foot" column, horse artillery uses the "horse" column, etc.).

Artillery: The table also shows allowable movement for unlimbered artillery, known as prolonging. In order to find the artillery's allowable prolong distance, reference the prolong row and cross reference against the corresponding H, M or L to find that battery's maximum prolong move (number four).

Modifiers: There are three basic movement modifiers: Rough, Formation change and Battery damage.
Rough – The cost of movement is doubled while moving through rough terrain, this means that for every inch the unit moves, it actually consumes two inches of available movement (movement cost is doubled, which is the same as movement being halved). This effect is in force until all of the unit is clear of the rough terrain. For artillery and other wheeled transport, moving through rough is even more difficult, with movement cost tripled (each inch moved, consumes three inches of available movement).
Formation change – Units changing formation will pay a corresponding movement penalty for that turn's move. Untrained brigades suffer a minus four-inch (-4") movement penalty. Trained brigades (green or better) suffer a minus one-inch (-1") penalty.
Battery damage – A battery suffers a 25% loss of mobility for each damage (B) hit it suffers. This means that with four or more base hits, a battery become immobile.

Along the bottom of the Movement table are reminder notes from the rules that relate to control and movement of mounted troops when dismounted.



Hors de Combat
To check for leader loss due to death, injury or capture (hors de combat), roll 2D10 (number 1). The rules do not distinguish between death, injury or capture; in the grand-tactical scheme of things all that matters is the leader is no longer on the line giving orders. If the die roll is doubles (two of the same number) reference the Result table (number 2) to see whether the result is a casualty. If the modified roll is a 8-8 or greater, the leader becomes a casualty. If the modified roll is a 7-7 or less, there is no effect. Die roll results that are not doubles also mean no effect (no death, injury or loss) for this check.

All die roll modifiers shown on the right side of the table affect the individual doubles numbers; for example if a player rolls a 6-6 having been within 4" of brigades which suffered two base hits (2B), the 6-6 becomes an 8-8 because of the "Each base hit" modifier. If a player does not roll doubles, the modifiers do not come into use because non-double results are a no-effect. Checking for leader casualties is the only time in Republic when 2D10 are rolled to gain a result.





Assault
This assault table allows players to resolve general combat (melee, volley fire, etc.) between opposing formations. At the lower center of the table is a reminder of the basic steps to take for assault resolution (number one). The first point to establish when resolving an assault is whether the attacking side is making a general assault or an all-out assault (number two). Each assault type has a slightly different way of resolving, with general assault being somewhat safer for the attacker, and all-out assault raising the risk level for the modified result loser.

Follow these detail steps to resolve the assault:
a) Each player rolls 1D10 and applies all applicable die roll modifiers listed down the left side of the page (number 3) to the roll result.
b) The attacker then subtracts the defender's modified result from his own to arrive at the die roll difference.
c) Refer to the die roll difference values shown in the corresponding assault type (number 4), which will be either an Attacker Advantage assault, a Pitched Battle assault or a Defender Advantage assault. Each assault column includes qualifying conditions for that type (infantry vs square, all vs cover, etc.). High rolling attacker values (defender loses) force results that are above the zero line with results that apply to the defending units (number 5, left side of columns). Low rolling attacker values (attacker loses) force results that are below the zero line and apply to the attacking units (number 6, right side of columns). Ties or near-tie outcomes in the center of the column will force various combinations of break-offs, re-rolls (of another assault round), morale hits and other results.
d) Immediately apply the resulting panic and base hits to the involved units according to the cavalry or infantry attacker type. All initial assault rounds must be resolved before re-rolls and breakthrough overruns are carried out.
e) Without re-rolling either dice, conduct the same die roll difference comparison using only the natural (unmodified) die roll numbers. The loser will suffer morale hits based on the difference between the two natural die rolls. Those die differential M hits are applied to the losing unit(s), based on their troop grade as posted alongside the troop grade list next to the top of the assault modifier column (number 7). Difference points are rounded down for calculating morale hits.

The side which loses the natural die roll will immediately suffer the required M hits (if any) even if the modified assault table result is a tie or has a "roll again" result. The newly applied M hit takes effect immediately and factors into any following assault rounds.



Panic & Rally Tables
This table is used for the resolution of unit and formation panics, and for unit rallying. Along the top of the table are two rows of reference text outlining the names of unit morale conditions (formed, unformed, rattled, shaken, demoralized) and reaction movements (disengage, withdraw, fallback, retreat, rout).

Panic of a Unit
The number of panic hits a unit suffers due to artillery fire and/or assault corresponds to the Panic boxes shown in a row across the top of the left table (number 1). To find the panicked unit's reaction, cross index the panic level (equal to the number of panic hits) with the troop grade (number 3). The blue example arrows show the result for a veteran unit with two panic hits (2P). The W result in that cell would indicate a mandatory Withdraw move for the unit, which is defined in the Reaction Box (number 4) as an 8" move backward, maintaining their facing toward the enemy.

Panic of a Division
At the end of the turn, a division will test for panic if any member units suffered a total of four panic hits (4P).The hits do not need to have happened all at the same time, the final total of four P hits in any one unit is the trigger point for divisional panic testing.

To test for division-wide panic, cross index the Pass column in the Panic 4 section against the division's average troop grade (generally the majority troop grade present) and then roll 1D10 and apply any applicable panic roll modifiers. If the modified die roll is equal to or greater than the number shown, the division does not panic. If the modified value is less than the Pass number, all member units of the division will suffer the reaction result shown in the same cell.


Rallying
The attempt to rally units that have morale hits is one of the first things a player does at the start of their Command phase. To conduct a rally die roll, note the rally table number that matches the current condition of your unit. To do this, cross reference the troop grade (number 3) and morale status letter (number 5) on the Rally table as shown with the blue reference arrows, this is your old rally number (The morale status letters are abbreviations for Formed, Unformed, Rattled, Shaken and Demoralized). Roll 1D10 and modify the result using the Rally Die Modifiers. Apply the modified result – positive or negative – to the old rally number. The resulting value is your new rally number which will correspond to one of the morale ratings shown at the top of the column (number 5 again). That rating is the unit's new morale status, which may represent an improvement, worsening or no change of the previous (start of turn) morale.


Combat Chart Info Strip
Somewhere on each combat chart sheet will be a copyright notice, a note of which revision of Republic the sheet applies to, the revision date for the particular sheet and a subtitle showing that it is a Republic chart and which general scale it is set for. The revision date, which will appear as a string of numbers, is valuable for finding out if a combat chart you have printed at home is the latest version. Republic revision dates use the six digit Month-Day-Year dating scheme.
 
  Copyright © 1996-2025 by The War Times Journal at www.wtj.com. All rights reserved.
All games shown here may be freely downloaded for personal use only. Not for resale or any other commercial venture not authorized by The War Times Journal.