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REPUBLIQUE GRAND-TACTICAL NAPOLEONIC WARFARE IN
MINIATURE
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Advanced Rules
For added historical and gaming flavor
Formations · Command ·
Movement · Artillery ·
Assaults & Morale · Other
These optional rules can help to introduce more detailed Napoleonic combat
effects to the game. Each of the rules may be picked and chosen
individually, they do not all have to be used together. Some of them are
somewhat experimental and could benefit from further playtesting, but are
listed here to help give ideas for what is possible. Because these are not part
of the main rules, all participating players should know which optional rules
(if any) are being used - optional rules are best used when unanimously
up-voted by all participants.
Download the
Advanced Rules Checklist to help keep
track of which optional rules are being used for your current game. Also
available is this prefilled list of
Recommended Advanced
Rules, to help with a quick selection of a few of the more interesting and
useful optional rules.
This page last updated: December 7, 2024. |
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- « Formations
- 101 - Crack Troops
- Some troops just happen to fall into the category between
veteran and elite. For game player purposes these crack troops can operate as
hybrids between the two levels. Some options for this include:
- A) Secondary Elites: Crack assault modifier of +3, Rally
level is as elite (Historical matches: French middle guard, British
highlanders, Russian foot guards).
- B) Crack Veterans: Crack assault modifier of +3, Rally
level is as veteran (Historical matches: Austrian reserve grenadiers, British
fusiliers and light regiments, some (very few) famous/senior line
regiments).
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- 102 - Cavalry in Line
- In order to conveniently portray columns and "mixed"
formations, Republique cavalry bases represent half-frontage
deployments. This does however, cause some distortion when portraying a line
formation. If fully deployed in line, each 550 man base in Republique should
actually be double its mounted frontage.
- Cavalry Lines allows a fully deployed line by
placing cavalry bases one base-width apart in line abreast. The result is
considered a solid formation despite the gaps between the bases.
- 103 - Cavalry Skirmishers
- If the cavalry skirmishers option is used, each light cavalry
base may deploy one cavalry skirmish marker at a time. The marker must remain
within 6" of its parent unit and other skirmish movement rules apply to cavalry
skirmish markers. Cavalry skirmish markers may always rejoin in the case of an
assault that involves the parent unit. Each cavalry skirmisher can automatically
block two enemy infantry skirmisher markers within range (6"). They may not be used to make skirmish attacks on enemy formations.
- 104 - Debandade
- The French army occasionally deployed a formation which
has been called grande tirailleur or en débandade (which
means a mob). This involved the deployment of most or all of a unit into open
order. The formation used by Davout's 3rd Corps during the 1809 fighting around
Ratisbon and also several formations employed at Waterloo were most likely this
formation. Using this as an optional game formation would allow any French
infantry regiment of veteran quality or better to deploy two skirmish bases per
infantry stand. If assaulted however, the skirmish markers would not be allowed
to rejoin their parent unit, which would suffer the appropriate (possibly
large) minus while dispersed. The parent regiment must assume open order by
spacing its combat bases at one base-width intervals. Any artillery fire
against the parent unit counts as firing at packed skirmishers. A unit
assaulted while dispersed like this counts as outnumbered 3:1 and disadvantaged, on top of any
penalties for deployed skirmish markers.
There is a possibility for
other nations to use this formation. In some cases British light infantry
brigades in the Peninsula likely used this, and some veteran Russian jager
units in 1812 were seen to have used this (one of them was caught in the
open by French cavalry and wiped out, use this rule with caution).
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- 105 - Mixed Units: Infantry/Cavalry
- Some countries formed units made up of small numbers of
infantry and cavalry assigned together. These could be militia, advanced guard
or guerrilla units but they typically have in common a place in the line that
is generally given to screening or flanking formations. When use of such
formations is forced by an order of battle or scenario, use the following
guideline:
For mixed bases (cavalry and infantry literally sharing a
base), use a cavalry base with one or two cavalry figures and one or two
infantry figures, depending on actual ratio. The resulting base must be
assigned to another division in the army and can operate as a unit of its own -
typically a one or two stand formation in the case of small mixed units, which
were probably the most common of this type. Each of these mixed base units may
deploy one infantry skirmish marker and one cavalry skirmish marker at a time
(see Cavalry Skirmishers optional rule). This mixed formation does not receive
a cavalry bonus for purposes of assault, and its movement rate is that of an
infantry formation. Essentially, a mixed formation is a group of infantry with
a small escort of light cavalry skirmishers.
For mixed
regiments/brigades (dedicated cavalry and infantry bases combined into a
regiment or brigade), use the required bases needed to assemble the formation
and operate them together in base-to-base contact, in the same manner as other
battlefield formations. As noted previously, this rule is best used in
conjunction with optional rules #105 Cavalry Skirmishers and also rule #507
Cavalry Escorts. Any line and light infantry bases brigaded together using this
rule may end up exhibiting unusual combinations of skirmishers. For example, an
Austrian advanced guard brigade might include one or two bases of line infantry
and one or two bases of light infantry. The light infantry bases may (for
example) be able to deploy one good skirmish marker per infantry base, but the
line infantry bases may be able to deploy only a single poor skirmish marker
for all of the line bases present (if any). That, plus a possible cavalry
skirmish marker can result in a hodgepodge of participating skirmish markers.
However the parent unit must still move and operate as a single formation
within their division, including the participating cavalry base(s), which must
remain attached to the infantry at all times.
- « Command
- 201 - Alert Infantry
- An infantry unit may be placed on alert, which gives it a
reaction move during the enemy movement phase, much like cavalry can do. In
order to place an infantry unit on alert, it may move no more than one-quarter
of a normal move during its own movement phase. Once the unit is positioned, it
receives a game marker showing that it is on alert. A standard wood marker cube
with an exclamation point works well. Alert status is lost if the unit moves
again (in any way) or if it suffers any morale or base hits. Units with morale
hits may not become alert.
During the enemy's attacker maneuver phase,
if any enemy unit moves into, through or across the alert unit's 3" assault
zone, the alert unit may immediately conduct a pro-rated reaction move in order
to counter-attack the enemy unit. This can be used to intercept enemy units
before they reach a certain point on the field, or to move in support of a
nearby friendly unit. For example, an alert unit may make a flank attack on an
enemy unit attempting to flank another friendly formation. An alternative
action for alert infantry is to change formation to square, it may not make any
other moves (technically an emergency square).
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- « Movement
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- 301 - Cavalry pass through
- Napoleonic cavalry breaking through an enemy's lines
always had to keep an escape route in mind. One doorway out of such a situation
was to pass through enemy artillery batteries. They were not easily turned
around (due to the presence of horse teams to their rear and enemies to their
front) and did not offer the same resistance as other units.
- Cavalry Pass Through allows cavalry to pass
through enemy artillery batteries without initiating an assault. The enemy
artillery must be approached from the rear or flank, and the moving cavalry
does not pay a movement penalty for pass through. The enemy artillery may not
conduct passing fire on the cavalry immediately upon its pass through. It must
instead wait until its normal fire phase (after the cavalry has finished its
retrograde move). Cavalry may not pass through packed batteries.
- 302 - Road Movement
- The Republique rules focus on grand-tactical battlefields
and as such, already deployed divisions have less use for roads than troops
approaching the battlefield, especially given the poor quality of many roads.
As a result, road movement is not addressed in the main rules.
- In order to conduct road movement, the unit must be in a
road column and must be lined up on a road. Movement while on the road in
road-column is doubled. Note that in many scenarios, roads may not be in a
usable condition due to rain, etc. and may even slow the unit down if other
formations have passed down the road before it (think quagmire).
- 303 - Artillery Deployment Shadows
- The basic assumption about artillery in a 40 minute game
turn is that it should actually have had enough time to fire for effect. If
artillery attempts to unlimber and fire from a position too close behind
advancing friendly units, it may either interfere with the other unit or - more
likely - be prevented from having set-up by the passage of the unit before
it.
- In order to reflect this possibility, horse artillery may
not unlimber and fire within the bonus assault movement path of cavalry units
(it may unlimber and not fire). This would primarily apply to artillery
attempting to set-up and fire to either side of the advancing cavalry. If the
artillery sets-up to fire forward in direct support of the cavalry, it is not
limited by this rule.
- « Artillery
- 401 - Preliminary bombardment
- After set-up is complete and before game play begins,
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.
- 402 - Pattern AN XI 6-Pounders
- In order to make the production and supply of artillery
more efficient, the French army began to phase out the Grimbeauval 4-pounder
and 8-pounder artillery, replacing them with a single general purpose 6-pounder
gun. It was not as powerful as the existing 8-pounder artillery, but it still
outranged most opponents and was easier to produce in large quantities,
something that senior leaders felt would be increasingly needed.
Using
this rule in Republique reflects the slightly better range of the Pattern AN XI
gun. It remains an L category piece, but has a basic range of 8" instead of 6".
Consider the "n/e" normally at the L/8" range column cell to read "1M" for the
Pattern AN XI 6-pounder.
- 403 - Attached Artillery
- During battle it was common for some of a large
formation's artillery to be broken up and attached to regiments for local
support. This could be used to bolster defensive positions or support
assaults.
To attach artillery, remove any one battery of choice from
game play, and replace it with the number of Attached Artillery Markers
per the table below. Each artillery type creates a certain number of markers as
shown in the table, and each marker is worth a +2 assault bonus for defense,
and a +1 assault bonus for attack. A maximum of two markers may be assigned to
any one regiment.
| Artillery Type |
Attached Markers |
| Heavy |
4 |
| Medium |
4 |
| Light |
3 |
| Very Light |
2 |
The breaking up and assignment of artillery can
be done before game play begins, or at the start of a player's movement phase.
The attached artillery no longer engages in artillery fire during the normal
artillery phase, it becomes part of the regiment and only acts within the
parent regiment's assault operations through contribution of its assault bonus.
Attached artillery type must match the host troop type; foot artillery must be
assigned to infantry units, horse artillery must be assigned to cavalry units.
Cavalry with assigned artillery may assault squares with full cavalry bonus.
Each base hit to the parent unit causes one attached artillery block to be
lost. Each time the parent unit routs (due to panic hits, etc.), one attached
artillery block is also lost.
The best way to create an Attached
Artillery marker is to draw a tactical artillery "dot" symbol on a 3/8"
natural wood block (same size as the morale marker blocks). Markers may be left
unassigned and stacked next to the division command base, to be allotted to
regiments as required during movement using normal movement speeds.
Unaccompanied marker blocks will be automatically captured if physically
interdicted by any enemy bases (including skirmish markers).
- 413 - Ammunition Shortage Die
- A variation on the attrition die, it is applied to the
artillery die roll as an ammunition supply limit. As with the attrition die,
roll the 1D20 concurrently with all artillery die rolls. A result of
13 on the die results in the battery being unable to
fire on the next player turn (this turn's fire is normal). Mark the battery as
out of ammo after completion of the current artillery phase, and remove the
marker after the next player turn's artillery phase is completed. Bases conducting joint battery fire rolling a 13 experiences the effect on only one battery.
Exception: A battery which began the turn with Saved Fire is
immune to a 13 Ammo Shortage die roll, because the crew just spent the entire
last turn making sure the battery was fully stocked from the reserve ammunition
supply.
- « Assaults &
Morale
- 501 - Unopposed Overlap
- Attacker adds two (+2) to the die roll if the assaulting
infantry unit frontage is at least one base wider than their primary opponent
and the opponent's flank on that side is unsupported - in this
case unsupported is defined as no enemy units in opposition to any of
the overlapping base(s). Opposition is defined as any enemy combat bases facing
within 6". Attacking cavalry units qualify for the unopposed overlap bonus if
their frontage overlaps the primary opponent's formation at all, even if the
overlap distance is less than a millimeter. Note that the attacking formation
must be entirely wider than the defender; having overlap on one flank and not
being at least matching frontage on the other flank does not qualify. Unopposed
overlap cannot be used by cavalry assaulting solo against infantry declared to
be in square.
| Modifier Type |
Assaulting in/through Rough Terrain |
Assaulting in Buildings |
Solo versus Square |
With Infantry versus Square |
| Unopposed
Overlap |
Yes |
No |
No |
Yes |
- 502 - Modifier Averaging
- Sometimes several different sets of modifiers apply to
different blocks of troops fighting together in an assault. Or maybe no one
block of troops is present in numbers great enough to constitute a clear
majority. Even if there is a clearly dominant block, the difference in current
modifiers for each block may be so great as to warrant averaging. In such
cases, players may want to average the modifiers according to the corresponding
number of bases. Use standard rounding to establish the final modifier to use
in assault.
Example #1: Two bases of elite, two bases of green and
two bases of militia troops are fighting together in an assault. Their
respective minus and plus modifiers would average to a -.33, which would result
in no troop grade modifier for them during the assault the low quality
of the militia and green troops effectively cancels out the benefits of the
elite troops.
Example #2: Twelve bases of infantry from four regiments
are attacking a block of enemy troops. Seven of the bases are from units with
no morale hits, three of the bases are a unit that is shaken and two of the
bases are a unit that is unformed. By multiplying the shaken and unformed
modifiers by the respective number of bases for each, and then dividing by the
total number of bases (twelve), the averaged morale hit modifier for that side
in the assault is a 1.16, which rounds down to a -1. Using the standard rule,
this block of troops would not have suffered any morale hit modifier because
the majority of troops in the block were formed. Other modifiers may also
apply, but for this example are ignored in order to concentrate on the
averaging application.
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- 503 - Firefights
- Infantrymen of the Napoleonic Wars did not like assaults
any more than people today. As a result, units had a tendency to become
involved in long range firefights, which, after the heavy screen of smoke
formed between the combatants, was more preferable.
- The Firefights rule limits the number of infantry
versus infantry assault rounds to one. If at the end of this point no decisive
result has been achieved, the involved units are left until the next turn, even
if they are still within assault range of each other. This suppresses the time
saving feature of the Stalled Assaults rule and recreates the occurrence
of protracted firefights. On the next player turn, the assault is pressed
through to completion per the normal rules. This prevents an anomalously long
firefight while still allowing a temporary stalling of the local
situation.
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- 504 - Trotting Assaults
- French Napoleonic cavalry practiced an alternative to the
standard galloping cavalry charge employed by other continental nations of
time. The basic concept was that a galloping assault would lend immediate
morale benefits to the attacker, but that the maintenance of a slower moving,
tightly ordered formation was more effective and intimidating in the long term
(minutes instead of seconds). A notable drawback was that the trotting attack was
more vulnerable to weapons fire, especially artillery. Waterloo may be the best
example of this. However, when employed at the right time, this method
repeatedly proved effective in cavalry versus cavalry and even cavalry versus
infantry engagements.
- Trotting Attacks give cavalry an additional +1 to
their normal cavalry assault bonus. They do however, also cause cavalry to lose
the benefit for being fired at by artillery. French players wishing to use
Trotting Attacks must announce that fact at the beginning of a game. All
of that player's cavalry is then considered to be using Trotting Attacks
throughout the game, or players can stipulate which branch of cavalry (just Cuirassier, or Cuirassiers and Dragoons, etc) is using it.
- 505 - Armored Cavalry vs Half-armored Cavalry
- Some Napoleonic cuirassiers (armored cavalry) wore full
armor and some wore only frontal armor. The difference was not so much when
either was pitted against luckless infantry, but when put up against each other
the troopers wearing only half of a cuirass were at a disadvantage. Using this
rule, both types of armored cavalry receive the corresponding assault bonus
when opposing other unarmored troops. If however, armored cavalry with only
half of a cuirass (like Austrian cuirassiers) find themselves in an assault
against any fully armored cavalry (like French cuirassier) the half-armored
unit reverts to heavy cavalry status. The fully armored enemy must be in
base-to-base contact or at least within all-out assault range of the half-armored unit in order to nullify
its status. Otherwise the fully armored troops are considered too far on the
other side of the assault to adequately counter actions made by their
half-shell counterparts.
- 506 A - Battlefield Finesse: Point Blank
Volley/Countercharge
- Many known differences in national doctrine have been
left clear of the core Republique rules, but there were numerous tactical
"tricks" that could be drawn upon by more experienced battlefield
leaders:
- The Point Blank Volley: A neat trick of
holding volley fire until extremely close range, commonly (but not always)
followed by a prompt bayonet countercharge. The French did this at Austerlitz
and the British made regular use of it in the Peninsula (careful selection of
defensive terrain being a necessary prerequisite to making this work). This
method contrasted with the continental doctrine of establishing fire
superiority at long range in order to attempt suppression and demoralization of
the enemy (a policy the French also often used to great effect). Generally
speaking the close range volley/countercharge doctrine only really worked when
the defending unit was protected against suppression and disorder by terrain or
other friendly troops, and the troops themselves typically needed to be
steady.
The Point Blank Volley optional rule takes the form of a
+2 bonus in Assault, but only under the following circumstances: The unit using
it must be the assault defender, in single line or two line formation, on alert
(Rule #201), average troop grade or better (probably should be veteran or
better - player discretion) and it cannot have any morale hits on it. Any
violation of these conditions causes the benefit to be completely lost. The
point blank volley option may be compounded with the battalion guns or
divisional artillery optional rules (403A and 403B). Mark a unit lying in wait
for point blank volley with a "PBV" marker block (may be placed upside down to
avoid disclosure of the unit's intent).
- 506 B - Battlefield Finesse: Prepared Defense
- Many known differences in national doctrine have been
left clear of the core Republique rules, but there were numerous tactical
"tricks" that could be drawn upon by more experienced battlefield
leaders:
- The Prepared Defense: Well handled troops
had ways of making best use of local conditions to improve their defensive
positions (if any). This could be as simple as preparing positions in rocky
ground by piling-up rocks, building roadblocks or loopholing walls in heavy
structures.
The Prepared Defense optional rule takes the form of
a +1 bonus in Assault as the defender only, if the following conditions have
been met:
1) Preparing a defense counts as a formation change and may
not be done if the unit conducted as assault move that turn. 2) The unit may
be in single line or two line formation and can have no morale hits at the time
the defense preparation is conducted. 3) The unit must be more than half
within specific terrain, including combinations of woods and steep hills, rocky
hills, town blocks or other terrain known to offer this type of benefit
(cemeteries, etc.). 4) Once these conditions are met, the unit gets a "P"
marker (not to be confused with a P5 marker, which is for panic) to show they
are in a prepared defense. The P marker remains on the unit so long as it
remains stationary at that position, even if it then suffers morale or base
hits. If it is forced away and another unit from either side occupies that
space, they must conduct their own preparation per the above list in order to
also have a prepared defense.
- 506 C - Battlefield Finesse: Unexpected
Resistance
- Sometimes when a unit executes a certain higher risk
maneuver, events do not go as they prefer. These can result in a sort of
tactical Russian Roulette, here are a few possible options:
- Formation Change Surprise: Units on the
French system of formation change are able to change formation when within
general assault range, something that often works to their advantage - but not
always. Using this optional rule, when a unit actually attempts such a
maneuver, they gain a +1 assault modifier on any odd numbered natural die roll
(regardless of other modifiers). However, if the enemy formation is using
Tactical Finesse 509A or 509B, the +1 turns into a -1 modifier. If both 509A
and 509B are in effect, the negative modifiers compound into a -3 die roll
modifier (all of these modifiers being applied after-the-fact as it were).
- 506 D - Battlefield Finesse: Tactical
Surprise
- Sometimes when a unit executes a certain higher risk
maneuver, events do not go as they prefer:
- Tactical Surprise: Units which move into
assault contact against a unit that was not in line-of-sight at the start of
the maneuver phase may end up with either side being rudely surprised. After
the move into assault contact, each side rolls a 1D10 die. If either side loses
by more than four points, they are tactically surprised. A unit gains a +2 on
the die roll if they have any skirmishers deployed between them and the enemy.
They gain a +3 on the die roll if they were on alert (optional rule
201).
A tactically surprised unit suffers a minus two (-2) modifier on
the assault die roll. They also suffer an extra morale hit if they lose the
natural assault die roll.
- 506 E - Battlefield Finesse: Dummy Marker
Blocks
- Units can give false impressions of their intent, here's
how:
- A player may place a blank marker block next to one of
his units. The block means nothing, but the other players don't know that
(could be a different Battlefield Finesse marker). A maximum of one blank block
per finesse marker is permitted in use at any one time.
- 507 - Cagey Veterans
- Some Napoleonic troops - especially after experiencing one or more of the high-attrition periods of the wars - could become cautious and circumspect rather than braver and more aggressive. Such units might even be noticeably less likely to press attacks than less "educated" green troops. To re-create this effect in Republique, either assign certain divisions as "battle fatigued" before the game as part of the scenario design, or roll 1D10 before the game for any veteran divisions, with a die roll of 9 or 10 resulting in a fatigued division. Fatigued veteran division units will never conduct All-Out assaults (General Assaults only) and do not get a leader bonus for assault, but they also do not experience casualty minuses for rallying... they've seen it all and don't really care any more!
- 513 - The Attrition Die
- Even when units consistently win assaults over the course
of a battle, the steady grind can eventually start to take its toll -
especially across an entire division or corps. To depict this (in an admittedly
abstract fashion) each side in an assault adds a 20-sided "Attrition Die" to
their existing 10 sided assault roll. If a natural 13
comes up on the 1D20, the rolling player summarily loses one base from a
participating unit - no modifiers, no appeals, no saving rolls. Just...
bang.
The die roll creates an underlying level of attrition across the
field, applying to both winners and losers. Even if a formation tends to win,
they can still suffer from the overall grind of the bigger fight purely by dint
of having been involved in numerous assaults. The attrition roll is considered
simultaneous to the main 1D10 assault roll, so the effect is best applied after
the rest of the competitive roll results have been applied. Players can
moderate the effects of the attrition by using dice with more sides, like 24 or
30 sided dice. Or, if it doesn't seem to be happening enough, 12 or 16 sided
dice can be used.
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