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REPUBLIQUE GRAND-TACTICAL NAPOLEONIC WARFARE IN
MINIATURE
Advanced Rules
II More detailed and less commonly used optional rules
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
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
- 101 - Time Saver: Rally from Unformed
- General opinion is that real life Napoleonic units could
be quick to reform from what were considered predictable setbacks. In order to
help save game time, players can omit the Rally die roll test for unformed
units of average grade or better and instead have them automatically revert to
formed status at the next standard opportunity. Players could even take this
one step further and have Rattled units more than one normal move from enemy
formations also auto-rally at the next standard opportunity.
- Technically green formations were also fully trained and
could fairly be included in this rule, at least for unformed conditions. If so,
note that before the start of the game. Militia units are not fully trained and
lack the drill training to quickly reform, and should not benefit from this
optional rule. The following options for auto-forming from unformed or rattled
can include:
- A) Average or better automatic rally from unformed.
- B) Average or better automatic rally from
unformed/rattled.
- C) Average or better automatic rally from
unformed/rattled, Green rally from unformed.
- 103 - National Differences
- Troops may fight better at some times than other. Or,
they may have some particular cultural traits and favor certain battlefield
conditions. Some options for this include:
- A) Russian units fighting inside Russia: Rally at one
level higher than their troop grade rating.
- B) French troops fighting in Spain: Rally at one level
lower than their troop grade rating.
- 104 - Mixed Regiments: Cavalry
- In cases when different grades of cavalry must be
brigaded together into the same formations, do so by bases (for example: two
bases of light cavalry and one base of medium cavalry). For purposes of
assaults, the formation may continue to use the medium cavalry rating until a
base hit is suffered. In the case of any base hit, the heaviest (i.e., most
valuable) base type is lost first. Once the supply of heavier grade bases is
lost, the formation may only use the assault modifiers for the remaining base
types.
- 106 - Cavalry Skirmishers
- If 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. Cavalry skirmishers may only be used to
block enemy skirmishers, not to attack and put morale hits on enemy formations.
- 107 - 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, 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
regiments 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).
- 108 - Grand Tactical Inexperience
- Many armies of this period still practiced an antiquated
method of warfare that failed to emphasize efficient battlefield coordination
of units above regimental level. As a result, many grim events occurred when
troops who were unfamiliar with each other attempted to maneuver in the
presence of the enemy. A classic example is the Austrian cavalry at the battle
of Aspern-Essling, whose attack against the French center was sabotaged by the
fact that the participating units had never before practiced maneuvering at
brigade or divisional levels. During the attack, several of the units ran into
each other, causing a great deal of disorder and confusion. This was not an
isolated case, and incidences of this kind are known to have occurred at other
major battles including Auerstadt, Austerlitz and others.
- Forces considered to have inadequate grand-tactical
training can suffer one or more of the following penalties:
A) All units passing through each other will
suffer one morale hit. B) Any unit moving to support a friendly unit that
has already moved into assault range against an enemy formation must roll an
unmodified rally test once they approach to within 1" to the rear of the
friendly unit. If the player fails the die roll, both friendly units
immediately suffer one morale hit each. C) For infantry units, only
individual bases (instead of whole units) are counted toward assault combat,
and then only if they are individually within assault range. This makes it very
easy for units thus penalized to suffer outnumbered modifiers in local
combats. D) May not use the Mixed formation option. Armies
which sometimes demonstrated various glaring grand-tactical inadequacies
included the Austrian and Russian armies before 1810, the French army before
1795 and the Prussian army before 1807 (the later especially for ruling C,
which helped contribute to their defeat at Auerstadt). Players may want to
bring this rule into effect on a formation by formation basis, since various
formations within any army could have different levels of training depending on
the abilities of the regimental colonels.
- 109 - Breakthrough Column
- When field commanders were confronted by numerically
superior enemies which were qualitatively inferior, they sometimes employed
"grand columns" which were design to scare the inexperienced enemy troops. If
the ruse succeeded, the attacking columns faced little opposition as they bore
down on routing enemy troops.
- The Breakthrough Column rule allows an attacking
commander to assault with up to three tandem regiments in Attack Column with
primary contact for all units (which often places the defending unit as
Outnumbered). The breakthrough column must be declared at the beginning of the
controlling commander's movement phase, and all participating regiments must
have begun the turn in tandem base to base contact. If they are victorious,
each regiment follows standard assault result routine. If they lose the
assault, the surviving front regiment automatically loses one base captured and
one based killed in addition to any other losses inflicted. Breakthrough
columns are considered to be enfilade targets for the duration of their
existence.
- 110 - The Waterloo Column
- The very famous and somewhat mysterious packed infantry
column employed by the French Army at Waterloo was actually a well recognized
formation at the time, and used as a result of careful planning by several
French Corps commanders. These officers had seen numerous French formations in
the Peninsula shot to pieces before they could deploy against fresh, well
shielded British line infantry. The formation they used was a grand-tactical
departure from the normal checkerboard formations or grand columns. It employed
each battalion in line, arrayed closely behind each other. This is known as a
battalion column (a column that is one battalion wide). Battalion
columns were known to have been used in previous Napoleonic battles, and were
not a strange or new thing. Upon penetrating the enemy skirmish screen, the
idea at Waterloo was for these compact divisions to quickly expand to more than
quadruple their original frontage, all under cover of fire from the leading
battalion which was already in line and thereby able to respond to enemy
volleys. This formation (it was not really a column) was very vulnerable to
cavalry and artillery, but these were two areas in which the British were not
considered to be strong.
- The Waterloo Columns rule allows French Commanders
to "pack" up to five infantry bases into one. In essence, zipping an entire
brigade or regiment into one tiny packet which can be unzipped on any of the
controlling player's future moves. To do this, have all participating regiments
(if more than one) into base to base contact, and then remove from the game
board four of every five bases belonging to the participating units. Place the
temporarily withdrawn bases to one side of the game board, splitting them into
evenly sized groups, each one assigned to a base remaining on the board. The
remaining bases of each division must operate together on a two or three base
interval, and while in this ultra-compact formation, they count as a
double-enfilade, deep target (this means that an actual enfilade opportunity
will double the existing double-enfilade condition!). Bases lost due to
artillery fire are randomly removed from the off-board pool of bases. If
involved in an assault, the units numerically count only the number of bases
present on the board. Morale and panic hits inflicted on a "packed" unit apply
to all participating regiments. Any mandatory movements will force a packed
unit to "unpack" and for all regiments to be placed back on the board in base
to base contact. The use of this formation requires a degree of on-the-spot
judgement calls which may require an umpire. Players should agree on possible
complications before including it in game play.
- 111 - Divisional Squares
- Early during the famous Egyptian campaign, the French
army used very large square formations composed of entire divisions. Using the
same concept as the Waterloo Columns mentioned above, a division may condense
all of its member regiments by half (each base counts as two bases). The
remaining bases in the division are then formed into a hollow square, with the
units facing outward. Any assaults made against a unit in one of these
divisional squares will count as against a unit in a regular square. In
addition, the nearby regiments count as support, as do the bases which were set
aside, making divisional squares a potent defense. However, they suffer the
same double-enfilade effect as the Waterloo Column (see rule 103), making them
most effective against large mounted enemies who possess little artillery.
Divisional squares are subject to the same movement restrictions as normal
squares.
- 112 - 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.
- 113 - Seconded Battalions
- Regiments can send one or two individual combat bases to
join other regiments of the same troop type (infantry to infantry, etc.) for
the rest of the game. Neither unit can have suffered any base hits. The
reassigned bases must be of the same troop grade and must march at normal speed
to join the unit in question. The best way to merge them into the new unit is
to pull the two loaner bases from the field (once they arrive) and add two
bases that have the same regimental number as the receiving unit. This helps
avoid confusion on future turns. Lacking that ability, place a marker to show
that the unit has extra bases assigned to it. Seconding manpower may never take
total regimental strength to more than six bases. Use the existing rules for
breaking-up and reassigning units to make this rule happen.
- « Command
- 202 - British Cavalry
- British cavalry was known for its enthusiast and
aggressive attacks. At one battle in the Spanish Peninsula, a British cavalry
attack broke-up and pursued a fleeing French formation six miles up a road
before being ambushed, abandoning the entire French siege artillery park they
had captured in the process (French infantry closed in behind them and
retrieved their artillery - not a single British trooper had been left to guard
it).
- Using this rule, the following restrictions are placed on
British cavalry formations: Once a unit successfully moves into assault contact
against enemy troops, their maneuver roll suffers a -5 die roll modifiers.
Basically, letting British cavalry assault at a grand tactical level can become
a one-way trip.
- 203 - Withdrawal Panic
- Retiring a major formation was a risky operation during
which troops might individually take matters into their own hands, or become
victims of a general panic. Consider this account from the Battle of Marengo:
"...I must add his having particularly desired I should tell you that it
was useless to send any other order than that he should attack or retreat - one
or the other ; and the latter movement would be at least as hazardous as the
first."
- A division is vulnerable to Withdrawal Panic when
moves to fall back or retreat (retreat is advancing away from the enemy). Roll
once on the Panic table Pass column in the same manner as a standard divisional
panic test, except in case of a failed die roll, the results are drawn from the
Panic 4 column instead of the Panic 5 column. A failed roll also causes an
additional M hit on each unit.
- 204 - Nervous Troops
- Sometimes an entire army can begin a battle slightly
nervous or rattled by events. It may be the knowledge of things not going their
way elsewhere in the region, it may be the knowledge of pending danger such as
an outflanking enemy army, or it may be an army that feels trapped. Napoleonic
examples of nervous or rattled armies would be like Dupont's force at Baylen or
Mack's army at Ulm.
- Using this rule, consider all formations for that army to
be Unformed (for nervous) or Rattled (for rattled) for the course of the game.
Cross out the F or the F and U columns on the rally table for the combat
chart(s) used by that side, depending on how severe you want the problem to be.
The units in the army always suffer assault modifiers as unformed or rattled
and the highest level they can rally to is Unformed or Rattled. There is no
need to mark the units with the unformed or rattled marker blocks, although
shaken and demoralized units must still be flagged.
- 205 - Desperate Army
- Sometimes an entire army can begin a battle with a
desperate sense of imminent destruction, but only if they do not stick
together. This will usually be in a situation where normal supports are not
present and some combination of weather and enemy threats are dire. A
Napoleonic example of desperate army would be situations like the French at the
Beresina and British at Corunna.
- Using this rule, consider all formations for the
desperate army to be immune to demoralized combat results for the course of the
game. Cross out the D column on the rally table for the combat chart(s) used by
that side. Any morale hits beyond shaken are ignored.
- 206 - Leadership Differences
- Some armies of this period had just come out of a period
of deep reappraisal and selection (forced other otherwise), other armies were
just as deeply entrenched in traditional methods which they felt to be
immutable. There were also broad differences in leadership selection, with many
armies of the period still selling officer's commissions to the highest bidders
or awarding leadership posts to members of the aristocracy. The resulting
combinations of inexperience and ambition could have unwanted effects. All this
is piled onto a reactionary desire by some nations to turn back the clock by
several decades. The result of this complicated mix could be some armies
tending to have well developed officer corps, and others tending toward poorly
developed officer corps.
- Using this rule, apply the following national
differences modifiers to the set-up page's Leader Traits die rolls. There
are three types of modifiers: a minus modifier (-1) which lowers the final die
roll total, a plus modifier (+1) which raises the final die roll total, and a
normalizing modifier, which moves the final die roll toward a nominal or
average rating. For example, a normalizing value of "+/-1 to 0" would
mean that the die roll is changed either plus or minus one-point toward the
zero rating. A dash means no modifier applied either way.
National Leadership Differences |
Nation |
Period |
Class Modifier |
Rating Modifier |
Austria |
All |
-2 |
+/-2 to 0 |
France |
Pre-1800 |
- |
- |
|
1800 to 1812 |
+2 |
+1 |
|
Post
1812 |
- |
+1 |
Great Britain |
All |
+/-1 to P |
+/-2 to 1 |
Prussia |
Pre-1808 |
-2 |
+/-1
to 0 |
|
Post-1808 |
- |
- |
Russia |
All |
-1 |
- |
- « Movement
- 301 - Dispersing
Skirmishers
- A combat unit may force enemy skirmish markers to return
to their parent unit(s) by declaring a bluff assault during any friendly
movement phase. To conduct a bluff assault, announce the unit to conduct the
charge, and move it toward the skirmish markers it wishes to threaten. The
troop grade of the bluffing formation must be equal to or greater than the
grade of the skirmish marker's parent unit and the targeted skirmishers must be
in the open. Bluffing infantry must move to within 1" of the nearest targeted
skirmish markers, and bluffing cavalry must move to within 3" of the closest
targeted skirmish marker. Bluffing units may not have any morale hits. All
skirmish markers which are directly within the path of a qualified bluffing
unit must immediately either rejoin or move to the rear of their parent unit.
Note that bluffing unit movement can trigger enemy cavalry reactions,
assaults and/or passing fire. A unit may only conduct a bluff charge once per
game against elements from any one enemy division.
- 304 - Green/Militia Limits
- Green and Militia quality units were known for their
inability to operate efficiently in the stress of a combat environment. To
represent this, units of these troop grades can have the following battlefield
limitations:
· Green artillery batteries may not prolong.
· Changing formation takes a full turn. · Green units may not
use the assault movement bonus. · Green units may not move while in
square. · Ordered units become unformed while in woods.
- 305 - Transitional Maneuver Doctrine
- Nations which started converting over to the French
system of formation change did so with varying degrees of progress. To reflect
this in the game, players may add a Transition system, which has the following
effects on movement and formation changing:
· Cost of formation
change is 3" or 4", depending on nation and time period. · Wheeling
and oblique movement are free (per the French system). · Passing
through friendly formations counts as rough movement (per the Prussian
system). · Moving sideways counts as rough (but not double rough as
would happen in the Prussian system). · Units on the Transitional
system may not change formation within 3" of enemy units.
Approximate dates that countries other than France
began transitioning are (based on adoption of the floating pivot for formation
changing): Austria = 1808 Russian = Unknown, but for game play consider
1812. Prussia = 1812 Britain = No, Great Britain followed a very Prussian
system of maneuver regulations.
- 306 - 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
- 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.
- 404 - Congreve rockets
- Congreve rockets were occasionally used by the British
artillery arm at the behest of their inventor. Wellington discouraged their
use, but despite this they found their way onto a few Napoleonic battlefields.
Because of their rare occurrence and the unnecessary difficulties it incurs on
game play, we are not going to address the fire starting capabilities of these
rockets. Their effect on a Republique battlefield will be against enemy
morale.
A congreve rocket battery counts as light artillery. It cannot
save fire. When rolling against targets, rocket batteries may not mass their
fire with that of other artillery types. Congreve rocket fire against cavalry
will move one range column left instead of right. If the rocket battery rolls a
'1' when firing, the nearest friendly unit will suffer one morale hit. Rocket
batteries move the same as their artillery arm equals (foot moves as foot,
etc.).
- 405 - Antique artillery
- At certain times during the Napoleonic wars, old
fashioned artillery was pressed into service by the various nations. The
Ottoman Turks used antique artillery as a matter of course, with newer European
type artillery being referred to as rapid fire guns! Whenever the antique
artillery is called for in organization, or otherwise used in a scenario, use a
"Right 1 Column" or "Right 2 Column" modifier for their use, depending on size
and type. For particularly old guns, even a Right 3 or Right 4 mod might even
be accurate. The main problem with these guns was their slow rate of fire (very
slow) and the poor nature of their ammunition, which, on occasion, consisted of
large stones. Antique artillery should be considered immobile and/or very slow
(i.e. - full turn to limber/unlimber, no prolonging, half normal foot artillery
movement).
- 406 - Inexperienced Artillery
- Some artillery services seem to have been routinely
rather subpar on overall training and experience. Batteries belonging to such
services suffer from the following game effects:
a) Cannot use the Joint
Battery modifier. b) Guards and other equivalent formations do not use the
Elite artillery modifier (see below) although they may still have elite morale,
etc. c) Must use five batteries each for Mass Battery fire instead of
four.
- 408 - Mass Battery Formation
- Mass artillery batteries were an increasingly common
feature on Napoleonic battlefields, but their formation required special skills
and extra work on the part of the command teams to order them. In some cases
their formation was driven by the direct influence of corps or army level
artillery officers. In other cases, armed forces policies seem to have worked
against their formation under any conditions.
Using this rule, artillery
mass batteries are limited to being formed under the following
conditions:
French: Formed by an artillery officer automatically, by a
corps commander or higher or senior aide-de-camp with the successful roll of a
maneuver die roll.. Austrian, Prussian & Russian: Formed by an
artillery officer or senior column/army commander with the successful roll of a
maneuver die roll. British: British forces had an unusual command
relationship between the general command and artillery branches which seems to
have precluded mass batteries. Cannot be formed.
- « Assaults &
Morale
- 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.
- 503 - Sliding Assault Scale
- Occasionally during game play, a greater number of units
are thrown into a single assault than the assault chart was calibrated for.
When these "super-melees" occur, players may apply both base hits and
surrendered base counts on a "per 25 bases engaged" basis for both sides.
For example: an assault which results in 14 average Austrian bases
fighting 16 average French bases, with an assault die roll difference of 9
would cause double the number of base hits (two instead of one) and double the
number of prisoners taken (four bases instead of two) because there were a
total of 30 bases fighting in the assault. In the case of assaults with mixed
troop grades, extra prisoner losses suffered due to lower grades should be
removed from the lower grade units.
- 504 - Slaughter Index
- The addition of a "slaughter index" increases the
casualties suffered by units which lose assaults at levels beyond that listed
on the combat chart. Using the slaughter index option, a unit (or group of
units) suffers an additional base (B) hit for each point difference above or
below the listed range. Hence, an attacking unit which loses a Pitched Battle
assault by 11 points would not only lose the standard two base hits, but an
additional base hit would also be inflicted, totalling three bases removed.
This presumes that the "-9>" entry would actually be "-9,-10" for the sake
of this rule, with another "-11" line below it. Another example might be a
defender who loses a Defender Advantage assault by 14 points; according to this
rule, the unit would suffer two extra base hits, for a total of 3B.
- 508 - 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 major 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.
- 509 - 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 within 1" 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.
- 510 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).
- 510 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.
- 510 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).
- 510 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.
- 510 E - Battlefield Finesse: Blank 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.
- 511 - Trapped Artillery
- Setting up artillery in a town or woods was a tricky
issue and it was easy for guns to become trapped against obstacles and lost
during an overrun. Any artillery batteries set up in a town or woods will be
captured if they are involved in an assault from which they must fall back,
retreat or rout.
- 512 - Emergency Rally
- The brave leader who just watched his troops route out of
an assault can try to stop them with an emergency rally attempt. It is
dangerous...
Upon losing any assault, the commander of the losing side
may use any officer figure within the standard 2" support range to attempt an
emergency rally of units which lost the just-ended assault. Emergency
rallies are conducted before moving the losing unit(s). Step 1:
Announce the Rallying leader. Step 2: Roll on the hors de
combat chart, with any doubles being a debilitating hit (10% chance). Not
subject to any modifiers, just roll. 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 at least one unit rallies
to formed status, a new assault round is immediately resolved with the rallied
unit(s) occupying their original positions, and the bonus for the leader
applied.
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. An officer may not attempt an emergency
rally for a unit which has been destroyed or suffered a Panic 5.
- 514 - Officer Casualties
- A unit hit badly enough by accurate skirmish fire can
lose so many officers, that they lose some of their ability to maneuver or
recover from morale hits.
Using this rule, units which suffer the
2M hits result from excellent skirmish markers will be marked
with the Hors de Combat marker usually used to show division or corps level
officer hits. In this case the marker stays with the unit for the rest of the
game. The result of that block is that the unit suffers an extra minus on rally
equal to the 20% loss modifier, and also a minus on movement equal to the
changed formation modifier. Another 2M hit by excellent skirmishers will cause
accumulation of the marker blocks and further cumulative modifiers for the
movement and rally tables.
- « Other
- 601 - Gameboard Line-of-Sight
- The special terrain used for modern gaming repeatedly
brings up the issues of spotting. These series of guidelines are to help
establish a "standard" for Republique game play.
-
- Calculating Blind Zones
- Units located on high terrain will still not
be able to see everything on the board due to blind zones behind the
surrounding terrain. This chart is for calculating how far these blind zones
extend.
-
- Establish the Level of the
blocking terrain in relation to the spotting unit. If the blocking terrain is
at the same level or higher than the spotting unit, the blind zone goes to
infinity. If the blocking terrain is one-half level lower, then use the minus
½ level line, etc.
-
- Use the Blind Zone Multiple to
establish the extent of the blind area behind the obstacle. Multiply the
appropriate multiple by the distance from the spotting unit to the furthest
point of the blocking terrain along the line-of-sight to the particular target
you are attempting to spot. The result will be the extent of the blind zone
behind the obstacle.
-
- The blind zone chart is "set" for an
obstacle which is ½ level higher than the surface it obstructs. The
blind zone will increase by 50% for each additional ½ level lower that
the obstructed "target" surface rests.
|
BLIND ZONE MULTIPLES
Level* |
Blind Zone
Multiple |
same or higher |
infinity |
minus ½ level |
1 |
minus 1 level |
½ |
minus 1½ level |
¼ |
* ½ level features: ½"
thick hill sections, woods, buildings. 1 level features: 1" thick hill
section. |
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