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REPUBLIQUE
GRAND TACTICAL NAPOLEONIC WARFARE IN MINIATURE

0.0 Contents:
1 Introduction:
Scales, Equipment, Units, Formations, Battlefield, Start a Game, Turn Sequence
2 Command:
Chain of Command, Leaders, Morale & Rally
3 Maneuver:
Movement, Maneuver Systems, Maneuvering, Forced Move, Movement Modifiers, Special Rules, Terrain Effects
 
4 Skirmishing & Artillery Fire:
Skirmishers, Artillery Fire, Column Modifiers, Die Modifiers, Targets, Results,Hors de Combat & Panic,
5 Assault:
Assault Procedure, Special Rules, Assault Tables, Modifiers, Results, Death & Disorder,
6 Panic Test:
Panic Procedure, When to Test, Modifiers

« 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.
Formations Figure

« 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.

« 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.

« 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:
  1. 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.
  2. 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.
  3. Match the new rally number with the value on the corresponding rally table line to which it is equal-to or greater-than.
  4. 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:

  1. The attacking unit's base split must correspond as much as possible to the boundary between the two defending assault blocks.
  2. Only the attacker (phasing player) may split units. The defender for the turn may not.
  3. 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.
  4. 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.
  5. 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.

« 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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