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Scale The standard ground scale
for Republique is 36 scale meters per 1cm on the game board (27mm equals 100
meters). Infantry and cavalry bases represent 550 men each. Artillery bases
represent 12 guns each. Note that 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.
«
Equipment All game play is
conducted using ten-sided dice (1D10). A metric tape measure 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. Below are some guidelines which Republique uses for
its gaming system: Death Caps - 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 are used to indicate morale
hits suffered by a formation. The caps should be colored white, yellow, red and
black in order to indicate disordered, rattled, shaken and
demoralized morale conditions respectively. A few additional caps may be
painted bronze for indicating damage to artillery bases. Death caps are
available at most hobby stores, although they can also be bought at industrial
supply houses for a fraction of the cost ("death caps" are actually urethane
protective caps used for various manufacturing chores). Marker
Bases - Units wishing to execute special formations will need marker bases
to indicate those actions. The two marker bases most needed for game play are
skirmish markers and square markers:
Skirmish Markers - Skirmish markers
are used to depict skirmishers who have deployed out of their parent unit.
Unlike the square marker defined below, skirmish markers represent an extension
of their parent unit's combat capacity, and the skirmish markers themselves may
conduct "morale attacks" against enemy units. Each skirmish marker base may
only sustain one base hit before being "killed" and removed from play.
The best way to create a skirmish base is by mounting a single light infantry
figure on a small, round base (see base sizes below).
Square Markers - 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 or "killed." A unit which is "in square"
however, will be subject to all of the advantages and disadvantages associated
with this special formation (see Formations below). The best
way to create a square marker is to place a single line infantry figure
on a small, square base.
Other Markers - A few other markers
which are not mandatory but which add flavor to the game include breakthrough
markers, which can be used to show where assault breakthroughs have occurred,
and saved-fire markers, which can be used to show artillery batteries which
have "saved" their fire by remaining inactive for one turn. An excellent
breakthrough marker is any officer figure, especially one which is waving his
sword, exhorting his men forward. A saved fire marker can easily be made by
gluing together a small stack of four BB's (small metal balls) and then
painting them black. In order to prevent game-board confusion, optional markers
should be used only for temporary situations or for stationary units.
Gaming Scales » |
Micro (18mm = 100 meters) |
Standard (27mm = 100 meters) |
Jumbo (54mm = 100 meters) |
Scale Ratios » |
.66 |
1.00 |
2.00 |
Recommended Figure Size » |
1/300
scale |
15mm
scale |
25mm
scale |
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 |
60 x 40 |
2¼ x 1½ |
Cavalry bases: |
25 x 20 |
1 x ¾ |
40 x 30 |
1½ x 11/8 |
80 x 60 |
3 x 2¼ |
Artillery bases: |
20 x 25 |
¾ x 1 |
25 x 40 |
1 x 1½ |
50 x 80 |
2 x 3 |
Artillery Limber bases: |
20 x 20 |
¾ x ¾ |
25 x 25 |
1 x 1 |
50 x 50 |
2 x 2 |
Leaders: |
12 x 20 |
½ x ¾ |
25 x 30 |
¾ x 11/8 |
40 x 60 |
1½ x 2¼ |
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 the relational values which players may refer
to for conversions. These ratios are necessary because the main rules text is
written for the Standard scale. Players wishing to interpret distance related
rulings for the Micro or Jumbo scales will need to multiply the distances
quoted in the rules by the scale ratios shown here. Recommended Figures
indicates the figure size for which each game scale was intended. Players
should keep in mind that figure sizes other than those listed may be used. For
example; players who own 20mm figures may easily use either the standard or
jumbo game scales. Alternately, players may also use the jumbo scale to mount
numerous 1/300 scale figures arrayed into miniatures battalions for a good
visual effect. |
Combat Bases - Combat bases make up the primary
combat 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. Refer to the Base Size
Chart above for a full listing of all base sizes and game scales directly
supported by Republique. All of these base sizes are standard, and are
available in pre-cut form. The figure scales most commonly used for Napoleonic
wargaming are 15mm and 1/300, although other scales such as 10mm, 20mm and 25mm
are all widely used in various countries. 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) will usually use the name of the brigade
commander. Cavalry brigades may also use the name of the brigade commander or
senior regiment in the brigade. Artillery batteries should be marked with their
size (heavy, medium or light). Each infantry or cavalry combat base can sustain
only one base hit before being "killed" and removed from play. Each
artillery base (also called a battery) may sustain two base hits before being
destroyed and removed from play. An artillery base with one base hit is
considered damaged and should be marked accordingly. Two damaged batteries may
not be "merged" to create a single undamaged battery.
«
Units Each unit in Republique is
made up of combat bases which, as a group, equal its total strength and
depict that formation's deployment area. The different branches of
service have varying methods of deployment as explained below.
Regiments or Brigades?
Real life infantry regiments could become severely
undermanned while on campaign, and to reflect this, brigades may occasionally
be used to depict groups of weak regiments. During game play these brigades
behave exactly like regiments, and are even referred to as regiments for
purposes of explaining the rules. When deciding which historical formations to
use (regiments or brigades), try to maintain average unit sizes of four or five
bases, which are the optimal sizes for game play. |
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 regiments
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
optional rules.
Cavalry - The standard cavalry formation is the
brigade. Before game play begins, players have the option of breaking up
cavalry brigades and assigning their individual bases to other divisional level
formations. The re-assigned base(s) must remain within the command radius of
the new divisional commander but may otherwise move freely to support units
within that division. These dispersed bases may be reformed back into their
parent brigades by successfully rolling a change of orders and then
moving the disparate units back to within the command radius of their original
divisional commander or equivalent. These newly "reconstituted" cavalry
brigades may join an assault on the same turn they reform, but
only if no movement rules are violated as a result.
Artillery - Heavy artillery batteries represent 12
pound cannon and their supporting howitzers. Medium artillery batteries
represent 6 though 9 pound cannon and their supporting howitzers. Light
batteries represent 3 and 4 pound cannon (and their supporting
howitzers). Artillery bases in Republique represent fairly "packed" batteries
(minimum space between cannon), which is why there are no modifiers downgrading
counter-battery fire. It takes two base hits to "kill" an artillery combat
base. After the first hit, the base is marked as damaged and will be destroyed
if it receives a second base hit.
Local Conditions The battalions and regiments which make up Republique's combat units
are assumed to be in formations best suited to, or under orders of, the local
commanders. For example: If a cavalry brigade attacks an infantry regiment in
"line" formation, and is bloodily repulsed, it is important to keep in mind
that the line may have been a line of battalion squares!
|
«
Formations Each group of bases
representing a unit's deployment area are placed into specific
Formations. Available formations include line, column, square and
skirmish. Also available are echelon, a variation of a line, and mixed, a
variation of column. 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 of which they are composed are assumed to
be in formations controlled by the "local" formation officers.
Formation Examples - At left are shown the major
types of available formations, with the top of the page being the direction in
which they are facing (note the Direction of Movement arrow). At upper
left is shown the mixed formation, which is always two bases deep. At
upper center is a unit in line, its stands are side by side and all
facing in the same direction. At upper right is an echelon formation,
which is a type of line 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), or
off the center, which forms a wedge formation. At lower left is a two base unit
with two skirmish markers deployed to its front. At lower center is an
attack column, its stands are in single file facing the same direction.
At lower right is a road column, it is formed into a T-shape, with all but one
base placed into alternate facings. The one remaining base is placed at the
"head" of the march column in the direction of movement. For movement and
assault purposes, a road column's facing is controlled by the facing of the
front "guide base." For artillery targeting purposes however, the long axis of
the column is used to align the enfilade arc (i.e. - when checking for status
as a enfilade target, position the artillery arc off of the front and back ends
of the road column, not off of the sides of the guide base).
Skirmish Markers - At lower left in the formation diagram above is an
example of a small two stand unit deploying two skirmish markers. 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 inabilities. Infantry Square - Not
shown are infantry squares, which are indicated using square markers in
conjunction with existing formations. Only infantry units in mixed, line or
echelon formations may use square markers. The markers themselves need only be
placed in close proximity to a formation to indicate its "square" status. Units
marked as being in square may move normally, but may not use the assault
movement bonus, and must change to alternate formations (usually line or
column) when passing through towns, woods, bridges and other obstacles. Units
in square always count as enfilade artillery targets.
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 or simply
overseen by an overall commander. For a continuation of these next levels of
battlefield organization see the Command section of the rules and the various troops lists posted
on the main Republique page.
«
The Battlefield The terrain
systems most commonly used for wargaming employ plateau-shaped hill segments in
1" and/or ½" thicknesses. For game play, consider the 1" thick hills to
be one level high/rough terrain and ½" hills to be one-half level
high/normal terrain. Units within two inches of a hill's "edge" may spot and be
spotted by those on lower levels, otherwise they are too far away from the edge
of the plateau to establish line of sight. Treating gaming hills as the
plateaus they usually resemble is the best way around most "ridge" arguments.
This also creates "dead ground" along the bases of most hills, another
realistic effect. Varying widths of masking tape may be used to show main and
secondary roads. Colored felt, cardboard or cloth may be used to cover or
outline the locations of woods, towns and fields. Scale trees and buildings may
then be placed on these outlines, although these attractive additions are
commonly pushed out of the way as large formations pass through. Each
section of "buildings" actually represents a city block, which is why they are
outlined. Troops inside these areas are not "in a building" but actually in a
built up area which may include anything from fence-lines, plots of land and
taverns to churches, cemeteries and government buildings. Consult the Terrain
Chart for the game-specific characteristics of various terrain types.
Terrain Types & Effects |
Recommended color & material (if any) |
Terrain
Feature |
Movement |
Height |
Cover
Class |
Counts as
Rough? |
Prevents Assault
Bonus Move? |
Impassable to: |
Light grey felt |
Light wood buildings |
No |
No |
none |
½ level |
C |
Medium grey felt |
Heavy wood/light stone
buildings |
Yes |
Yes |
none |
½ level |
B |
Dark grey felt |
Heavy stone buildings |
Yes |
Yes |
none |
1 level |
A |
Black felt |
Dense woods |
Double |
n/a |
All but skirmish
markers |
1 level |
A |
Dk.green felt |
Heavy woods |
Yes |
No |
artillery |
1 level |
B |
Md.green felt |
Woods |
Yes |
No |
none |
1 level |
C |
Lt.green felt |
Lt.woods/ Orchard |
No |
No |
none |
½ level |
C |
- |
Stream banks |
Yes |
Yes |
none |
none |
C |
- |
River banks |
Yes |
Yes |
Artillery |
none |
C |
Blue felt |
Lake/River |
n/a |
n/a |
All |
none |
- |
Blue/brown felt |
Marshland |
Double |
Yes |
Artillery |
none |
- |
Brown felt |
Mud |
Yes |
Yes |
none |
none |
- |
Brown corduroy |
Ploughed fields |
No |
Yes |
none |
none |
- |
Lt.tan corduroy |
Tall grass/Wheat/Corn |
No |
No |
none |
Blocks line of sight on same level only. |
- |
Grey heavy corduroy |
Vineyards |
Yes |
Yes |
Artillery |
C |
ONE PLAYER TURN:
- Attacker Command(attacker functions
only)
- Roll for army panic (if necessary)
- Attach and detach leaders
- Attempt to rally units
- Attempt to change orders
- Replace fallen leaders
- Attacker Maneuver
- Attacker moves units
- Artillery/Skirmish Fire
- Both sides conduct simultaneous skirmish fire
- Both sides conduct simultaneous artillery fire
- Both sides check for leader injuries
- Assaults
- Resolve all assaults
- Both sides declare emergency rallies &
counterattacks
- Both sides check for leader injuries
- Attacker applies charge disorder
|
«
Starting a Game Draw a map of
the battle area - Each player must have a battle map, however crude, on
which to write their command arrows. The maps may be simple or complex, so long
as all players use the same map. Occasionally using inaccurate maps can add a
little realistic spice, although a judge should be present to make the fateful
rulings.
Fill out divisional locations and orders - Players
record the locations of divisions and (if any) corps reserve formations and
then "issue" orders to the units under their command. The resulting
order/disposition maps should not be shown to the opposing players until the
game's end.
Set up units - Players set-up their formations based
on the map dispositions.
Preliminary bombardment (optional) - If both sides
agree, all artillery may fire repeatedly and continuously until one or both
players decides to start the regular turn sequence. Both sides must
mutually agree to the bombardment. No saved fire steps may be executed during a
bombardment and no other phases such as movement or assaults may be conducted
during this preliminary bombardment.
Turn Sequence - Each full 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. 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 full turn. Each full turn sequence
represents approximately 40 minutes of combat time.
Go to Section One
of the rules: Command |