«
Republique 5.0 Updated July 31
2024. Beta Test Edition.
«
1 INTRODUCTION Republique
was designed to recreate battles of the French Revolutionary and Napoleonic
Wars with the best combination of play time and convincing results. In order to
achieve this in good time, we have streamlined the warfighting perspective to
that of a corps or army commander. Regimental or brigade level combat is
covered by general assault rounds which combine volley fire, melee and unit
reaction. These rounds are driven to full resolution each turn in order to keep
game play moving. Skirmish fire has been abstracted to reflect its effects,
while still being depicted on the board as status markers which look like
skirmishers. Artillery fire has been calibrated to give the most accurate
possible final battle results, while not taking too much game time for
resolution. Ultimately, the goal is completion of a large Napoleonic battle by
a medium size gaming club in a full day of game play. For convention play and
other places with space, player or time limits, more modest sized battles of
the period would probably be a good fit. For those who crave even greater
historical detail, numerous advanced rules are also available.
«
1.1 Scale Infantry and cavalry
bases represent 550 men each. Artillery bases represent 12 guns each. For game
play, Republique artillery bases are still referred to as batteries even
though most tactical-level artillery batteries of this period employed fewer
guns. Each full turn represents approximately 40 minutes of battle time. The
game can be played with any size of miniatures at three different ground scale
ranges (see below).
«
1.2 Equipment All game play is
conducted using ten-sided dice with the number range on the dice representing
the numbers one through ten (1 - 10). The abbreviation for a ten-sided die is
1D10. A standard tape measure for inches and
firing arc are also needed for
measuring and targeting. The most important equipment are the many miniatures
and markers you will want to fight battles:
Morale Markers - A common feature of many wargames
are death caps, which are used by most rules to indicate losses on multi-figure
bases. In Republique, these same caps can be used to indicate morale (M) hits
suffered by a formation. The caps should be colored white, yellow, red and
black in order to indicate unformed, rattled, shaken and
demoralized morale conditions respectively. Better markers for the
battlefield are small 3/8" wooden
cubes sold at hobby stores. They are easily painted, have a clean look for
placement next to units and can be used as several other types of status
markers.
Marker Bases - In order to show leaders, special
actions or formations use marker bases. The marker types most needed for game
play are leader and skirmish markers (see below). Listed below is an outline of
useful markers for game play:
Leader Marker - Every divisional,
corps and army level officer (leader) in the game's order-of-battle should be
represented on the battlefield. This is typically done using the mounted
general figures that are part of every line of wargaming figures. The officers
should be mounted on single-horse
bases in order to allow them to fit in amongst the various bases in their
command. These bases are interchangeably referred to as leaders, officers,
commanders or generals.
Skirmish Marker -
Skirmish markers are
used to depict skirmishers who have deployed out of their parent unit. Unlike
the other markers noted below, skirmish markers represent an extension of their
parent unit's combat capacity, and the skirmish markers themselves may conduct
attacks that affect the morale of enemy units. The best way to create a
skirmish base is by mounting a single light infantry figure on a small, square
base (see base sizes below).
Limber Marker -
Limber markers are used to
depict horse teams used for pulling (towing) artillery
batteries. These relatively small, square bases do not need to represent full
multiple-horse and wooden limber teams of real-life, because such a
representation would consume far too much playing area. Instead, a single pair
of draft horses suffices to show the location and status of the horse teams
that will be used to move the guns around the battlefield as needed. Players
can leave the markers off the field when not in use (e.g., when the guns are
unlimbered) and place them only when the guns need to "limber-up and move." Or,
players can leave the limber markers to the rear of
deployed (unlimbered) batteries
in a way that makes it obvious that the guns are not limbered (facing guns,
sideways to guns, etc.).
Saved Fire Marker - A
saved artillery fire
marker can easily be made by gluing together a small stack of four BBs (small
metal balls) on a small, round base and then painting them black.
In Square Marker - Square markers
indicate that all of a formation's sub-units (usually battalions) are formed
into squares, which are potent anti-cavalry defenses. Unlike skirmish markers,
square markers do not represent an extension of a unit's combat capacity, and
therefore they cannot be attacked. The unit flagged as in square will be
subject to all of the advantages and disadvantages associated with this special
formation (see Formations below). Placing a square
marker counts as a formation change. The best ways to create an in
square marker is to draw a square
on a 3/8" natural wood cube (same size as the morale marker blocks) or to
use a single kneeling front rank infantry figure with fixed
bayonet.
Panic 5 Marker - Once any unit in a
division has suffered a level five panic event, place a P5 marker next
to the division commander's base to show that a divisional panic die roll must
be done at the end of the turn. The best way to create a P5 marker is to
draw a "P5" on a 3/8" natural wood
block (same size as the morale marker blocks).
Combat Bases - Combat bases make up the units used
for game play, including infantry, cavalry and artillery formations. Most
wargame figures will be glued directly to the bases, which should be cut from
thin sheets of wood or metal. The figure scales most commonly used for
Napoleonic wargaming are 6mm (1/300), 15mm, 18mm and 20mm, although other
scales such as 10mm, 25mm and 28mm are also widely used.
For game play purposes, unit composition is controlled by
the number of combat bases, not the number of figures. This allows players to
mount any number of miniatures they wish on their combat bases. Each base
should also be marked on the upper rear or bottom with the name or number of
the unit they represent. Infantry regiments will usually have a name or number.
Brigades made up of weak regiments (a common situation for campaign armies) can
use the name of the brigade commander or the number of the brigade. Cavalry
brigades may also use the name of the brigade commander or senior regiment in
the brigade. Artillery batteries can be marked with their size (heavy, medium
or light).
Each infantry combat base is removed from play after one
base hit (B). Each cavalry may sustain two base hits before being removed from
play. A cavalry base with one base hit is considered damaged and should be
marked accordingly. Only one damaged base at a time may exist in a formation.
If another base hit is sustained, the current damaged base is removed, leaving
the parent formation with no damaged bases. An artillery base (battery) may
sustain multiple base hits, with each hit negatively affecting the battery's
ability to move, rally and inflict damage.
Artillery Bases - The base
frontage for artillery batteries in Republique represents a packed gun
deployment. Such packed deployments could occur from time to time; when guns
were placed behind earthworks, in towns or in tight terrain. Or, just when a
commander needed lots of artillery fire put onto a specific point. It is
something you will want the option of doing, but such packed frontages were a
risk. The recommended spacing between guns was about double that indicated by
the bases. So for game play, only artillery bases placed at double frontages
(positioned with open gaps to either side) are considered
normal targets. If positioned
closer than that, they are considered
packed batteries and suffer
double any effects of enemy fire.
Below is a list of possible base sizes for each of the
common scales, however most any standard rectangular bases will work.
Gaming Scales » |
Small, 6mm (1" = 150 yards) |
Medium, 15-18mm (1" = 100 yards) |
Large, 28mm (1" = 66 yards) |
Scale Ratios » |
.66 |
1.00 |
1.5 |
Measuring Systems » |
Metric (mm) |
Imperial
(inches) |
Metric (mm) |
Imperial
(inches) |
Metric (mm) |
Imperial
(inches) |
Infantry bases: |
20 x 12 |
¾ x ½ |
30 x 20 |
11/8 x
¾ |
40 x 30 |
1¾ x 1¼ |
Cavalry bases: |
25 x 20 |
1 x ¾ |
40 x 30 |
1½ x
1¼ |
60 x 50 |
2¼ x 2 |
Artillery bases: |
20 x 25 |
¾ x 1 |
25 x 40 |
1 x 1½ |
40 x 75 |
1½ x 3 |
Artillery Limber markers: |
20 x 20 |
¾ x
¾ |
25 x 25 |
1 x 1 |
40 x 40 |
1½ x
1½ |
Leaders: |
12 x 20 |
½ x ¾ |
25 x 30 |
¾ x 11/8 |
30 x 50 |
1¼ x 2 |
Marker bases &
skirmishers: |
20 x 20 |
½ x
½ |
20 x 20 |
¾ x
¾ |
25 x 25 |
1 x 1 |
|
Gaming
Scales refers to the name and associated ground scale for each scale
category. Scale Ratios are multipliers that players may refer to for
conversions. These ratios are necessary because the main rules text is written
for the 15mm to 18mm scale range. Players wishing to interpret distance-related
rulings for the other scales will need to multiply the distances quoted in the
rules by the scale ratios shown above. The base sizes associated with each
scale group are not absolute, and players may combine scales and bases for
varying effects. An extreme example would be the use of numerous 6mm figures on
the base family listed for the 28mm column. |
«
1.3 Units Each unit in Republique
is made up of combat bases which make up its total strength and depict
that formation's deployment area. The different branches of service have
varying methods of deployment as explained below:
Infantry - The standard infantry formation is the
regiment. The only ongoing exception to this is the British army brigade, which
is employed in the same manner as a regiment. Note that many historical orders
of battle include very weak field strength units. These reduced formations may
result in whole infantry brigades and even divisions operating as regimental
units on the gaming table. Some infantry regiments may deploy their own screens
of light infantry using skirmish markers. Light infantry regiments may
normally deploy one skirmish marker per active combat base. Line infantry
regiments may if skirmish capable deploy one skirmish marker per
regiment. Light regiments which lose combat bases will have the number of
skirmish markers which they may deploy also reduced by one for each combat base
lost. For additional information see troop lists and advanced rules listed on
the Republique home page.
Cavalry - The standard cavalry formation is the
brigade. In cases where a historical order of battle represents a mid or late
campaign army, the standard cavalry formation might instead be the division. In
such cases, the cavalry's corps-level commander becomes the effective
divisional commander. This is a common condition after attrition has taken its
toll on an army.
Artillery - Heavy artillery batteries (abbreviated to
H) represent 12 pound cannon and their supporting howitzers. Medium
artillery batteries (abbreviated to M) represent 8 or 9 pound cannon and
their supporting howitzers. Light artillery batteries (abbreviated to L)
represent 6 pound cannon and their supporting howitzers. Very Light artillery
batteries (abbreviated to VL) represent 4 pound cannon, which are the
lightest shown as separate batteries on the grand-tactical landscape. Artillery
bases in Republique represent fairly packed batteries, with minimum (but
operationally viable) space between cannon. Each battery base will also need a
limber marker to show when it
is limbered for transport
(towing) to a new location. See the Artillery
Movement section for more information.
Breaking-up Units - Infantry and cavalry units may be
broken up, or have bases split off from them for other duties. This is
considered a change in the order-of-battle, which is executed during the moving
player's maneuver phase. The type of command system used by the unit's army
will control how and when this can be done (see Command below). Regardless of
the specific nature of the change, the one requirement for all order-of-battle
changes is that the bases/units in question must be able to reach their new
positions of responsibility within their current movement turn. No change may
happen if this move-to-position requirement cannot be met. The following steps
control how a unit can be split-up or have bases detached:
Breaking-up & Detaching
- Verify whether the command system allows a change in that
army's order-of-battle.
- If necessary, roll on the Maneuver table to see if the
attempted action (break up or detach) carries through.
- The original unit cannot currently have any morale hits,
nor can it have suffered any base hits so far in the game.
- Each new block of troops created is considered a new unit
at 100% of their new base count.
- Each post breakup cavalry base must be assigned to a
division. If using a Corps command system, it cannot roam within a corps
deployment area like the full brigade can.
- Each post breakup infantry base must be assigned a
garrison position where it must remain stationary unless/until reunited with
the parent unit. The same applies to artillery batteries, which may be detached
from an army/corps/division in the same manner as an infantry detachment. A
garrison detachment pushed away from its position will: a) Attempt to rally to
formed and recapture the position if odds are 2:3 or better, or b) Attempt to
rejoin their parent formation if odds are worse than 2:3.
Reassembling - For recombining units
previously broken-up or recovering detached bases:
- Verify the command system allows a change in the army's
order-of-battle at this point in the game.
- Neither surviving unit can currently have any morale
hits.
- Each new block of troops created is considered to be the
original pre-breakup unit, minus any lost bases. Cavalry units must combine
bases down to reflect the lowest number of base hits (i.e., two damaged bases
will combine into one base with no hits).
- Each reassembled cavalry or infantry unit will resume its
normal duties (as able), movement permitting.
«
1.4 Formations Each group of bases
representing a regiment's deployment area are placed into specific
Formations. The words "line" and "column" are only used to distinguish
between shallow and deep unit dispositions, not to infer the formations of
individual battalions or squadrons making up the regiments. Regardless of the
regimental formation, the sub-units that make them up are assumed to be in
formations controlled and ordered by local commanders.
Formation Types - At left are shown the main types of
grand-tactical formations available for game play (note the direction of
movement arrows). The essential regimental formations are single line, two line
and three line deployments, referring to how many bases deep each one is. There
is also an echelon deployment, which is a type of single line deployment
used to angle a unit's flank line away from potential threats. Echelon may also
be formed to the right instead of left (as shown). At upper right is an
attack column (column of attack), the unit stands are in single file
facing the same direction. Attack columns may also wheel as they advance
without having to change the orientation of the entire deployment area (shown
below attack column). Next to the wheeling column is a road column, which
operates as a very deep attack column with one-base spacing between the bases.
Units may change from one formation type to another, see the Maneuver section below for more information.
Artillery - The center of the Formation Types figure
shows the two main ways to deploy artillery batteries:
Normal Frontage and
Packed Frontage. Normal
frontage has each base occupy double its physical frontage. Packed frontage
considers guns in the battery to be closer together than the normal spacings
normally used (any closer together than double frontage counts as packed). This
means that at normal frontage, a battery maintains an open space to both
sides equal to half its base width.
Skirmish Markers - At upper left in the formation
diagram is an example of two
skirmish markers
deployed to the front of the single line. These markers are used to indicate
skirmish troops which have been thrown forward by their parent units. See the
Maneuver section for more about allowed distance
between skirmish markers and their parent formations. Not all units are able to
deploy skirmishers, and players should consult the troop lists for more
information on each nation's particular skirmishing abilities or lack
thereof.
Infantry Square - Not shown in this figure are
infantry squares, which are indicated using
square markers in conjunction
with existing formations. Infantry units in attack column or road column may
not use square markers. The markers themselves need only be placed in close
proximity to a formation to indicate its units are definitely in-square status
for purposes of fire and assault. Units marked as being in square may move
normally, but may not use the assault movement bonus, and they lose their
square status when passing through towns, woods, bridges and other obstacles.
Units in square always count as enfilade and deep targets for artillery.
Changing Formation - Units may change
between regimental formation types. For example, a unit formed as a single line
may change to a double line, or a unit in road column may change to a
three-line deployment. The infantry square "formation" may be combined with
another change at no cost. For example, an infantry unit in road column may
change formation to two-line deployment with a square marker attached, both at
the cost of a single formation change movement penalty. Otherwise, if a unit
changes formations twice in one movement phase, each change counts as separate
and reduces available movement accordingly (i.e. - two movement penalties
instead of one). The deployment or pulling-in of skirmish markers is not
considered a formation change. See the Maneuver
Systems and Movement Modifiers sections below
for more information about the limits and movement costs of formation
changing.
Higher Formations - The regiments and brigades
discussed so far will usually be grouped into divisions for game play. These
divisions will in turn be grouped into larger corps and armies as part of a
general order of battle (OOB). For more about these next levels of
battlefield organization see the Command section of
the rules, and the historical orders of battle and troops lists linked on the
Republique home page.
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1.5 The Battlefield For game play,
the rules consider a few basic types of terrain including normal (open ground),
woods, towns, streams or rivers, roads and marshland, some of which may or may
not affect movement and combat. There are many different ways to show
battlefield terrain including plateau-shaped hill segments, scale trees and
buildings. We do recommend laying out footprints to outline the extent
of built-up and wooded areas to make game play clearer. Republique is
grand-tactical, so a building actually represents a town block. Troops inside
these areas are not in a single building, but actually in a general built-up
area which may include anything from fence-lines, plots of land and taverns to
churches, cemeteries and government buildings. Consult the Terrain Table below
for the game-specific characteristics of various terrain types, which includes
most common features that are not obviously impassable like lakes or the ocean.
The Terrain Effects and Movement
Modifiers sections describe the specific game board effects that
terrain has on movement. The Artillery Modifiers and
Assault Modifiers include descriptions of terrain
effects on combat.
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1.6 Starting a Game Set-up
Guide - See the separate Set-up
Guide for extra details that help with setting up and arranging the
scale battlefield and general gaming area. Otherwise, the main rules presume
that players know how to setup a miniature wargaming battlefield for game
play.
ONE PLAYER TURN:
- Command
- Defenders exchange messages
- Attacker attempts to rally units (Leaders
may move 3")
- Attacker replaces hors de combat
leaders
- Attacker Maneuver (attacker function
only)
- Attacker moves units
- Artillery & Skirmish Fire
- Both sides conduct simultaneous skirmish
function (block & attack)
- Both sides conduct simultaneous artillery
fire
- Both sides check for leader casualties
(hors de combat)
- Resolve panic hit moves
- Assault
- Resolve all assaults:
- a) tables for P & B
hits
- b) troop grades for M
hits
- Both sides check for leader casualties
(hors de combat)
- Attacker applies charge disorder
- Panic
- Adjust leader positions.
- Conduct divisional panic tests (internal
panic).
- Conduct inter-divisional panic tests
(adjoining panic).
|
|
Turn Sequence - Each game turn sequence is
split into two player turns during which each side alternately acts as
the attacker. In order to establish the initial player turn cycle, each side
rolls one die (unless one side is the obvious attacker, as agreed upon by both
sides). The high roller may decide which player becomes the first attacker, and
the game begins with the first player turn. Players then alternate turns as
attackers throughout the rest of the game, with each pair of player
turns representing one game turn. Each game turn sequence represents
approximately 40 minutes of combat time.
«
1.7 Turn Sequence Command
Phase - At the start of every player turn each defending player may
immediately send one written or text message to each friendly player. Next, the
attacking side will attempt to rally all units under their respective commands
which have morale hits. The attacking players may move leaders up to 3" during
the rally step in order to place them near units under their command in need of
rallying. The last step in the Command phase is to replace hors de combat
leaders with a new leader figure per section 2.5. Maneuver Phase -
Attacking units may move according to their respective movement limits.
Artillery/Skirmish Fire Phase - Both sides start by conducting
simultaneous skirmish actions per section 4.1. After
all skirmish fire is conducted, resolve all artillery fire and assign resulting
hits as required. All skirmish fire and artillery fire is considered
simultaneous. Finish the phase by checking for leader casualties (hors de
combat) and panic tests per section 4.7, as
needed. Assault Phase - Resolve all assaults per section 5.0 until all formations are beyond all-out assault
contact range to the front of the attacking units. Check for leader hors de
combat and apply charge disorder if necessary. Panic Phase - Check
first for division panic per section 6.0, then check
for interdivisional panic (if required). Conduct all involuntary moves before
ending the player turn. Proceed to next player turn.
«
2 COMMAND « 2.1 Chain of
Command Republique uses a simple divisional level command
system; every infantry regiment, cavalry brigade and artillery battery will
have a divisional leader in charge of it, and every division is controlled by
someone who issues its orders. Even in the rare case of units without any
official divisional commander, a leader who fulfills the role of a divisional
commander for game play should be assigned, or the unit assigned to a division.
Divisions are grouped and commanded in different ways depending on the type of
command system used by that nation. The three main systems used in Republique
are:
C o m m a n d S y s t e m Y e a r
s¹ |
Nation |
Regimental Pool |
Divisional Column |
Corps |
Austria |
1792 to 1805 |
1809 to 1815 |
Post-1815 |
Britain |
1792 to 1808 |
1808 to 1815 |
Post-1815 |
France |
1792 to 1795² |
1792 to 1800 |
1805 to 1815 |
Prussia |
1792 to
1800² |
1806 to 1808 |
1810 to 1815 |
Russia |
1792 to 1805 |
1806 to 1807 |
1812 to 1815 |
Spain |
1792 to
1800² |
1808 to 1815 |
Post-1815 |
Turkey |
1792 to 1815 |
Post-1815 |
Post-1815 |
¹These are estimates
based on typical orders-of-battle and consideration of army training levels.
See Troops Lists for more information. ²It may be possible that some
early armies used regimental pool systems for their orders-of-battle. |
Regimental Pool System - In this system,
each division is commanded by a divisional general who is considered to be in
charge of a wing of the army. The divisions are given orders by the army
command (C-in-C), either directly if the division is not controlled by a human
player, or through written/verbal orders if the division commander is a human
player. If there are multiple human players taking part on that side, you may
end up with a commander-in-chief player and one or more "wing" players, each
issuing game orders to one or more divisions each. There are no corps
commanders or their equivalents in this system, the army is basically a
commander-in-chief in charge of a group of divisions.
An army on the
regimental pool system may only break-up or reassign units (i.e., change the
army order of battle) before game play starts. Once the game starts, the order
of battle is locked and no further changes may be made.
Divisional Column System - In this system,
the army commander-in-chief is in charge of several column commanders, each of
whom control one or more divisions. The column commanders directly issue
maneuver orders to the divisions under their control and move their units. The
commander-in-chief in turn issues written/verbal orders to the various human
players (column commanders) taking part in the game with him. For any columns
or divisions he is controlling directly, the C-in-C player would issue maneuver
orders and move those units himself.
In the rules, column commanders
would be similar in function to a corps commander for purposes of maneuver,
etc. (see Corps System below). Hence maneuver modifiers such as "Corps
commander beyond 12" would also apply to column commanders. The C-in-C of an
army on the divisional column system may break-up or reassign units (i.e.,
change the order-of-battle) during game play in the same manner as corps
commanders using the Corps System. But to do so they must be within 3" of the
changed unit and pass a Maneuver die roll test using all applicable modifiers.
Column and division commanders on this system may not change the order of
battle during the game. As with the regimental pool system, an army on the
divisional column system may change their order-of-battle before game play
starts.
Corps System - In this system, corps
commanders issue maneuver orders to the divisions under their control and move
their units. They may also reassign corps assets (i.e., change their
order-of-battle) at will, including reassignment of units to, from, or between
divisions or even other corps, and breaking up, detaching or recombining units.
Corps level reserve formations with their own leaders operate in the same
manner as divisions. Army level reserve units without their own leaders must
either be assigned to a corps/division or assigned an aid-de-camp or
other spare senior officer who acts as their divisional commander. Independent
army level divisions are controlled by army commanders in the same manner that
divisions of a corps are controlled by their corps commanders. Corps commanders
receive their written/verbal orders directly from the army commander-in-chief,
who may also change army orders-of-battle at will.
Corps level assets
such as cavalry brigades and artillery batteries may operate freely within the
corp's deployment area, or they may be assigned to one of the member divisions.
Letting them operate freely within the corps deployment area offers flexibility
of maneuver because they do not need to roll for maneuver order changes
(because they are not part of a division). Being assigned to a division allows
those units to benefit from the extra assault and rally points offered by the
division leaders. When assigned to a division, those corps level assets must
then confine themselves to operating freely within that division's deployment
area.
How these command systems are represented using human
players is partly up to the players. The most common scheme is to have one
person in charge of each corps, column or wing, and the various human
commanders communicate with each other using written or texted messages (or
talking in person if their board-level leader figures are in base-to-base
contact). Players might agree that one person on their side is the
commander-in-chief who issues written/verbal orders to his fellow players, or
they might play by initial consensus with little extra discussion. In some
cases, a single human player may be controlling several corps and independent
divisions. In those cases, he will be moving all of the divisions in his
chain-of-command and he simply makes sure that the various leader figures are
correctly positioned on the battlefield for best maneuver, assault and rally
results.
Division (click to enlarge) |
Corps (click to enlarge) |
Deployment Areas - The
Division diagram shows an example divisional deployment area, with an imaginary
3" boundary line around the combat units (infantry regiments in this case).
Note that the artillery battery (A) is a division asset positioned within the
3" boundary zone, it does not contribute to the boundary line profile. The
Corps diagram shows the same example at corps level. Note the artillery battery
(A) and cavalry brigade (B), which as corps level assets operate inside the
corps deployment zone but do not contribute to its boundary profile. |
|
Deployment Areas - The deployment area of a division
lies within an imaginary boundary line drawn around all of the bases and
skirmish markers for the primary units of the division, at a 3"
distance from the base edges. For example, in an infantry division composed of
five infantry regiments, the boundary would encompass those infantry units and
their skirmish markers, but not any attached divisional cavalry or artillery
bases. The attached bases could then operate at-will within the division's
deployment area - while conforming to the parent division's current orders. The
same would apply to a cavalry division, with the imaginary boundary line drawn
around all of the cavalry combat bases.
For army corps, the same
process applies, with the imaginary boundary line being drawn around the entire
corps, at a 3" distance from all of the primary units for the member divisions
and encompassing the open area (if any) between the divisions. Constraints on
distance between divisions is addressed by the maneuver modifiers which
penalize divisions that are separated from their corps/column leadership by too
great of a distance.
Human Players and Written
Messages Human players whose gameboard command figures are not in
base-to-base contact should not discuss the battle or exchange verbal
orders/messages with each other during the game (this includes not using
obvious body language such as pointing at units they want the other person to
move, etc.). Instead, each player may send without delay, one hand-written or
texted message to each other player on their side, once per game turn at the
start of the opposing player's player turn. This builds a time delay
into the game, because at the time the players communicate, the enemy side has
not conducted their turn yet and so the true condition of the battle on their
own upcoming turn will never be entirely clear.
«
2.2 Leaders Leader figures can
benefit units under their command by using a numbered rating to boost
unit assault performance and by helping with rallying. Each leader also falls
in to one of three classes that affect how quickly they might react on
the battlefield. Each leader's resulting value will be an alpha-numeric with
the class first and the rating second. For example, Napoleon would be an E4
(E-Four) whereas General Mack would be a D0 (D-Zero).
Leader ratings - Ratings are numbered from
a minimum of minus one (-1) to a maximum of four (4). The ratings become
steadily less effective at longer distances for rallying, as measured in 4"
increments. See the Rally Modifiers section for more
information. Below is an outline of leader ratings and their game related
effects:
"-1" leaders - A "Minus One" leader is
either widely despised or dangerously inexperienced, and is probably viewed by
the troops as someone who is going to get them killed. His presence hurts more
than it helps, and he is probably in his position because he is either the
member of a royal family, or a guerrilla leader who has responsibilities beyond
his understanding. Minus-one rated leaders only inflict their leader modifier
on units under their direct command. "0" leaders - A "Zero" leader
is an average officer. He serves as a conduit for the transmission of orders so
that his divisions and other formations can function, and his personal
commitment and/or rapport with his troops is at a level that is expected for
the circumstances - middle of the bell curve. "1" leaders - A "One"
leader is a cut above the rest and probably belonged to the top half of his
class (if he attended one). Class one leaders only give their leader bonuses to
units under their command. "2" leaders - A "Two" leader displays
excellent abilities and is probably being groomed for higher positions. Class
two leaders give their leader bonuses to units under their command. If a
divisional level officer, they may also apply their rally bonus to units in
adjoining formations of the same corps or column. "3" leaders - A
"Three" leader is at the very top of the command chain due to some combination
of intelligence and personality. In progressive armies, he represents the cream
of the crop of the officer corps, with an effective combination of ability,
management technique and bravery. In conservative armies he represents one of a
tiny handful of officers with the connections and charisma to both retain a
command and become popular with his troops for one of several possible reasons.
Class three commanders can give their rally bonus to all units of the same
nationality, regardless of chain of command. "4" leaders - A "Four"
leader is a genius with phenomenal charisma. They are extremely rare and should
only be assigned to very special cases. For Republique, probably the only
commander assigned this value should be Napoleon Bonaparte. National
Leaders - A national leader will usually be assigned one of the six
previous ratings or one of their own, and can give their rally bonus to all
units serving on the same side, regardless of nationality or chain of
command.
Leader classes - Are described as Energetic
(E), Proficient (P) and Cautious (C). The leader's class affects how readily he
is able to change formation movement and maneuvering during battle. See the
Leader Ratings page for a
list of generally known leaders of the period and what their classes and
ratings are.
«2.3 Morale and
Rallying Morale Conditions - During the game, units can
suffer Morale Hits (M hits) which degrade their effectiveness and increase the
chances that they will attempt to spontaneously withdraw. The ideal unit
condition is formed, which represents a unit fully under the control of
its officers and able to perform as ordered. Formed units have no morale hits.
If one morale hit is suffered, the unit becomes Unformed. If the unit
has not rallied when another morale hit is inflicted, it will become
rattled. If another morale hit is suffered, the unit becomes
Shaken, and if a fourth morale hit is suffered the unit becomes
Demoralized. Units can recover from morale hits by rallying, but they
may also suffer more than one morale hit at once. Shown below are the possible
morale conditions and their respective restrictions, if any.
Formed - Unit behaves normally.
Unformed - Unit may not change formation. Rattled - Unit may
not change formation or deploy skirmishers. Infantry will not assault
cavalry. Shaken - Unit may not change formation, about-face or
deploy skirmishers. Infantry will not advance on or assault cavalry or
artillery and will not make All Out assaults against infantry (they may attempt
general assaults). Cavalry will not assault artillery and will not make All Out
assaults against other cavalry. Artillery will not prolong toward an enemy.
Demoralized - Unit may not change formation, about-face, deploy
skirmishers or unlimber and will not voluntarily move toward any enemies.
Artillery is silenced. It may limber, but only to move away from enemy units.
While demoralized, a unit will suffer one panic hit for each additional morale
hit inflicted on it due to skirmishers, artillery fire or assault results.
Demoralized units which have assault moved during their turn will remain
demoralized, the "extra" assault disorder morale hit does not apply or convert
to another type.
Troop Grades - Every unit on the board will have a
Troop Grade which reflects its level of training and experience. The
troop list pages shown on the Republique home page include common troop grade
values for the best known formations, along with notes about their use for game
play. Shown below is a list of available troop grades:
Elite - The cream of the crop not just for
their army, but for any army. These troops have some combination of the best
training, experience, equipment and sheer meanness. Veteran - These
troops are either very experienced or have been extensively drilled and
trained. Either way, they will tend to get the job done better than most.
Average - Average troops have been fully trained and probably seen some
action, maybe not a lot. They make up the largest percentage of troops on the
field. Green - The men fresh out of the training depot who have
never seen action are green. They are generally trained, but may still
freak-out in their first or second actions. Militia - Men with guns,
maybe no uniforms and certainly with only minimal training on how to load their
muskets. If they do know their weapons, they may just be brigands or very
poorly motivated. Rallying - During the rally step of every
command phase, the attacking players must attempt to rally all of their units
that have one or more morale hits. To make a rally attempt, follow the sequence
listed below:
- Take note of the rally table number that matches the
current condition of your unit. To do this, cross reference the troop grade and
morale status, this is your old rally number.
- Roll one die and modify the result using the die roll
modifiers listed in the Rally Table on the combat chart. Apply the modified
result positive or negative to the previously noted old rally
number. The resulting value is your New Rally Number.
- Match the new rally number with the value on the
corresponding rally table line to which it is equal-to or greater-than.
- The morale rating listed at the top of the matching
column from step 3 is the unit's new morale status. Note that it is possible
for a unit's morale to improve, get worse or remain the same.
Example 1: A rattled average unit
which has suffered 25% casualties rolls one die roll (1D10) with a result of a
7. The 25% casualty level modifies the result down by three points (-3),
reducing it to a 4. That value is applied to the unit's starting value of 8
listed on the table (the starting value for an average, rattled unit will
always be a 8). This raises the unit's current value to a 12, improving its
morale level to unformed (Unformed needs at least an 11). If the die roll had
been a 4, the modified effect on the starting value would have been a 9, which
would have been inadequate to improve the unit's morale. If the die roll had
been a 1, the modified effect would have been a -2. This would have reduced the
current turn's value to a 5, causing the unit to become shaken. Unit morale can
actually get worse during rally!
Example 2: The quick and
easy way to remember - if you have an unformed average unit (11 value) you need
to roll a 3 or higher to reform (14 value or higher makes you formed). The
unformed average 11 is highlighted on the combat chart as your
most common rally start point.
Rally Die Roll Modifiers
- Each leader rating point - Apply the divisional
leader's number rating as points to the rally die roll, regardless of the
leader's distance. Note that in some cases, this may be a minus factor or no
points at all in the case of a leader with a zero rating. If a corps, column,
army or national leader within the unit's chain-of-command is within 4" of the
unit, his rating may also be added. These ratings are cumulative. Example: If
it is 1812 and both Bagration (corps leader) and Kutusov (army leader) are
within 4" of a rallying infantry unit in Raevsky's division, the unit will
receive a plus modifier for all three; the divisional commander and the two
higher level leaders within 4".
- Each 4" to divisional leader - Subtract one point
from the rally roll of a regiment for each 4" beyond 4" distant that the unit's
divisional leader base is located. This includes the bases of hors-de-combat
status leader bases which have been moved to the rear pending replacement.
- Percentage of unit lost - Subtract from the rally
die roll the modifier that matches the percentage amount of the infantry or
cavalry unit's current base losses (bases must be lost, not damaged). Each
damage (B hit) to an artillery base counts as a 20% base loss.
Replacing Fallen leaders - When a leader is rendered
hors de combat (out of action), the figure is moved to the rear of its
respective command and flagged with a Hors de Combat marker. That leader
base will remain out of action and unable to contribute to unit assault or
morale results until the Replace Leaders step during the controlling player's
next command phase as attacker, at which time base status is resolved as
follows:
Divisional leader - The original figure is retained and
resumes its original command at a one point reduction in rating from before, to
a minimum value of zero (zero level divisional leaders do not become a negative
value). Negative value leader replacements are a zero (which gives the troops
something to hope for).
Army/Corps/Column leader - The figure is removed from game
play. Its position is taken over by the highest rated leader available who is
ranked next in chain of command. The rest of the chain of command below that
level may also need adjusting, to the point that a fresh divisional command
figure may need to be supplied from off-board to fill the gap. If the lost army
leader is also a national leader (usually will be an emperor), his place will
be taken by the next in royal line if available on the field (e.g. - If Czar
Alexander is rendered out of action, his brother Constantine takes over).
Otherwise, the replacement is the highest rated leader as available.
«
3 MANEUVER « 3.1
Movement Each of the major troop types used for game play have
movement allowances which represent the total normal distances they are
allowed to move during any one player turn. These allowances are shown in the
Movement box on the combat chart. Normal foot (infantry & foot
artillery) and horse (cavalry & horse artillery) allowances are 8" and 15"
respectively. Infantry and cavalry units may also use an assault (charge)
movement bonus, any portion of which may be used during the course of a turn's
maneuver phase. Artillery may use the assault move bonus, but they may not
unlimber and fire on the same turn they did so. Normal foot and horse charge
bonuses are 4" and 8" respectively. This extra movement allowance permits a
unit to cover a greater distance during its turn, but use of any of the
extra assault movement will also cause the unit to suffer one morale hit (1M)
at the end of the turn. It may be used for any purpose to press a unit forward,
and may be used even if the unit will not be conducting an assault that turn.
Players conducting assaults are advised to mark unit starting positions to more easily
track remaining movement for breakthroughs and carrying positions. Leader bases
move at the speed of charging cavalry (24").
A unit's movement allowance is based on forward movement as
measured from the front edge of its bases. Units may wheel (pivot) up to the
limit of their movement, and may move obliquely (diagonally) up to 45 degrees
from perpendicular (See figure at right). Reversing the facing direction of a
unit once does not count as a formation change, additional changes of facing
within the same movement phase do count as formation changes. All movement
penalties are cumulative. For example a unit operating on the Prussian system
of formation change (see below) would move at one-quarter its normal speed if
it were to wheel backwards.
M a n e u v e r S y s t e m Y e a r s
|
Nation |
Prussian
System |
French
System |
Austria |
1792 to 1810 |
1812 to 1815 |
Britain |
1792 to 1815 |
n/a |
France |
n/a |
1792 to 1815 |
Prussia |
1792 to 1810 |
1812 to 1815 |
Russia |
1792 to 1810 |
1812 to 1815 |
Spain |
1792 to 1815 |
n/a |
Turkey |
n/a |
1792-1815 |
These are estimates based
on known regulations and accounts. See Designer's Notes and Troops Lists for
more information. |
«
3.2 Maneuver Systems All troops
used for game play are considered to be operating under one of two basic
systems of maneuver; the Prussian system or the French system. For game play,
the two categories are catch-all titles meant to reflect a range of doctrines,
grand-tactical training, military culture and troop experience that combine to
create a certain mode of warfighting. The date of a battle will often be the
deciding factor for which maneuver systems are used by the two sides, although
players can also use their own knowledge of the period to assign systems. This
is how the two systems work in Republique:
Prussian Maneuver System - Regiments on the
Prussian system may wheel and pass through some other units at normal movement
rates. Oblique and backwards movement counts as rough (double normal cost).
Moving sideways counts as double rough movement (quadruple normal cost).
Changing formation subtracts 4" from a unit's movement. Units may change
formation at any point during their movement unless they are within general
assault range (3") of enemy formations. Units on the Prussian system may not
change formation within 3" of enemy combat bases, this includes unlimbering
artillery batteries. Units may not use the assault move bonus if they have
changed formation that turn. They also may not use the assault move bonus if
they pass through more than one friendly unit (not including skirmish markers).
About-facing a regiment on the Prussian system (turning to face the unit in the
opposite direction) does not count as a formation change.
French Maneuver System - Regiments on the
French system may wheel, pass through some other units, move diagonally and
move sideways at normal movement rates. Moving backwards (while facing the
enemy) counts as rough movement. Changing formation subtracts 2" from a unit's
movement. Units may change formation at any point during their movement unless
they are within all-out assault range (1½") of enemy formations. Units
on the French system may not change formation within 1½" of enemy combat
bases, this includes unlimbering artillery batteries. Units may not use the
assault move bonus if they pass through more than two friendly units (not
including skirmish markers). Units on the French system may use the
assault move bonus on the same turn that they change formation. About-facing a
regiment on the French system (turning to face the unit in the opposite
direction) does not count as a formation change.
«
3.3 Maneuvering Players may
advance, hold or otherwise maneuver their divisional units at will, so long as
those movements align with the previous turn's moves. This is called an
Inertial Action system of maneuver, meaning that a division may freely
repeat the movement action that it executed on the previous turn. If a
commander wishes to make a major change to the divisional mode of movement or
maneuver (Stopping an advance, etc.) a die roll test will be needed to see if
that order change succeeded. The divisional commander's Leader Class
(Energetic, Proficient or Cautious) controls the basic odds of passing this
Maneuver Test should it be necessary. The basic movement/maneuver orders
available for game play are:
Advance: A division is Advancing if
any of its member units move more than half of their available move (before
application of movement penalties) in the direction most of its units are
facing. An advancing unit may freely change the direction of its advance
(maneuver) less than 45 degrees. Attempts to immediately (within the turn)
change to hold, pull back or maneuver more than 45 degrees (see below) will
require a die roll. A division that already advanced last turn requires no
extra die rolls to continue its advance on the current or following turns.
Hold: A division is on Hold if its
units are either completely halted or are moving 4" or less (before application
of movement penalties) during their turn. It may freely Pull back, but must
pass a maneuver test in order to conduct any type of Advance action. A division
changing from Hold to Advance may combine "Advance" with "Maneuver" if the
change in direction is done immediately - the holding unit must change its
facing direction instantly upon moving out. If the division advances some
distance before attempting the Maneuver change of direction, then a second die
roll test would be required as noted above in the Advance section.
Divisions on Hold may change their facing direction for free, so long as the
greatest distance moved forward by any of their member units does not exceed
4". Artillery bases assigned to a division operating on Hold may use full
movement in order to reposition themselves within the division's deployment
area.
Pull back: A division that is pulling
back is moving backwards (not facing its direction of movement). Divisions
pulling back may not use the assault move bonus or conduct Maneuver changes of
direction, and must roll for a change to Advance.
Maneuver: Any division with one or
more units changing their overall direction of advance by 45 degrees or more is
conducting a Maneuver, which requires a maneuver die roll. Passing the one die
roll allows for two major changes of direction during the course of that
movement phase, by any number of units within the division.
These basic orders may be marked on a map or tracking sheet,
publicly declared and remembered by players, marked on playing chits kept next
to the corresponding divisional commanders, or any other method that works for
tracking.
Engagement Range Once any units of a
division move to within eight inches (8") of enemy units (or otherwise find
themselves within that range) all units of the division may move as needed in
order to fight or otherwise engage the enemy formation. This is the
Engagement Range, which temporarily suspends the requirements of the
divisional formation's current orders. Even if it means a temporary hold to
forward movement, or execution of local advances to counterattack threatening
enemies, such movements are considered part of the local action within the
engagement range. If the division manages to clear the enemy formation out of
its way, it will resume its original order status without having to roll for
new orders. Commanders may roll to change a division's underlying orders even
while the division is operating at-will within the engagement range, so that
once its front is clear of enemy troops (i.e., all beyond the engagement range)
it can be operating under the new orders.
Wheeling and
Oblique Movement
The top
unit has just completed an oblique movement. Oblique moves may be conducted up
to 45 degrees from perpendicular. The bottom unit has just completed a wheel.
Wheeling movement is measured along the outermost edge of the wheel (i.e. - the
longest). |
Conducting Movement & Maneuver -
Presuming the division's units are repeating the previous turn's actions, the
player simply moves or holds his units accordingly. Divisions only need to roll
for a maneuver test if they want to make a change in action that appears on the
Change (From > To) column in the maneuver table.
This decision happens during the maneuver/movement phase, starting with the
division of the active player's choosing. Any order change combination not
listed on the change table requires no die roll test, allowing the player to
freely move or hold his units per the current/new active orders. To conduct the
maneuver test, use the divisional commander's leader class code of Energetic,
Proficient or Cautious to find the corresponding Change value. The player must
roll a modified number that is equal to or greater than the value shown. On the
right side of the table is a list of die roll modifiers to be applied to the
maneuver roll:
Maneuver Die Roll Modifiers
- Multiple divisions acting together = Add a
plus one (+1) to the die roll if one or more other friendly divisions within 6"
(as measured between nearest points between closest units) are conducting the
same To movement. The divisions do not need to be
running the same maneuver state, they only need to all be changing to the same
one. Example: A three division corps has two divisions holding and one division
pulling back. If all three are within 6" and all changing to an Advance, each
rolls with the modifier bonus.
- Energetic corps commander = Add a plus one
(+1) if the division's corps, column or wing commander is energetic.
- Corps commander beyond 12" = Subtract one
(-1) if the division's corps, column or wing commander is more than 12" away
from the divisional leader's base. This automatically includes the bases of
hors-de-combat status leader bases which have been moved to the rear pending
replacement.
- Regimental pool system (army) = Subtract
one (-1) if the division belongs to an army using the Regimental Pool
system of command.
- Leader just replaced = Subtract one (-1) if
the division's leader was replaced at the beginning of the turn.
- In rough terrain = Subtract one (-1) if
half or more of the division's bases are in rough terrain.
- Worn division = Subtract one (-1) if the
division is worn, defined as every primary unit in the division having
any base (B) or morale (M) hits as of the start of the maneuver phase. Primary
units are (for example) all of the infantry units in an infantry division, etc.
Order of Battle Changes - Any changes to an
army order-of-battle are handled during the movement portion of the maneuver
phase. This includes reassignment of regiments or brigades between divisions or
corps, breakup of units and detachment of bases or entire units for garrison
duty away from the rest of the parent formation (entire units dispatched for
garrison duty away from their division are subject to the same hold orders upon
arrival as detached bases). Note that not all command systems permit mid-game
changes to the order-of-battle, see the Command section above for more
information. Presuming the change is allowed per the actions outlined in the
Breaking-up Units and Command sections, the bases in question are
moved to their new positions by the most direct or safe routes. All bases and
units that are part of an order-of-battle change must be able to reach their
new position of responsibility within the current movement turn. Units not able
to fulfill that requirement may not be broken up, reassigned or detached.
Forced Maneuver Changes - Divisions may end
up with their maneuver state changed by combat action with the enemy. If all
units in a division have panic hits and collectively pulled back, then the
division is considered on Hold at its most recent location. If even one unit
can and does still advance while the rest of the division has fallen back due
to withdrawal, retreat, etc., it is allowed and the division can still be
considered as advancing. However the player should keep in mind that the more
spread out a division is, the more difficult it is to apply the divisional
commander's leader points to his units.
«
3.4 Forced Movement Units required
to move according to a game-mandated action or result will do so regardless of
their current turn status or movement allowance. These mandatory (forced) moves
may occur during the following conditions:
Movement Phase: Due to skirmish
marker evasion due to displacement by advancing enemy combat bases.
Artillery Phase: Due to morale hits converting to panic hits
against demoralized units. Assault Phase: Movement required by
assault results or divisional panic.
Retrograde forced movements such as rout, retreat and
withdraw are not subject to terrain penalties or formation restrictions and
will always be conducted out to the maximum listed distance. If the move cannot
be finished without stacking of formations (two units sharing the same space)
then the unit conducting the current move will use the next move option down
the list (e.g., a withdrawing unit stacked on another unit becomes a fall back
in order to clear to the rear of that other unit). All distances listed are for
foot troops, horse troop retrograde rates are 200% of those listed (20" instead
of 10", etc.).
Disengage = Move 4" away from enemy,
facing enemy. Withdraw = Move 6" away from enemy, facing
enemy. Fall Back = Move 8" away from enemy, facing
away from enemy. Retreat = Move 10" away from enemy,
facing away from enemy. Rout = Move 12" away from
enemy, facing away from enemy.
Mandatory advances - usually the
result of Assaults - may be conducted only to the limit of the moving unit's
available movement remaining from that player turn's Maneuver Phase. Forced
advances are in turn subject to cancellation by subsequent assault rounds which
may change the assaulting unit's actions.
«
3.5 Movement Modifiers
- Move cost in rough terrain = A unit with
any of its bases within rough terrain will pay double the normal movement cost.
Double normal movement cost means that each inch of distance moved under rough
conditions actually costs two inches of that unit's available movement
allowance for that player turn (see Terrain Effects). This also applies to
changing formation, which cost is also doubled when any of the unit making the
change is in rough terrain.
- Rough move cost, wheeled= Artillery and
other wheeled transport that are within rough terrain will pay double the
normal rough movement cost, which is quadruple normal cost. This means that
each inch of distance moved costs four inches of that unit's available movement
allowance for the turn (see Terrain Effects). Artillery battery actions
(limber, unlimber, etc.) are not affected by rough terrain.
- Each extra assault = Each extra
assault conducted after the first assault of a unit's turn, costs that
assaulting unit one-inch (1") of its available remaining movement. Example: A
cavalry brigade assaults an enemy unit and wins, scoring a breakthrough. It
moves forward to assault another enemy unit. As it comes into assault range
during this first breakthrough move, it will lose one inch off of its available
movement (also applies if the unit was already within assault range of the new
target as of the start of the breakthrough move). The unit may, if any further
movement is available, move closer to the enemy and conduct the second assault.
If it also wins that assault and conducts another breakthrough move, the same
process is repeated. If the unit's available movement allowance goes to zero or
slightly negative upon entering assault range, it will stop any further forward
movement while remaining just within the last assault range zone, and resolve
that last assault.
- French Formation Change = A
unit on the French system of maneuver subtracts two inches (-2") from its total
available movement for the turn each time it changes formation.
- Prussian Formation Change = A
unit on the Prussian system of maneuver subtracts four inches (4") from its
total available movement for the turn each time it changes formation.
- Each battery damage = Each
damage (B hit) on an artillery battery subtracts 25% of its total available
movement. This means that after four damage hits, a battery becomes
immobilized. Note that damaged batteries may not use the assault move
bonus.
«3.6 Special rules Skirmishers -
Skirmish capable units may deploy their maximum allowance of skirmish markers
at any time during their movement phase (see troop lists for unit skirmish
allowances). Skirmish markers must remain within 3" of their parent unit. They
may not be placed in a position which puts enemy bases between them and their
parent unit. In order to count as being in skirmish order, friendly skirmish
markers must remain at least
3" away from each other (as measured between bases). Skirmish markers
operating less than that distance but greater than one base width apart are
considered Packed
Skirmishers. Friendly skirmish marker bases may not operate at spacings
less than one base width.
Skirmish markers must always surrender their positions (i.e.
- give ground) to enemy combat bases and if displaced have the following
options:
Fighting Withdrawal: If displaced by
enemy units which are not moving to initiate an assault that will involve their
parent unit, the skirmish markers are only required to withdraw until the enemy
units have completed their move. If the enemy formation has its own screen of
skirmish markers, the skirmishers for both sides shall take up positions facing
each other approximately halfway between the opposing parent formations or - if
the defending skirmishers are at edge of cover or other major terrain feature -
the attacking skirmishers shall halt just short of the feature (e.g. -
advancing skirmish markers may not force defending skirmish markers from edge
of cover; only combat bases can do that).
Assault Actions: If displaced by
enemy cavalry which is moving to initiate any type of assault against their
parent unit, or an enemy infantry unit making an all-out assault against their
parent unit, the skirmishers shall immediately move out of the way as much as
is possible or rejoin their parent unit. They may flee to the flanks and
attempt to maintain line-of-sight to enemy bases if possible. If displaced by
enemy infantry units making a general assault, the skirmish markers may remain
deployed between formations, subject to the same rules outlined above in
Fighting Withdrawal. If confronted by enemy artillery within their 3"
engagement range, they may also choose to rejoin their parent
unit.
Cavalry Reaction - Cavalry units may react to enemy
units which advance to within 6" of their front (not flank or rear as
defined by the Flank and Rear Examples in Assault modifiers) during an opposing
player's Maneuver Phase. Reacting cavalry may begin moving as soon as enemy
units approach to within line of sight or 6", whichever is less. Both sides
then pro-rate their movement until the reacting cavalry and enemy formations
have either completed their movement, contacted or approached within general or
all-out assault range. Reacting cavalry may not change formation, but it may
conduct retrograde movement (away from the enemy). Attacking players may not
pre-measure distance from their units to enemy cavalry units in order to avoid
cavalry reaction, the check for reaction may only occur when the defending
cavalry owner declares the reaction distance check.
Artillery Movement - There are two types of movement
for artillery; Limbered and Prolong.
Limbered artillery is horse drawn
(towed). Prolonged artillery is unlimbered cannon being pushed manually by
their crews. Each artillery battery may execute up to three
actions during the course of a turn. The available actions are: Move,
Unlimber (unhook the guns from their
horse teams and prepare to
fire), Fire, Prolong and Limber (Attach the guns to horse teams and prepare to
move). For example; a battery may move, unlimber and fire during its movement
phase. If it were to limber up, move and unlimber, it would be in a new
position, but unable to fire on the same turn. Batteries may not use the same
function more than once each turn (i.e. - may not prolong twice during the same
movement phase, etc.). Artillery which moves and fires, either due to
prolonging or moving and unlimbering to fire, will lose simultaneous fire
privilege against enemy artillery which did not move, which means they can
suffer enemy artillery effects before they fire. Batteries conducting prolong
movement may not also use the assault move bonus.
Artillery operating
with armies on the French system of maneuver may not unlimber any closer than
1½" to enemy units (outside of All Out assault range), artillery
operating with armies on the Prussian system of maneuver may not unlimber any
closer than 3" to enemy units (outside of General assault range). Artillery
batteries posted at normal frontages affect unit pass through normally.
Batteries posted at packed frontages count as rough movement through their
position (e.g. - other infantry, cavalry and other artillery units pay double
normal movement cost to pass through a packed artillery battery). A battery
with any damage hits may not assault move. A battery with four damage hits is
immobile (cannot move or change facing) and will be destroyed if it receives
any panic hits.
T e r r a i n E f f e c t s |
|
Movement |
Cover |
Spotting Depth |
Penalty |
Assault
Move |
Impassable
to: |
Type |
Terrain Features
(penalty & cover when within) |
Light buildings (Light wood) |
- |
Foot only |
- |
Light |
2" |
Medium buildings (light stone, medium
wood) |
Rough |
Foot only |
- |
Medium |
1" |
Heavy buildings (medium stone, heavy wood) |
Rough |
Foot only |
- |
Heavy |
1" |
Reinforced Buildings (heavy stone
& reinforced masonry) |
Rough |
N/A |
All ¹ |
Reinforced |
½" |
Light forest, Orchard, Grove |
- |
Foot only |
- |
Light |
2" |
Medium forest |
Rough |
N/A |
- |
Medium |
1" |
Heavy forest |
Double Rough |
N/A |
Horse Artillery |
Heavy |
1" |
Marshland |
Double Rough |
N/A |
Artillery |
- |
- |
Vineyard |
Rough |
N/A |
Artillery |
Light |
2" |
Steep, rocky ground |
Rough |
N/A |
- |
Medium |
2" |
|
Obstacles (penalty to
cross, cover when behind) |
Fortress Walls |
- |
N/A |
Artillery, Horse |
Fortress |
½" |
River bank, Steep |
- 7" Foot |
N/A |
Artillery, Horse |
- |
- |
Stream bank, Ravine |
-3" Foot/Horse -6"
Artillery |
Foot & Horse |
- |
See Notes² |
- |
Stone wall |
- |
Foot only |
Artillery, Horse |
Medium |
1" |
Redoubt, Fleche, Embankment,
Breach |
- |
Foot only |
Artillery |
Reinforced |
½" |
Treeline |
-1" |
Foot only |
- |
Light |
1" |
Hedge |
-1" |
N/A |
Artillery, Horse |
Light |
1" |
As noted above, units pay movement
penalties and gain cover bonuses when within the type listed (top half of
table). For obstacles, the movement penalty is instead a one time movement
distance loss to cross the feature and the cover bonus only applies when the
unit is taking cover behind the obstacle (bottom half of table).
Cover
rating corresponds to the standard cover ratings used as artillery and assault
modifiers. Spotting Depth is how far into that cover type that a unit can be
spotted and attacked with skirmish or artillery fire. N/A means that assault
bonus movement is not allowed within or across that terrain
type/feature. ¹ Fortress wall - Only passable by foot troops winning an
assault against the defending foot unit at the top of the wall. Follow assault
results to decide amount of permitted movement. Fortress wall defenders cannot
be outnumbered. ² Stream bank/Ravine - Provides Medium cover on assault
defense for units facing (bases touching) ravine edge, or Light cover on
assault defense for units standing-back
from the edge but facing within 1" of the ravine (Stand-off defense). If
the defending unit is standing-back from the ravine edge but within the 1"
effective assault bonus range, and leading enemy bases are able to mostly (over
half) cross the ravine within assault
range, the defender receives no ravine assault bonus. Combat bases within a
stream/ravine receive no extra cover benefit against artillery fire. Skirmish
markers within a stream/ravine receive Medium cover benefit against artillery
fire. |
«
3.7 Terrain Effects The Terrain
Effects table at right shows a list of common terrain features and obstacles,
along with their effects on movement. When paying movement penalties for
crossing a rough terrain feature, a unit
continues to pay that penalty
so long as any portion of it remains within the terrain in question. A unit
crossing an obstacle pays a one time movement penalty in inches (as shown on
the table). Some terrain and obstacle types also prevent use of the assault
movement bonus.
Units may conform their front line to local
terrain such as hillside, edges of woods, blocks of buildings, streams,
etc. By contrast, units in the open must maintain their linear deployments
within the limits of the Formations section.
«
4 SKIRMISHING & ARTILLERY
FIRE «
4.1 Skirmishers Skirmish markers
represent dispersed light infantrymen and sharpshooters who screen against
enemy skirmishers and try to spread disorder in enemy combat formations.
Skirmish markers block line-of-sight for friendly artillery, and skirmish
marker line-of-sight is blocked by all combat bases both friendly and enemy.
Skirmish markers within woods or buildings may project their 3" engagement
range through the terrain if they are not blocked by friendly combat bases or
terrain effect restrictions.
Combat - Skirmishers for the attacking player
attempt to shoot at and score morale hits on enemy units. Skirmishers for the
defending player attempt to block the attacking skirmishers from firing at
defending units. This results in skirmish markers alternating between being the
attacker and being the defender as the turns change. Use the Skirmishing table
on the combat chart to resolve skirmish combat.
Attack - Attacking skirmish markers not
blocked by defending enemy skirmishers may fire on enemy combat bases within
3". The attacking skirmish markers must have line-of-sight to their target and
may attack once per turn by rolling a ten-sided die (1D10) and referring to the
Skirmishing section of the combat chart for range limits and results.
Successful attacks will score one or two M hits on the defending unit. Skirmish
bases cannot score M hits on other skirmish markers but may, if unblocked and
in range, fire at the parent unit(s) from which the enemy skirmishers
originate.
All skirmish fire results take effect at the end of the
artillery phase (e.g. - skirmish and artillery fire are considered
simultaneous). Skirmisher caused morale hits on demoralized units will convert
to panic hits, with the targeted unit executing its retrograde movement at the
end of the artillery phase (see below).
Defend (Block) - A defending skirmish marker
may attempt to block the closest enemy skirmish marker that is within 3" of it.
A blocked skirmish marker may not attack enemy combat bases that
turn.
Defensive Fire - Defending skirmish markers that are
opposed (within 3") by enemy combat bases during the enemy player turn, may
fire on those bases per the Attack outline above, if there are no enemy
skirmish markers within the standard 3" engagement range for blocking actions.
This is the one time that defending skirmish markers may conduct more than a
blocking action.
«
4.2 Artillery Fire During each
Artillery Fire step, artillery batteries for both sides may either fire on
enemy units or announce that they are saving their fire which gives a firing
bonus on later turns. A firing battery has an effective arc-of-fire totalling
60 degrees measured from the outer front edges of its base (a free
firing arc is available here and on the
Republique home page). In order to conduct artillery fire, repeat the following
sequence for each battery or group of batteries:
Step 1: Cross index the range column on the
fire chart that matches the target range, with the battery type (heavy, medium
or light). The result showing in the cell is your basic effect. Step
2: Apply the Range Column modifiers by moving the basic effect to the right
or left, depending on modifier type. Step 3: Roll 1D10 and add or
subtract the applicable die modifiers. Step 4: If the modified die
roll is a 10 or greater, move the basic effect another two cells to the left.
If the modified roll is a 9, move the basic effect one cell to the left. If the
modified roll is a 2, move the basic effect one cell to the right, and if the
modified roll is a 1 or less, move the basic effect two cells to the right.
Note that in many cases you will already know if there are no column modifiers
and you will go straight to the die roll. If the die result is a very "middle"
number like 5 or 6, you can quickly deduce that the final effect is your
original cross index result.
An artillery battery may only fire once each player turn
(twice each game turn), although fire is not mandatory. Limbered batteries may
not fire. Artillery may not fire through or over friendly units, including
skirmish markers and the spaces between friendly skirmish markers of the same
regiment. All standard artillery fire conducted during the Artillery Phase is
considered simultaneous, and damage to batteries is applied at the end of the
artillery phase. The exception is prolonged/moved artillery, which can still
fire but loses simultaneous fire privilege against stationary enemy artillery
(see Artillery Movement).
Consult the
Combat Chart Guide
for a detailed outline of how to use the artillery table.
Joint Battery Fire - Multiple artillery bases able to
fire at the same target at the same range, may group their fire to gain a
mass battery type effect, which increases the odds of scoring base hits
against targets. Joint battery fire uses the same sequence as normal
single-base artillery fire, with the added benefit of the two related modifiers
reserved only for joint battery fire use (see Artillery
Modifiers below). The major difference is that the final modified
result against the target is all the damage the unit will receive from the
entire mass battery. Unlike regular single battery fire, the result shown is
not from each base firing.
Artillery bases may downgrade their range or
fire weight factors to participate in joint battery fire with other batteries.
For example, if one base is within 8" of a target and three other bases are
within 10" of the same target, the closer base may participate in the joint
battery fire, effectively downgrading its firing range to 10" in order to gain
the benefits of the joint battery fire. A base at longer range than the other
three bases may not join (unless the other three bases want to downgrade their
ranges to the longer range). Another example would be a heavy battery giving up
its "H" weight in order to participate in joint battery fire with a group of
medium artillery batteries.
Saving Fire - During the Artillery Fire segment, any
stationary artillery battery may be announced as saving fire. In order
to save fire, the battery cannot have moved during the current player turn, may
not fire during the current artillery phase, may not have any morale hits and
must remain completely stationary. Place a saved fire marker in front of
the battery to represent its prepared status. The next time that the battery
fires, move the range column left by one per the table modifier
and remove the saved fire status. If a battery with saved fire moves in any
way, the saved fire status is lost. Each artillery battery may only
accumulate a maximum of one saved fire marker at any one time. Saved
fire markers may not be stockpiled or traded among batteries. Involvement in an
assault causes all participating batteries to lose saved fire status. (See
Tactical Bonuses in the Assault section). Batteries that suffer any morale hits
will lose saved fire status (keeping in mind that all skirmish and artillery
fire within a player turn phase is considered simultaneous).
«4.3 Artillery Range Column Modifiers:
The artillery range column modifiers move your base fire effect to the
left (more effective) or right (less effective). Range column modifiers are all
cumulative.
- Deep Target - Move one range column to the left
if: A) The battery's center of fire passes into or through three or more
combat bases as measured from the leading edge of the target base to a depth of
4". The target bases do not need to belong to the same unit, but must all be in
open terrain and within natural (unmodified) effective artillery range, and/or
B) The targeted infantry unit is in square formation. The deep target modifier
is cumulative, so a firing battery can stack passing through three bases
with firing at square (also note that squares are considered enfilade
targets - ouch). The deep target modifier is not applicable to targets in
woods, buildings or on the far side of obstacles such as redoubts, heavy walls,
swamps, ravines or rivers.
Point Blank Fire - When firing on a
target in the first or second range bracket (2" or 4"), the deep target
modifier can only apply to the next range bracket out. For example: If the
range to a target's front is 3", the deep target modifier is only applied if
the three base depth lines-up at less than 6" range, instead of extending to
7". This reflects the dominant use of case (cannister) at those shorter
ranges.
- Saved Fire - Move one range column to the left if
the firing battery successfully maintained saved fire status to the beginning
of the current artillery fire segment. For joint battery fire, all
participating batteries must have saved fire to use this modifier.
- Joint Battery Fire (per base) - Move one range
column to the left for each participating base in a joint battery firing group
(mass battery).
- At moving cavalry - Move one range column to the
right if over half of the artillery target is made up of moving cavalry bases.
To qualify as moving, the targeted cavalry formation must have moved at least
12" during their last move opportunity. If on their last move opportunity
(including both regular move or breakthrough/overrun options) they did not move
at least 12", they are considered stationary for purposes of artillery fire
targeting (i.e., they did not move much faster than regular infantry).
Enfilade
Fire The artillery battery in
this example is taking the targeted infantry regiment "In Enfilade." The
battery is entirely within the arc-of- fire being used as an enfilade indicator
(the same angles apply to both enfilade exposure and artillery arc-of-fire).
The target unit is facing forward (top of page) and presenting its flank to the
artillery. Note the alignment (grey arrow) of the arc to that edge of the unit
nearest the artillery battery (drawing not to scale). A firing battery whose
frontage is only partly within the target's enfilade zone is not considered to
be firing from enfilade.
|
- At Medium or Heavy Cover - If half or more of the
visible portions of the target unit are within or behind medium or heavy cover,
move one range column to the right (see defense classes under Terrain Effects).
- If an artillery battery's center of fire is
closest to the uncovered base(s) of an otherwise covered unit, the battery may
fire without cover modifiers at the uncovered portions. In such cases where the
cover modifiers are not applied against the battery, enemy bases still in cover
may not receive base hits as a result of that fire.
- At Reinforced Cover - If half or more of the
visible portions of the target unit are within or behind reinforced cover, move
two range columns to the right (see defense classes under Terrain Effects).
- If an artillery battery's center of fire is
closest to the uncovered base(s) of an otherwise covered unit, the battery may
fire without cover modifiers at the uncovered portions. In such cases where the
cover modifiers are not applied against the battery, enemy bases still in cover
may not receive base hits as a result of that fire.
«
4.4 Artillery Die Roll Modifiers:
Die roll modifiers are cumulative and may cancel each other out. For example,
firing at packed skirmishers from enfilade will gain a +3 for enfilade but a -2
for firing at packed skirmishers). The modified die roll only affects the final
artillery result if it is a 1, 2, 9 or 10.
- Joint Battery Fire - Add one point to the die roll
for a group of batteries conducting Joint Battery Fire.
- Enfilade Fire - Add three points (+3) to the die
roll for a battery firing in enfilade on a target. This applies to artillery
battery targets (packed and normal spacing), infantry targets, cavalry targets
and packed skirmisher targets (fully deployed skirmishers cannot be fired on by
artillery). This means that a packed artillery battery taken in enfilade with
suffer both the results of the enfilade bonus on the attacker's die roll, plus
the double-damage effect from being a packed artillery battery. The firing
battery frontage must be entirely within the target's enfilade zone in order to
gain this bonus. Infantry units marked as being in square are considered
enfilade targets from all firing angles (front, side, rear, etc.).
- Each M and B hit - Artillery batteries which begin
the artillery fire step with morale and/or base hits subtract one point (-1)
from the die roll for each hit (e.g. - a demoralized battery with one base hit
(damage) suffers a -5 die roll modifier). If a mass battery contains any bases
with morale or base hits, apply the single worst case of each to the mass
battery block.
- Counterbattery Fire - Subtract one point (-1) from
the die roll if the artillery targets are other artillery battery bases.
- At packed skirmishers - Subtract two points (-2)
from the die roll if the artillery targets are skirmish markers that are spaced
less than the minimum 3" between base edges.
- Passing Fire - Subtract two points (-2) from the
die roll if the artillery is conducting passing fire during the enemy movement
phase.
«
4.5 Targets Main Targets -
Each artillery battery must fire at the unit which is; 1) the closest
infantry/cavalry or artillery threat, i.e. - the closest combat base(s)
occupying the closest artillery range bracket to the battery (infantry and
cavalry targets take priority over artillery targets) and; 2) closest to the
battery's Center of Fire. Different artillery bases may only converge their
fire onto one unit if these rules are not violated as a result or if a massed
battery is firing (measure from the centerline of each joint battery group to
establish main target).
Secondary Targets - Secondary targets are units which
suffer collateral damage due to their close proximity to main targets. There
are two types of secondary targets: tandem and adjacent. Tandem secondary
targets may suffer damage both in place of, and in addition to the main
target. Adjacent secondary targets only suffer damage in place of the main
target. If both types of secondary targets are near a main target, an adjacent
target will only suffer hits if both main and tandem targets are
eliminated.
Tandem Target: A tandem secondary
target is any unit which is within the attacking battery's firing zone
and within 4" of the main target's front. Tandem secondary targets must also be
in open terrain. Secondary tandem targets always suffer half the number of
morale hits as the main target in addition to the main target's morale
hits. They also share approximately one-third of the total base hits
rolled on the artillery fire chart, always rounding down. If all bases in the
main target are killed, the unit in the tandem target position closest to
attacking battery center-line will suffer the balance of the required base hits
(if any).
Adjacent Target: An adjacent
secondary target is any unit within the firing battery's firing zone
which is next to, and within the same range bracket as, the main target. If all
the bases in the main target unit are destroyed as a result of one die roll and
there are no tandem targets, the adjacent secondary target closest to attacking
battery center-line will suffer the balance of the required base hits and
morale hits not absorbed by the original main target.
Compound Targets - If different unit types are
targeted as a result of either the Deep target or Secondary
target rules, use all modifiers applicable to all targets present, allowing
their cumulative effect to decide the total amount of modification (if any).
Firing zone - A battery's firing zone is a
cone-shaped area beginning at an artillery battery's front through which
battery fire is directed at targets. The firing zone is tapered outward 10°
and may be swung throughout a battery's 60° degree arc-of-fire (See below).
It must be free of friendly combat bases (or any parts thereof) and markers in
order for the battery to be able to fire. The firing zone should not be
confused with the arc-of-fire, which is the stationary zone representing a
battery's available firing arc. The width of a battery's firing zone will match
its current frontage, either packed battery state (exact base width) or normal
frontage (double base width). The default assumption is if the battery has been
placed on the field with enough open space to either side to allow for normal
frontage deployment, that the battery has automatically used that space.
Declaring it in advance is good practice, but not mandatory.
Arc of Fire - A battery's arc of fire is a
cone-shaped area beginning at an artillery battery's front through which the
battery's firing zone may be swung in order to establish whether a potential
target can be fired upon. The arc-of-fire itself is tapered outward 60° and
is locked in a stationary position onto the battery front it may not be
moved or swung into different positions in order to bring potential targets
into the arc. Half or more of one of a formations bases must lie within a
battery's arc-of-fire in order to quality as a valid target. The outer edges of
the arc-of-fire are marked "60° Maximum Arc" as emphasis of the limits on
the battery's effective field of fire. As with firing zones, a battery's arc of
fire will match its current frontage (packed or normal).
Line of Sight - A battery must have direct
line-of-sight to at least one full base of its target, it may not conduct
indirect fire over obstacles, friendly units or enemy units. Friendly units
block light of sight for artillery. See the terrain effects table for limits on
spotting units located within blocking features such as towns or forests. All
of a mass battery's individual bases must have a clear line of sight to at
least one full base belonging to the targeted formation.
Passing Fire - Artillery may conduct Passing
Fire at any enemy unit about to move out of the firing battery's
arc-of-fire (i.e., applies to artillery fire conducted during the opposing
player's movement phase). This applies to units passing completely through the
arc-of-fire or to units which were already within the firing arc at the start
of movement. Batteries saving fire may use passing fire with their Saved Fire
modifier applied. Those batteries which conduct passing fire may not fire
during that turn's artillery phase, and they do not receive saved fire as a
result of that missed phase.
Skirmisher Targets - Artillery may not fire on fully
deployed skirmish markers (markers with at least 3" between bases). If fully
deployed skirmishers are between an enemy battery and its target, they do not
mask or protect the target. Artillery may fire on packed skirmish markers. If a
skirmish marker itself is targeted (while "packed") and hits scored, the
M hits are passed directly to the parent formation who will continue to
sustain the skirmish marker screen. Each B hit on a skirmish marker
causes the Type rating for the skirmishers from that unit to go down one level.
For example, a unit with Good skirmishers who suffers a B hit on
one of its skirmish markers results in skirmishers for that unit dropping to
Adequate level. Units with Poor rated skirmishers which suffer a
skirmish marker B hit will lose their ability to deploy skirmishers (all
dead...). To avoid such losses, the best option is to keep skirmishers fully
deployed and not packed, particularly in the close presence of
artillery.
Secondary
Targets - At left are examples of both the tandem and adjacent secondary
target rules. The front edges of all example target units are within the same
range bracket, and unit A is the main target, with the artillery center of fire
passing through it. Unit B is a potential adjacent secondary target, and unit
C, whose front is for this example within 2" of the front of Unit
A, is a potential tandem secondary target. If unit A suffers either two or
three morale hits, then unit C will suffer one morale hit. If unit A suffers
four morale hits, then unit C will suffer two morale hits. If unit A suffers
three base hits, then it will be destroyed, and the unassigned base hit will
"carry over" to unit C, causing it to lose one base. If units A and C were
composed of only one base each and the same loses were suffered, their two
bases would be removed, along with one base from unit B, which is positioned
next to unit A and within the frontage zone of the firing battery. |
«
4.6 Artillery Fire Results Target
units can suffer morale (M) hits and/or base (B) hits as a direct result of
artillery fire, and may also indirectly suffer panic (P) hits. Assign hits
according to the target rules. Artillery induced morale hits on demoralized
units will convert to panic hits, this includes units already demoralized at
the start of the artillery phase and units which become demoralized during the
phase. Any panic hits inflicted are still active for purposes of division panic
even if base hits completely destroy the unit in question. As noted above under
Skirmish Targets, skirmish markers which suffer M hits will pass
those hits on to their parent unit and B hits due to artillery degrade
quality of the unit's skirmish type.
Example: A shaken unit which suffers two M
and one B hit will become demoralized with one P hit added (due
to the one M hit beyond demoralized) in addition to the one base lost to the
B hit. These loses are not all dead due to artillery fire, and in many
cases the extra losses are due to demoralized troops streaming away from the
front to escape from the artillery being fired onto them.
Packed Artillery Target - Artillery fire hits against packed
artillery bases are all doubled; so for example a 1M hit
converts to a 2M hit, etc. This happens in addition to any
modifiers (enfilade, etc.) which had affected the original result
calculation.
«4.7 Hors de Combat and Panic Conduct
the following tests as required after all skirmish actions and
artillery fire has been resolved. Because these tests can end up being
conducted twice during the player turn (once at the end of Artillery and one at
the end of Assault, as required), some rules noted below technically apply to
the Assault section.
Hors de Combat - Check for leader loss (hors de
combat); roll 2D10 for each leader who was within 3" of any unit that
suffered base (B) hits during the phase in question. If a die roll is doubles
(two of the same number) reference the Hors de Combat table on the
combat chart to see whether the result is a casualty. Failure to roll doubles
is always no effect, he lives to fight another 40 minutes.
All die roll modifiers affect the individual doubles
numbers; for example if a player rolls a 3-3 for their leader that was within
three inches of a unit that lost two bases, the 3-3 becomes a 5-5 because of
the +2 modifier (+1 for each B hit). If a player does not roll doubles, the
modifiers do not come into use because non-double rolls never result in leader
casualties. Checking for leader loss is the only time in Republique when 2D10
are rolled to gain a result.
Hors de Combat Die Roll Modifiers:
- Each base hit (B) within 3" - Add one (+1) to the
hors de combat die rolls for each base hit suffered by friendly unit within 3".
The modifier is cumulative; several base hits apply the corresponding number of
points. Applicable during both the Artillery and Assault phases.
Leaders rendered hors de combat are moved 12" from their
current position toward the rear of their respective command and flagged with a
Hors de Combat marker. The leader (command) base will remain out of
action until the loss is resolved during the controlling player's next
Replace Lost Leader step.
Panic Hits - Execute all involuntary movements as a
result of panic hits which occurred due to excess morale hits on demoralized
units (typically from skirmish fire). As with other panic hits suffered outside
of the assault phase, any base hits suffered in case of a Panic 5 event count
as deserters and are immediately removed. Do not check for divisional or
inter-division panic at this time.
«
5 ASSAULT « 5.1 Assault
Procedure This phase represents the volley fire, melees, charges
and countercharges which occur in the confusion of close combat. When moving
into assault contact with an enemy formation usually as the attacker
the commanding player must decide whether the attack will be a
General Assault or an All Out Assault (see below). In both cases
the assaulting regiment(s) must be facing toward the enemy formations and they
must declare the target unit(s) that they have the greatest contact frontage
with as the primary defenders. To be considered within assault range, the front
edge of at least one full base of the attacking unit must be within the assault
zone boundary (i.e., there must be the appearance of solid contact). This
contact frontage within the assault zone is called the
contact face.
Attackers and
defenders count all of their bases toward the assault strength total, and they
block assault activity for units behind them. Skirmish markers do not interfere
with assault proximity and do not apply their marker bases to the assault. Solo
artillery batteries (artillery without accompanying infantry or cavalry that is
within assault range) on the attacking side do not by themselves trigger an
assault. Both general and all-out assault windows extend into and through all
cover types.
|
Assault Contact - Diagram showing the All Out
Assault and General Assault zones, which extend 1½" and 3" respectively
from the face and forward flanks of the formation. The outward angle of the
zones are 5º per side, which is the same as the artillery firing
zone. |
General Assault: Attacking formations approach to
within 3" of the defending enemy formation, but greater than 1½" range.
They may initiate the assault from this distance per the steps outlined below.
All Out Assault: Attacking formations approach to
within 1½" of the defending enemy formation. They may initiate the
assault from this distance per the steps outlined below, which triggers the
following additional actions: a) Add a +1 to the assault modifier for friendly
E or P class leaders within 3" of the attacking unit, b) The
modified die roll loser of the All Out assault suffers a one line "bump"
outward (away from the zero line) on the assault results table. For example, if
a winning attacker scores on the 8,9 line against the defender, the results
bump up to the 10,11 line. If a losing attacker scores on the -5,6 line, the
results bump down to the -7,8 line.
Each assault is resolved in the Assault section of the
Combat Chart as follows:
Step 1: Establish which assault table to
resolve the action: Attacker Advantage, Pitched Battle or Defender Advantage.
Each table column includes brief outline descriptions of applicable conditions
for using each (see Assault Tables below). Step 2: Each player adds
all applicable assault modifiers for their formations and applies them to the
result of one ten sided die roll (players roll 1D10 each). Step 3:
The attacker then subtracts the defender's modified result from his own to
arrive at the die roll difference. Step 4: Refer to the die
roll difference values shown in the corresponding assault column located in the
combat chart's Assault table. High rolling attacker values (defender loses)
force results that are above the zero line and apply to the defending units.
Low rolling attacker values (attacker losers) force results that are below the
zero line and apply to the attacking units. The results in the middle of the
assault table force either a break-off or re-roll of a second round.
Step 5: Immediately apply the resulting panic and base hits to the
involved units. All initial assault rounds must be resolved before re-rolls and
breakthrough overruns are carried out. Mark breakthrough locations before
moving on to resolve other assaults. Step 6: Without re-rolling
either dice, do another die roll comparison using only the natural
(unmodified) die roll results. The side which loses the natural die
roll (regardless of whether they won the modified roll) will suffer morale hits
based on the difference between the two natural die roll results. Those
M hits are applied to the losing unit(s) based on ratios
associated with the troop grade posted in the Assault Modifiers column. These
morale hits will always round down in the ratio calculation, so for example if
the loser's point difference is a 1 or 2 with a
veteran unit (three die points per M hit), the unit still receives no M
hits. It would have to roll a full three point difference for a morale hit to
be scored.
Below is a brief outline of the four types of win and lose
combinations that can exist, and what they mean to the assault participants:
Win/Win Unit won both the
natural roll for morale hits, and modified roll for general assault
results. Lose/Lose Unit lost both natural roll and
modified roll. Win/Lose Unit won natural roll but lost
the modified roll. Often means the unit was pushed back, but suffers no morale
hits. Infers a grudging, voluntary pullback. Lose/Win
Unit lost the natural roll but won the modified roll. It may have "won" the
assault, but the men's morale still took a hit due to the stiff
fight. Step 7: Leaders which have been near units that
suffered base hits in the current assault round (see combat chart for actual
distance) must roll for hors de combat. Step 8: After the first
round of assaults is resolved, conduct all breakthrough movements and other
mandatory moves (if any) required by the assault results. Then repeat steps 1
through 6 for any additional assault rounds which are required to be
resolved.
Example: Attacker Unit A is a veteran infantry
line. Defender Unit B is an average infantry column. Unit A rolls a natural 8
and Unit B rolls a natural 3. After die roll modifiers, the A to B modified
difference is 10 to 3, which is an attacker win by seven points to inflict
three panic hits (3P). Unit B also lost the natural die roll by five
points, and being an average unit it suffers one morale hit for each two point
difference in the natural die roll (rounding up), resulting in two M
hits. If Unit B had lost the natural die roll by three points, it would have
received one M hit.
Follow-up Assaults - Some assault results may trigger
several rounds of assault rolls. As long as defending enemy units continue to
face the attacking unit within the attacker's all-out assault zone (not the 3"
used to establish the initial assaults) they will continue to trigger new
assault rounds. This would apply whether or not the assaulting unit(s)
conducted carrying of position, breakthrough, etc. Assault contact is only
broken when the attacker is no longer facing enemies within All Out assault
range. Each extra assault conducted by a unit beyond its first of each phase,
costs the unit one-inch (1") of its movement allowance. Hence, a unit which
conducts four consecutive assaults within the turn due to repeated victories
and breakthroughs, would lose three inches (3") off of its overall movement
allowance.
|
Flank and Rear Examples
- The flank zone for unit A is described by a line that runs along the
rear of the front bases, parallel to the unit's front. The rear
zone is bounded by lines running to the rear from the outer rear
base corners, perpendicular to the unit's front. Unit Y is in a flanking
position because part of one of its bases is past the flank line for unit A.
Unit Z is striking in the rear because part of one of its bases is past the
rear line for unit A. Units struck in both the flank and rear will only suffer
the worst of the two effects, not both.
|
|
«5.2 Special Rules Mixed
Assaults - If some attacking regiments advance to the All Out Assault
range, while adjoining friendly units participating in the same assault remain
at General Assault range, this is called a Mixed Assault. Mixed assault
attackers cannot use the +2 All Out bonus for E or P leaders within 3" (They
may still use the standard +1 bonus). If a regiment defending against any
assault type is supported by a friendly defending unit that has bases partly or
wholly within the attacker's assault zone, and which are not blocked by other
friendly bases, the defender may apply only those supporting bases (not
the entire unit) toward the overall strength total. See Supporting Units under
Assault Results.
Vacated Defense - Attacking units which were in
assault range of enemy bases, but rendered out of assault range due to
artillery or skirmish fire related enemy withdrawals or base losses, may expend
the balance of their available normal or assault movement (if any) to advance
or establish assault contact with fresh assault targets. Such moves may not
violate existing divisional maneuver limits (a holding division's units may not
move more than 4", etc.). Players intending to resume movement for qualifying
units must declare so at the start of the assault phase, and all such movements
must be completed before assault resolution begins. Units continuing movement
like this may not advance into the active field of fire of friendly artillery
(batteries that fired into that zone this player turn).
Bridging Formations - When an attacking unit is
facing in assault contact with two different enemy formations as part of a
broader assault involving numerous regiments, the attacking player may choose
to split that unit's participation into two different assaults instead of
allowing that one bridging formation to combine the greater group into a
large and potentially unwieldy assault calculation. The following factors must
be met in order to split a bridging formation for participation in two
different assaults:
- The attacking unit's base split must correspond as much
as possible to the boundary between the two defending assault blocks.
- Only the attacker (phasing player) may split units. The
defender for the turn may not.
- The bridging formation must respond to assault results in
a way which will preserve the unit's integrity it may not split up. For
example, if one assault result calls for a bridging unit to advance and the
other calls for the unit to fall back, the unit must fall back in order to
preserve its integrity.
- Panic and morale hits on bridging units are not
cumulative. Only the worst single cases per assault round will apply, although
the worst cases for each type (panic, morale, etc.) may originate from
different assaults. For example, if one assault inflicts 2M and 2P on the
attacking force and another assault inflicts 3M and 2P on the other attacking
force, a bridging formation split between the two assaults will receive 3M and
2P.
- The attacking player is not allowed to pre-calculate the
various possible odds and modifier combinations for an assault before declaring
whether a bridging formation (if present) will or will not be split. The
decision must be made based on an brief examination of the final unit
dispositions at the end of the maneuver phase and should not take more than
thirty seconds.
Artillery - Artillery bases cannot solely be used to
trigger an assault as an attacker, however they may end up counted in assaults
either as defenders, or combined with attacking infantry and/or cavalry bases.
Within these limits, each limbered or unlimbered artillery battery within
assault range of an enemy unit counts as one combat base in the same manner as
an infantry or cavalry base. A massed artillery battery (several batteries with
bases touching) counts as one unit, with each base also equalling one regular
combat base. Unlimbered artillery attacked by a breakthrough assault may not
fire at the assaulting units, however if they did not fire on the current
player turn, they receive a +2 on the assault die roll as Fresh Artillery (See
Assault Modifiers). If it is a single battery it may
re-face up to 45º to bring attacking bases into its arc-of-fire. Massed
batteries may not re-face, but member batteries at each end which have not
fired this turn may re-face up to 45º to bring attacking bases into their
respective arcs-of-fire.
Regarding troops currently moving as the
attacker who encounter artillery; infantry/cavalry units on Hold which begin
their turn facing within General Assault range of enemy artillery are not
mandated to resolve an assault. They may, if they choose, just stand there. If
the artillery is within All Out assault range, an assault must be resolved or
the unit on Hold must have its order changed to allow it to pull back (or the
unit may back away from the artillery a certain distance if that does not
violate its Hold requirement).
A s s a u l t C o v e r
P o i n t s |
Points |
Type |
Terrain Type |
7 |
Fortress |
Fortress or
castle walls, thick, heavy, must be assaulted with ladders against walls or
direct assault against breaches (existence of breaches should be part of game
scenario). |
4 |
Reinforced |
Reinforced
buildings Redoubt Fleche Breach (fortress wall) |
3 |
Heavy |
Heavy
buildings Heavy forest
|
2 |
Medium |
Medium buildings Medium
forest Steep, rocky ground Stone wall Ravine (defended) |
1 |
Light |
Light buildings Light
forest Orchard Vineyard Hedge Treeline Ravine (standoff) |
«5.3 Assault Tables Players use one
of three different Assault tables to resolve an assault. Both sides of
an assault round must use the same table column, each of which is tailored to
resolve specific conditions. Column selection may end-up being averaged-out by
the mutual cancellation of two competing options.
- Attacker Advantage - This table punishes losing
defenders more quickly and allows attacking cavalry the possibility to overrun
the defender. Attacker/Defender combinations who should use this table include:
1. Cavalry in the open assaulting infantry (not
in square) or artillery that is also in the open (i.e., not in woods, towns,
etc.). 2. Infantry assaulting other infantry units declared as being in
square.
- Pitched Battle - This table resolves assaults at
rough parity and causes morale hits when the modified results tie.
Attacker/Defender combinations who should use this table include:
1. Same vs Same: infantry vs infantry, cavalry
vs cavalry, etc. 2. Cover vs cover. Units in cover (woods, towns, etc.) who
are assaulting enemy units of the same type (infantry vs infantry) within the
same block of cover. Only needs to apply to the front bases of the assaulting
unit(s), which must be more than half within the cover in question. 3.
Other. Any assault combinations that do not obviously fit into either of the
other assault types are summarily treated as Pitched Battle.
- Defender Advantage - This table allows for the
defender to inflict punishing casualties on the attacker. However if things are
not looking good, the defending troops will tend to try escaping to avoid being
trapped or overrun. The attacking troops might just let them leave and be
satisfied with driving them away. Attacking cavalry however, might still end up
overrunning the defenders if things don't go to plan. This can be a treacherous
column to roll on. Attacker/Defender combinations who should use this table
include:
1. Any troops in the open assaulting troops in
cover. 2. Solo cavalry (without the aid of friendly infantry) assaulting
infantry that is declared as being in square. 3. Infantry (even in square)
assaulting cavalry in the open.
«5.4 Assault Modifiers The following
modifiers are added to or subtracted from the assault roll to complete a
modified assault roll.
- Troop Grades - Attacker and/or defender add or
subtract the corresponding troop grade modifier if the greatest percentage of
bases present are elite, veteran, green or militia grade troops respectively.
If there is a 50/50 split, use the higher quality troop grade present.
- Cavalry Grades - Attacker and/or defender add to
the die roll if any friendly light, medium, heavy or armored cavalry is
present in the assault. Only the modifier for the heaviest cavalry unit present
is used. Cavalry that is within, or attacking into towns (buildings) or
medium/heavy woods do not receive a cavalry bonus. Cavalry solo assaulting
infantry squares or who are assaulted in the rear also do not receive the
cavalry bonus. Cavalry assaulting enemy infantry squares in conjunction with
friendly infantry may use their bonus, the friendly infantry may not be in
square.
- Morale Hits - Attacker and/or defender subtract
the corresponding minus modifier from the die roll if: a) Over half of the
bases in assault contact belong to units with morale hits, or b) the greatest
percentage of bases present belong to units with morale hits.
- E or P leader within 3" - Attacker and/or defender
add one point (+1) for each energetic or proficient leader within a 3" range.
The modifier is cumulative, if two such leaders are within 3", the unit gains a
+2 on the assault roll (and those leaders are correspondingly at risk in case
of base hits). For attacking units conducting All Out assaults, this modifier
is doubled to a +2 each.
- Each cover point - Attacker and/or defender add
one point (+1) for each level of cover they are in. To count as in-cover, the
unit must either a) Have half or more of its bases individually half or more
within the cover in question, or b) Have half or more of the bases whose edges
are on the assault contact face
within the cover in question (As with "a", the contact face bases must also be
individually half or
more within the cover). If either condition is met, the unit counts as in
cover.
- Ea. fresh artillery - Attacker and/or defender add
two points (+2) if any participating unlimbered artillery bases facing the
assault have not yet fired this turn (does not count for batteries flanked, hit
in rear or limbered). This will commonly be defending artillery caught up in a
follow-on breakthrough assault round.
- Outnumbering Ratio - The combatants with the
lesser number of bases will subtract from the die roll if the outnumbered ratio
is equal to or greater than 3:2, equal to or greater than 2:1, etc. Defending
units assaulted only in the flank or rear and infantry fighting cavalry may not
inflict outnumbered modifiers. Infantry in square being assaulted by solo enemy
cavalry (e.g. - no enemy infantry assaulting at the same time) suffer a maximum
outnumbered ratio of 3:2.
- Recent B and P hits - Attacker and/or defender
subtract one point (-1) from their die roll for each of their own combat bases
lost from participating units so far during the current player turn. This
includes bases lost to artillery fire in the preceding phase this turn. Also
subtract one point (-1) for the maximum number of panic hits suffered so far
during the current assault phase by the single worst-case participating unit.
This will typically be troops fighting second or third assault rounds after
having suffered panic hits. Players should not total the sum quantity of panic
hits for all participating units.
- Ea. 1/3 skirmishers out - Attacker and/or defender
subtract one point (-1) from their die roll for each one-third of available
skirmish markers that were deployed as of the start of the assault (e.g., if
the skirmishers end up withdrawn before the assault die is rolled, they still
count as deployed for purposes of the assault roll). As with other modifiers,
this only applies if affected units make up half or more of participating
bases.
- Outflanked - Defender subtracts four (-4) from the
die roll if half or more of bases present are from outflanked units (if
assaulting unit finishes its move to assault with any part of its bases past
the defending unit's flank line). Void if target is hit in rear. Exceptions are
that infantry marked as being in square has no flank if assaulted by cavalry,
and infantry in buildings have no flank if assaulted by infantry (in both
exceptions their flank zone is considered part of the front).
- Attacked in Rear - Defender subtracts seven (-7)
from the die roll if half or more of bases are from units being assaulted in
the rear (assaulting unit finishes its move to assault range with any part of
its bases past the defending unit's rear line). Note that infantry
squares have no rear if assaulted by cavalry. Units in buildings do have
a rear.
«5.5 Assault Results Hits and
Losses - Both attacking and defending units may suffer morale hits, base
hits and panic hits as a result of their involvement in a general or all-out
assault. All results for each round of assault combat are applied
simultaneously, as are the mandatory movements which may be required.
Morale hits - All units which lost the
natural die roll in an assault round will suffer the number of morale hits
called for by the assault chart results and are immediately marked with the
corresponding morale hit (M Hit) markers to show their new condition.
Additional assault rounds (if any) are executed with modifiers adjusted for the
new morale condition. M hits to demoralization cause a panic hit (P hit) for
each additional M hit point beyond demoralized. This occurs whether the
demoralization just happened or already existed previous to the assault phase.
The resulting "converted" P hits are combined with any standard P hits suffered
as a result of the assault die rolls (if any) and used to resolve the unit's
panic response. Note that this may result in the apparent victor of an assault
pulling back if their existing morale combined with any converted P hits
happens to require it. War is hell.
Base hits - Base (B) hits inflicted due to
assault results are first distributed evenly among infantry or cavalry units
which were within closest contact with the enemy units. Bases lost are removed
immediately from play, and before surrender results are applied. If possible,
base hits should be removed from the middle of a unit in order to avoid biasing
established assault contact (unit may close bases at end of phase). Artillery
bases are considered a separate type, and experience base hits (damage) in
addition to the infantry/cavalry units. Example: A defending infantry regiment
and two participating artillery batteries lose an assault with a 1B hit. The
infantry suffers one base hit (base removed) and one of the artillery batteries
suffers one damage. In the case of numerous base hits on several different
units and troop types, roll dice to randomly decide where the hits go (or
players may quickly agree among themselves where to assign the
hits).
Panic Hits - Panic hits (P Hits) control
how units respond to their assault loss. Each panic hit counts as one panic
level, so three panic hits is a Panic 3 or P3. To find a unit's panic response,
refer to the corresponding panic level in the Panic Index (panic levels are 1,
2, 3, 4 or 5) and cross reference the troop grade of the losing units with that
panic level's result column. The result shows the type of mandatory
retrograde movement which the losing foot unit must conduct, either Ds
(disengage), W (withdrawal), F (fall back), Re (retreat) or Rt (rout). Cavalry
is similarly affected, moving 200% of the distances listed for foot. Units that
rout will suffer an additional morale hit at the end of their rout move, if
already demoralized the unit remains demoralized.
Surviving artillery
batteries may limber-up in order to disengage, withdraw or fall back. Batteries
required to retreat may also limber-up, but each suffers one damage point (base
hit). Artillery batteries required to rout are abandoned (captured/lost)
regardless of other results.
Assault related panic hits are totalled at
the end of each assault round. If a brigade begins the assault phase
demoralized and then suffers 3P as a result of the modified assault roll, and
2M as a result of the natural roll's morale points, both of those morale hits
convert to panic hits due to the unit already being demoralized. This means
that the unit suffers a Panic 5 and any related effects (retreat, rout, etc.).
Direction - Units will conduct
their panic hit movement in the following order of preference: 1) Directly away
from the enemy threat. 2) Directly toward friendly lines. In some cases a unit
may end up moving away at an angle that is an average between these two options
(Example: If outflanked, a retreating unit may angle away from the threat as it
attempts to return to friendly lines). If friendly formations are directly to a
unit's rear, it will pass through those formations (if movement distance
warrants it) in the process of executing their panic hit movement.
Group Surrender - A unit which is
unable to execute its panic hit movement without passing through an enemy
formation (e.g. - it is surrounded and/or pinned against an obstacle) will
conduct the following actions by troop grade: Elite units will overrun the
enemy formation and return to friendly lines at the cost of one base hit (1B).
All other troop grades will surrender.
P a s s t h r o u g h E f f e c t
s |
Loser Retrograde |
Inf/Art Loser (3") |
Cav Loser
(6") |
Fallen back |
0P |
2P |
Retreated |
1P |
3P |
Routed |
2P |
4P |
Results
field in the table shows P hits suffered by units which had friendly formations
to their front fall back, retreat or rout through them. |
Lose/Lose passage of lines - Units
that suffer lose/lose assault results with P hits which then pass through
friendly formations to their rear (as measured from front edge to front edge of
each formation) may end up inflicting P hits on those units behind them. These
pass through hits only happen with the three worst retrograde moves of
Fall back, Retreat and Rout. Infantry and artillery losers will affect units
within 3" to their rear (as measured between closest points between units) and
cavalry losers affect units within 6" to their rear. Infantry losers passing
through a massed artillery battery affect a maximum of one battery, cavalry
losers passing through a massed artillery battery affect a maximum of two
batteries. Minimum overlap required for this effect is one full combat base of
the unit being passed through. Consult the table at right for specific P hits
by loser type.
Loss Number - The panic result may
also include a loss number, which represents the number of bases taken
prisoner as a result of the assault. Losers required to surrender prisoner
bases will do so only after base hits have been removed. Prisoner bases are
taken first from all-out assault contact units of the lowest troop grade
present, followed by higher troop grade bases within the all-out contact range
bracket. Only if all bases in the all-out contact zone are lost may remaining
unassigned prisoners be taken from general assault contact units. If a unit is
completely destroyed during the course of the assault phase, the parent
division must still check for panic (does not apply to a unit destroyed during
the artillery phase, even if that unit was already in assault
contact).
Example: A veteran unit suffers two panic hits as a
result of an assault. The controlling player will refer to the second line of
the Panic 2 index column (the second line corresponds with the Veteran
troop grade units). The Result column indicates an F, meaning
that the unit will fall back without further loss. If the unit had been
composed of green quality troops, it would have received a Rt-1 result,
which would result in one rout move, and the loss of one base as
prisoners.
Carry Position - Attacking formations allowed to
carry a position may advance into all or part of the position originally taken
up by the enemy unit(s) before their retirement. Carrying a position allows a
unit a certain amount of latitude to adjust their orientation, but only if they
have enough movement allowance remaining. This includes any limbered artillery
involved in an assault, which may also participate in a move to carry a
position including unlimbering in support of other friendly formations.
Officers of all grades which had been within 2" range to support the assault
may also accompany the unit to its new position.
Troops carrying a
position may deploy or pull in skirmish markers if that does not violate other
game or scenario rules (skirmish markers that attacked a enemy bases may not be
pulled in). They may also conduct a single retrograde pivot of up to 45º
in order to refuse their flank to an imminent threat or to improve alignment
with adjoining friendly units. Troops required to carry a position by
the assault result must, if necessary, use their assault bonus move to achieve
the move. If an enemy position was under fire by friendly artillery during the
turn, the friendly artillery is presumed to cease firing when the friendly
formation carries the enemy position.
Drive Away - Attacking formations hold their last
position that triggered the assault, without carrying the enemy position. This
will leave the vacated enemy position empty.
Breakthrough - Assault results may either allow or
require attackers to continue moving deeper into enemy lines (usually to
attempt more assaults) which is called a breakthrough. While conducting this
continuing movement, they are subject to normal movement rules and may initiate
new assaults against units. They may not violate or exceed their current orders
while breaking through, nor may they exceed their maximum movement allowance as
measured from the start of their movement phase. Units whose assault results
state that they must breakthrough will move to the limit of their full
assault movement unless countermanded by a new assault result. Cavalry required
to conduct breakthrough movement are not obliged to assault enemy
held towns or woods and may deviate their movement as much as required to avoid
such actions. Units which use their assault movement bonus will suffer one
morale hit at the end of the turn.
Units which may breakthrough
have the option of downgrading their breakthrough option to a carry
position result. As with the Carry Position result, friendly artillery is
presumed to cease firing when a friendly formation conducts a breakthrough move
across a zone previously being fired through that turn (i.e., the artillery
fire from earlier in the turn does not present a threat to the friendly
units).
Overrun - An overrun allows assaulting cavalry to
break past or through a defeated defender (if any remains) and to continue
moving into assault contact against potential assault targets to the rear of
the defeated defender. The cavalry may continue assaulting units in this manner
as long as it has the available movement and continues to achieve assault
results allowing further movement and action. Cavalry which remains in all-out
assault contact range (1½") with an enemy unit due to refusal to conduct
a voluntary breakthrough must conduct further assault rounds until the all-out
contact is broken. If no enemy units are within range of a cavalry unit's
remaining movement allowance, the cavalry may still overrun the initial
defender and expend movement to the maximum allowable as part of a general
penetration of enemy lines.
In cases where an enemy unit suffers panic hits that keep
it in the path of an overrunning cavalry formation especially in cases
where the cavalry runs out of available movement a second assault round
may result. This can give the effect of a prolonged running down of the
panicking defenders.
Break off - Allows attacking cavalry or infantry to
withdraw or fallback out of assault contact range with the enemy. This results
in one additional morale hit on the unit(s) that break-off. If the unit
breaking off contact is already demoralized, its retrograde move turns into a
retreat, with backs to the enemy.
Stalled Assaults - Assaulting units which have
insufficient remaining movement to execute carry position, breakthrough or
break-off results are stalled. Stalled units will still resolve assault
rounds against opposing enemy formations until they are no longer facing within
the 1½" All Out assault range of each other.
Supporting Units - Units which had a minority (less
than half) of their strength involved as supporting bases in a nearby assault
defense may be negatively effected in case of a defeat. If the primary defender
disengaged, withdrew or fell back facing the enemy, the supporting regiment may
refuse its flank to accommodate a new alignment that stays clear of the
attacker's assault contact zone (to avoid automatically triggering more assault
rounds). If the primary defender retreated or routed out of the assault, the
supporting brigade suffers one morale hit (1M) and must conduct a disengage,
withdraw or fallback move (player's discretion). Units with half or more of
their strength involved as supporting bases suffer the same morale and panic
hits as the primary defender (morale hits may need to be recalculated against
the natural die roll if the supporting unit is a different troop grade).
«
5.6 Death and Disorder Hors de
Combat - Roll 2D10 for each leader who was within three inches (3") of any
unit(s) which suffered base hits. Definitions for the hors de combat die
roll modifiers appear in the Hors de combat and Panic
section of the Artillery & Skirmish Fire phase.
Charge & Rout Disorder - Units which use any of
their assault bonus movement (also known as charge movement) or which routed
during the turn will suffer charge disorder at that turn's end. Units
suffering charge disorder suffer one morale hit, but only after all assaults
are resolved. If a unit is already demoralized, no extra morale hits can be
added, the unit remains demoralized.
End of Phase - At the end of the assault phase, both
sides gather any remaining bases killed during the phase and close ranks of
units which have suffered base hits by moving their bases back into contact.
Bases may close ranks to anywhere within the unit's original footprint.
«
6 PANIC TEST « 6.1
Panic Test Procedure Panic tests are conducted at the end of a
turn by any divisions with units that suffered panic level five (P5) events
during the course of the player turn. These panic tests use the same table as
the panic hits which can happen during the assault phase, but in a slightly
different way.
In order to conduct a divisional panic test, cross-index the
average troop grade of the testing division with the pass column on the
Panic 5 section. Once the pass number is established, the player rolls 1D10 and
modifies the result using the panic die roll modifiers. If the modified die
roll equals or exceeds the pass number, the division does not panic. If the
modified die roll is less than the pass number, the division is considered to
have collectively panicked and all member units will conduct the resulting
forced movement listed immediately to the left of the fail column (fall back,
retreat or rout). No morale hits are added to units due to a failed divisional
panic test, however if a division routs, all member units will suffer one
morale hit at the end of their rout move away from the enemy (already
demoralized units suffer no further morale or panic hits because of this, and
in most cases any demoralized formations will have already conducted their
forced retrograde move for the turn). As of the completion of their retrograde
move, divisions which have panicked are considered to be under Hold orders for
purposes of movement and maneuver.
Units within the panicked division which have already
conducted other forced retrograde moves during the current turn's assault phase
will only move enough to match the new mandatory move result. For example; if a
unit had already conducted a Fallback out of an assault, and its division then
panics and routs, the unit will conduct the extra retrograde movement that
reflects the difference between the Fallback and Rout move (for infantry in
this case, it would involve turning backs to the enemy and moving an extra 4"
away from the enemy and/or toward friendly lines). Unless his base is currently
flagged as hors de combat, a division's leader may move as needed to keep his
position in the middle of the division.
If a loss number is shown to the right of the panic
result, the division will lose that number of bases to desertion (this is a
dual-purpose table, so this same loss number is used during the Assault phase
to indicate bases captured as prisoners). Deserting bases are taken randomly,
first from the lowest troop grade present, followed by progressively higher
troop grades within the division. Deserted bases are removed from game play and
not returned unless playing multiple-day scenarios. Once all panic test rounds
have been resolved, the next player turn is begun.
«
6.2 When to Test There are two
conditions which can trigger divisional panic tests; internal panic and
adjoining panic (division near to it panics). If both happen at the same time,
roll one die (1D10) for each condition and take the one worst result that
occurs. Because panic test failures can trigger panic tests in neighboring
divisions, the panic test phase is conducted in "rounds" during which
progressive groups of divisions may roll for panic. All panic tests conducted
within a test round are considered to be simultaneous, and resulting mandatory
movements are executed only after all necessary die rolls for that round have
been conducted.
1) Internal Panic - A division will
roll for panic if any of its units suffered panic level five (P5) hits during
the assault phase. Note that if the unit(s) which experienced the P5 hit were
entirely destroyed, deserted or captured, the division still reacts to the P5
event. Units which suffer various panic hits that total to five or higher
without experiencing a P5 hit do not count toward this test.
2) Adjoining Panic - A division will
roll on the panic level five column if another division within 3" becomes
panicked during the Panic Test Phase. Divisions are considered adjoining if the
closest points of their closest units are within 3" of each other, or within
line of sight, whichever is less.
Each division may only test once for each panic condition
during the course of a panic phase. For example; if a division passes an
internal panic test, only to have an adjoining division fail a similar
test, the subject division must then roll an adjoining panic test. If
however, it passes that panic test only to have a different adjoining division
panic on a subsequent round (tests in any one round are all considered
simultaneous) it will not have to do a second test.
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6.3 Panic Modifiers
Panic Die Roll Modifiers: The following modifiers
increase or decrease the failure die rolls:
- Adjoining unshaken division is heavy support - Add
two points (+2) to the panic die roll if an adjoining unshaken division (i.e. -
one which has no shaken or demoralized units) is a heavy support formation
(elite troop grade and/or heavy cavalry present).
- Rolling division is unshaken - Add two points (+2)
to the panic die roll if the rolling division is unshaken (i.e. - has no shaken
or demoralized units).
- Each extra demoralized unit - Subtract two points
(-2) from the panic die roll for each demoralized unit present. Destroyed and
surrendered units still count if they were last demoralized.
- Leader hors de combat - Subtract two points (-2)
from the panic die roll if any leaders in the chain of command were rendered
hors de combat while within 3" of any member units.
- Adjoining panicked division is heavy support -
Subtract three points (-3) from the panic die roll if a panicked adjoining
division counts as a heavy support formation (elite troop grade and/or heavy
cavalry units).
Panic Base Hit Modifiers: The following modifiers add
base hits to the existing loss numbers. All base hit modifiers are cumulative
(e.g. - Routing out an assault in the rear, out of a town and across a bridge
results in four bases taken prisoner for an average unit).
- Routing - Add 1 base (B) hit for the
following conditions: Unit is routing out of town terrain (buildings, city
blocks) or from being assaulted in the rear; across bridges or fordable
streams; within or into a forest of any type.
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