Setup
Guide This guide helps to explain some basics of setting up a
Napoleonic wargame, along with a few suggestions that let players randomly
decide background conditions of a typical game scenario.
« Choosing
Battlefield & Forces The choice of forces to be used, including
nationalities, numbers, sizes and types of units to be used, along with the
battlefield and terrain to be played on, are ultimately up to the participating
players. Battlefields can range from open plains to mountainous passes, with or
without major rivers and towns. While creation of the battlefield itself is
beyond the scope of this setup guide, new players can go with a common
Napoleonic terrain like a gently sloped valley with the armies facing each
other on opposing ridges. There are other numerous terrain options, ranging
from major towns and related river crossings, to hilly or mountainous
ridgelines. The combinations of possible forces and terrain are almost endless.
Some players have almost as much fun setting up the battlefield as they do
playing the game!
All players should be in agreement on what sides of
the battlefield they are setting up on - dice can be rolled to decide this.
Another good idea is to decide in advance if the battle will feature clearly
defined attackers versus defenders or more evenly matched sides who will attack
or defend according to terrain and setup. With a clear attacker, it is best to
place the defender on defensive terrain of some type and give the attacker some
numerical advantage. This presumes that players already have some painted
armies organized to one of the many possible orders-of-battle (OOB). The
Republique rules page has numerous historical orders of battle from famous
battles, that have been adapted for use with the rules.
The above
outline describes a typical lineup of armies arrayed for direct battle against
each other, with front lines and most of the armies already deployed. Another
option is to have the armies meeting each other starting in road columns and
steadily broadening their fronts as more troops arrive on the battlefield
(called Meeting Engagements). These types of battles need careful consideration
for which roads the various players can use to march onto the board. Meeting
engagement games can either have players march on-board from the start, or the
heads of the road columns can be held to specific setup
proximities.
Set-up Proximity - The easiest and most common way
to place troops on the playing area is to declare a location for the front line
running between armies, and the closest that units are allowed to setup to that
line (i.e., unit proximity). This can be done by declaring a specific distance
as measured from the rear edge of the board (most common) which forms a single
straight line across the battlefield, or by laying pieces of string across the
battlefield delineating the battle's front line. The string is interesting
because it can be used to create a meandering, uneven front which is more
historically common. Each side would then be allowed to setup within a certain
distance (proximity) of the front line. The most common and convenient front
line proximities place the leading edge of each deployed army approximately
within long range artillery fire. How far within range is again up to the
players, but common starting values are within one of the two outermost
artillery range brackets. Note that players can impose more complicated setup
options by (for example) allowing a setup proximity for one side which
threatens the other side's flank. This should be done as part of the general
scenario/battlefield design and with the understanding of the players.
« Leader
Traits Players should decide if they are going to use historical
personalities in their game, or if they will be generating hypothetical
game leader values to make for more unpredictable results. There is an
extensive Leader List of historical
personalities and their estimated traits for players who want to use something
like the real life officers. The table below is for those who want to generate
automated (hypothetical) traits for leaders of divisions, columns, corps, etc.
Note that players may mix both historical and hypothetical; they might for
example, use Napoleon and his default Republique ratings as army commander, but
with hypothetical corps commander traits. It will be more common to use this
table for divisional level officers, because for many continental armies of the
period, there is not much information available regarding their division level
leadership's command traits such as popularity with the troops, etc.
To
use the tables below, follow the instructions for each leader the players wish
to generate traits for (traits being the Class and Rating for each). There are
two ways this can be done:
- Basic Roll - Roll two ten-sided die (2D10)
and cross index the corresponding box on the Leader Class table's Die
Result column against the Class Type column to find the resulting
leader class. At the far right is a reference column letting you know what the
percentage odds are for rolling each line. Use the same die roll result on the
Leader Rating table to establish second of the two traits. As an example of
what your final result should be; a die roll result of 5 will give a C0
(Cautious/Zero) Class/Rating for the leader in question.
- Complex Roll - To gain a more varied set of
leaders, roll two ten-sided dice (2D10) twice (instead of once) with first
result being for class and the second result being for rating. The results of
this can give some very unusual officers. A variation on this is to let the
player decide which of the two die results he wants to apply to Class, thereby
automatically assigning the other result to the Rating.
Leader Class |
Die
Result |
Class Type |
Odds |
2 - 6 |
Cautious |
15% |
7 -
15 |
Proficient |
70% |
16 - 20 |
Energetic |
15% |
Leader Rating |
Die
Result |
Rating Level |
Odds |
2, 3 |
-1 |
3% |
4 -
9 |
0 |
33% |
10 - 13 |
1 |
36% |
14 -
17 |
2 |
22% |
18, 19 |
3 |
5% |
20 |
4 |
1% |
« Army Troop
Grades The Units and Formations section of the Republique
rules page gives many clues for troop types and their most common unit sizes
and troop grades. Some of the orders of battle (OOBs) listed on the main rules
page also supply very comprehensive unit size information, along with the
occasional troop grade guidance depending on the battle. For new players, the
best thing to do is use line combat troops as average troop grade until you can
learn more about period combat, and then expand into more exotic troop types as
you gain more experience and miniatures.
« Placing
Troops Players may simultaneously place their troops on the board, or
they may draw a map and record the starting positions before placing troops
accordingly, keeping in mind the gameboard limit on setup proximity as decided
previously. Using a map provides for more surprises and a hint of fog-of-war,
especially in cases where opposing units can start the game in close proximity.
Another option is to take an overhead iPad/tablet photograph of the playing
area and then use the Photo Edit function's pen markers to draw formation
locations directly on the photo. Either way, once all maps are completely
filled out with unit locations, players may then place their troops on the
board.
« Pre-Start
Division Orders Before starting with the first turn's movement, the
current maneuver actions (orders) that each division is operating under should
be set for Hold. Players may mark this either on a map or on a post-it/playing
chit placed next to the divisional commander's base (See order Order Chits link
below). Any other orders such as Advance or Pull back must be executed during
the respective player's maneuver phases.
Order Chits A sheet
of common orders and status indicators used in the game. Print it, cut the
sheet along the solid lines to make your order chits, and fold along the dashed
lines to form "pull tabs" for easy handling. The chits may be folded to show
orders face-up, or face-down.
Once the above setup steps are complete, the game is ready
to start. If there is a scenario attacker, that side will be the first to
conduct a player turn. Otherwise, players may conduct a competitive die roll,
each rolling 1D10 with the high roller being the first to conduct a player
turn. After that, the sides alternate player turns for the rest of the
game. |