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REPUBLIQUE GRAND-TACTICAL NAPOLEONIC WARFARE IN
MINIATURE
Advanced Rules
I The most commonly used and best applied optional rules
Formations · Command ·
Movement · Artillery ·
Assaults & Morale · Other
These optional rules can help to give a bit of extra historical flavor 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 Optional 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: June 23, 2024. |
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- « Formations
- 102 - 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).
- 105 - 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.
- « 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).
- « Movement
- 302 - 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.
- 303 - 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).
- « 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.
- 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).
- 407 - Elite & Green Artillery
- Just like other guard or militia forces within an army,
artillery could be highly trained and experienced in relation to the average
artillerists, or relatively inexperienced.
Using this rule, elite or
green/militia artillery batteries are effected as follows: Elite batteries
receive a +2 die roll modifier when firing. Green or militia artillery
batteries receive a -2 die roll modifier when firing.
- 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. A mass
battery 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 |
- 505 - Lancers
- On first round of assault lancers roll with medium
cavalry bonus. All following die roll rounds (if any) are rolled as light
cavalry. The medium cavalry bonus renews for following turns unless the lancer
unit is routed or goes demoralized, in which case it fights entirely as light
cavalry for the remainder of the game.
- 506 - 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.
- 507 - Cavalry Escorts
- When both infantry and cavalry are combined into an
attack, a numerically inferior attacking cavalry may adopt the final action
result of numerically superior friendly infantry. For example; if one stand of
cuirassiers and three stands of line infantry jointly attack and score a +7
result against an enemy unit, the cavalry may "adopt" the carry position
result of its fellow infantry unit instead of the mandatory continuance of its
movement against the enemy. This allows for the cavalry to remain as an escort
to its accompanying infantry instead tearing deep into enemy lines by
itself.
- 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.
- 515 - Vulnerable Units
- Some actions may leave units more vulnerable than usual,
while not really putting the formation out of control of their officers. This
can range from river crossing to cavalry moving through heavy woods. The result
is a certain level of added disadvantage in relation to enemy combat formations
that might be nearby.
Refer to the list below. Units of the types shown
conducting the corresponding actions are marked with a V marker
to show they are temporarily vulnerable to enemy action. A vulnerable unit
involved in an assault will be forced to use the assault column least in their
favor. So for example, cavalry trying to assault infantry in woods must use the
Defender Advantage assault column instead of the Attacker Advantage assault
column. If cavalry in woods is assault by infantry, the attacking infantry gets
to use the Attacker Advantage column, etc.
River & Stream Crossing
All troop types crossing rivers or streams are marked "V" if they
finish their move still in the obstacle. Cavalry
Cavalry in towns (buildings) or woods are marked "V" while any portion
of the unit is within that terrain type. This is in addition to cavalry's loss
of their other assault modifier(s) per the main assault
rules.
Artillery Limbered artillery is always
considered disadvantaged when assaulted by any other combat units. No need to
place a marker with them, just keep in mind for all assaults. If the limbered
guns are a minority element in an assault, their "V" status does not
count toward the assault setup and resolution.
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