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REPUBLIC
GRAND TACTICAL WARFARE IN THE AMERICAN CIVIL WAR



Advanced Rules
Formations · Command · Movement · Artillery · Assaults & Morale · Other

These optional rules may help to spice-up regular games, offering a more historically realistic battle. A few of the rules are somewhat experimental and could benefit from further play testing, but are listed here to help give ideas for what is possible. Because these are not part of the main rules, all participating players should know which advanced rules (if any) are being used for a particular game.

Download the Advanced Rules Checklist to help keep track of which optional rules are being used for your current game.
Also available is this prefilled list of Recommended Advanced Rules, to help with a quick selection of a few of the more interesting and useful optional rules.

This page last updated: June 21, 2023.

« Formations
101 - Cavalry Skirmishers
If the cavalry skirmishers option is used, each light cavalry base may deploy one cavalry skirmish marker at a time. The marker must remain within 6" of its parent unit and other skirmish movement rules apply to cavalry skirmish markers. Cavalry skirmish markers may automatically rejoin their parent unit in the case of an assault that involves the parent formation. Cavalry skirmishers may only be used to block enemy infantry skirmishers, they may not be used to attack and put morale hits on enemy formations.

102 - Grand Tactical Inexperience
Both Union and Confederate armies were inexperienced in efficient battlefield coordination of units above regimental level. As a result, many grim events occurred when troops who were unfamiliar with each other attempted to maneuver in the presence of the enemy.
Forces considered to have inadequate grand-tactical training will usually be composed largely of untrained and green troops, and can suffer one or more of the following penalties:
A) All units passing through each other will suffer one morale hit.
B) Any unit moving to support a friendly unit that has already moved into assault range against an enemy formation must roll an unmodified die roll once they approach to within 1" to the rear of the friendly unit. If the player rolls an 8+, both friendly units immediately suffer one morale hit each.
C) For infantry units, only individual bases (instead of whole units) are counted toward assault combat, and then only if they are individually within assault range. This makes it very easy for units thus penalized to suffer outnumbered modifiers in local combats. .

103 - Breakthrough Column
When field commanders were confronted by numerically superior enemies which were qualitatively inferior, they sometimes employed "grand columns" which were design to scare the inexperienced enemy troops. If the ruse succeeded, the attacking columns faced little opposition as they bore down on routing enemy troops.
The Breakthrough Column rule allows an attacking commander to assault with up to three tandem brigades in Attack Column with primary contact for all units (which often places the defending unit as Outnumbered). The breakthrough column must be declared at the beginning of the controlling commander's movement phase, and all participating brigades must complete their movement in tandem base to base contact. If they are victorious, each brigade follows standard assault result routine. If they lose the assault, the surviving front brigade automatically loses one base captured and one based killed in addition to any other losses inflicted. Breakthrough columns are considered to be deep/enfilade targets for the duration of their existence.

 
 

104 - Mixed Units: Infantry/Cavalry
Some formed units such as "legions" were made up of small numbers of infantry and cavalry assigned together. These were commonly militia units and typically had in common a place in the line that was generally given to screening or flanking formations. When use of such formations is forced by an order of battle or scenario, use the following guideline:

For mixed bases (cavalry and infantry literally sharing a base), use a cavalry base with one or two cavalry figures and one or two infantry figures, depending on actual ratio. The resulting base must be assigned to another division in the army and can operate as a unit of its own - typically a one or two stand formation in the case of small mixed units, which were probably the most common of this type. Each of these mixed base units may deploy one infantry skirmish marker and one cavalry skirmish marker at a time (see Cavalry Skirmishers optional rule). This mixed formation does not receive a cavalry bonus for purposes of assault, and its movement rate is that of an infantry formation. Essentially, a mixed formation is a group of infantry with a small escort of light cavalry skirmishers.

For mixed brigades (dedicated cavalry and infantry bases combined into a brigade), use the required bases needed to assemble the formation and operate them together in base-to-base contact, in the same manner as other battlefield formations. As noted previously, this rule is best used in conjunction with optional rules #105 Cavalry Skirmishers and also rule #506 Cavalry Escorts. Any line and light infantry bases brigaded together using this rule may end up exhibiting unusual combinations of skirmishers. For example, an Austrian advanced guard brigade might include one or two bases of line infantry and one or two bases of light infantry. The light infantry bases may (for example) be able to deploy one good skirmish marker per infantry base, but the line infantry bases may be able to deploy only a single poor skirmish marker for all of the line bases present (if any). That, plus a possible cavalry skirmish marker can result in a hodge-podge of participating skirmish markers. However the parent unit must still move and operate as a single formation within their division, including the participating cavalry base(s), which must remain attached to the infantry at all times.

105 - Seconded Troops
Brigades can send one or two individual combat bases to join other brigades of the same troop type (infantry to infantry, etc.) for the rest of the game. Neither unit can have suffered any base hits. The reassigned bases must be of the same troop grade and must march at normal speed to join the unit in question. The best way to merge them into the new unit is to pull the two loaner bases from the field (once they arrive) and add two bases that have the same brigade number as the receiving unit. This helps avoid confusion on future turns. Lacking that ability, place a marker to show that the unit has extra bases assigned to it. Seconding manpower may never take total brigade strength to more than nine bases.

106 - Sharpshooters
Each side or player (depending on pre-game player agreement) gets one skirmish marker desginated as a sharpshooter. The sharpshooter base is assigned to a particular brigade, which may use it if/when they deploy skirmish markers. The sharpshooter base extends the range of the Enemy Skirmish Marker modifier for the Hors de Combat table from 4" to 6" (Or from 6" to 9" for the 28mm combat chart). The effect only applies to leader bases within the extended range of the sharpshooter marker base, not any other skirmish markers in the parent brigade. The sharpshooter base operates in addition to the parent brigade's normal allotment of skirmish markers.

« Command

201 - Alert Infantry
An infantry unit may be placed on alert, which gives it a reaction move during the enemy movement phase, much like cavalry can do. In order to place an infantry unit on alert, it may move no more than one-quarter of a normal move during its own movement phase. Once the unit is positioned, it receives a game marker showing that it is on alert. A standard wood marker cube with an exclamation point works well. Alert status is lost if the unit moves again (in any way) or if it suffers any morale or base hits. Untrained brigades and brigades with morale hits may not become alert.

During the enemy's attacker maneuver phase, if any enemy unit moves into, through or across the alert unit's 4" assault zone, the alert unit may immediately conduct a pro-rated reaction move in order to counter-attack the enemy unit. This can be used to intercept enemy units before they reach a certain point on the field, or to move in support of a nearby friendly unit. For example, an alert unit may make a flank attack on an enemy unit attempting to flank another friendly formation.

202 - Written Order Template
Follow this link to a printable page of example orders for passage between players. Just print them out, and circle or highlight the pertinent messaging.

203 - Withdrawal Panic
Retiring a major formation was a risky operation during which troops might individually take matters into their own hands, or become victims of a general panic. Consider this battle account:
"...I must add his having particularly desired I should tell you that it was useless to send any other order than that he should attack or retreat - one or the other ; and the latter movement would be at least as hazardous as the first."
A division is vulnerable to Withdrawal Panic if it moves to Fall back or retreat (retreat is Advancing away from the enemy). Roll once on the Panic table Pass column in the same manner as a standard divisional panic test, applying any results from the Panic 4 column if the test fails. A failed withdrawal roll also causes an additional M hit on each unit.

204 - Rattled Army
Sometimes an entire army can begin a battle slightly rattled by events. It may be the knowledge of things not going their way elsewhere in the region, it may be the knowledge of pending danger such as an outflanking enemy formation (at an operational level) or it may be an army that feels it is somehow trapped.

To use the Rattled Army optional rule, consider all formations for that army to be rattled for the course of the game and cross out the F column on the Rally table for the combat chart used by that side. The units in that army suffer assault modifiers as rattled and the highest level they can rally to is rattled. There is no need to mark the units individually with the yellow marker blocks, but they do still need to be marked if they take an M hit and become Shaken, or take two M hits and become Demoralized. If players want to really make things unpleasant, this same process can be applied to an entire force as shaken.

205A - Brigade Reassignment
Brigades could be reassigned between corps mid-battle, either by the original corps commander, the army commander or even the commander of another corps. In the case of the latter, it was more a case of appropriation than reassignment, but this was known to have happened in emergency situations - or situations which the appropriating leader thought was an emergency.

Reassignment by the corps commander originally in control of the brigade happens during the attacker's rally phase, the commander must be within 12" of the brigade in question and the brigade(s) in question may not have any base or morale hits and it may not be within assault range (for their troop type) of any enemy formations. The commander declares which brigade(s) in his corps are being reassigned, and which corps they are being reassigned to. During that turn's movement step, the new commander takes control of the brigade(s). An army commander may reassign any brigades in the army using the same method. All reassigning actions are considered simultaneous.
205B - Brigade Commandeering
Corps commanders may attempt to commandeer brigades belonging to other corps in the same army. This may be attempted on any friendly unengaged brigade (i.e., not within assault range of enemy formations) located within 6" of the commandeering corps commander's leader base. The original corps commander in charge of the brigade or the army commander may override (cancel) the commandeering attempt if they are also within 6" of the brigade in question. A corps commander may only attempt commandeering of one brigade, once each turn.

Commandeering happens during the attacker's rally phase. The commandeering leader declares which brigade within range he will attempt to commandeer and rolls on the Maneuver table using the Assault line and the Leader just replaced modifier, plus all other applicable modifiers. In this case, the leader modifiers apply to commanders in the commandeering corps (and the division to which the comandeered brigade will be assigned). If he passes the die roll, the commandeering corps leader takes control of the brigade at the start of that turn's movement step. The commandeered brigade must be immediately assigned to nearest division in the "new" (commandeering) corps. All commandeering actions are considered simultaneous with brigade reassignment actions. This means that per Rule 205A above, an army commander can reassign the commandeered brigade back to its original corps, but only on their next turn as attacker.
213 - Inexplicable Panic
This is related to the Attrition die roll, but applies to the Rally die roll. As with the other roll, a player rolls an extra 1D20 at the same time as their 1D10 rally die roll. If a 13 comes up on the 1D20, the unit in question automatically becomes demoralized and routs, with no other recourse. At that point all prospective results of the other die are negated without appeal.


« Movement

301 - Dispersing Skirmishers
A combat unit may force enemy skirmish markers to return to their parent unit(s) by declaring a bluff assault during any friendly movement phase. To conduct a bluff assault, announce the unit to conduct the charge, and move it toward the skirmish markers it wishes to threaten. The troop grade of the bluffing formation must be equal to or greater than the grade of the skirmish marker's parent unit and the targeted skirmishers must be in the open. Bluffing infantry must move to within 1" of the nearest targeted skirmish markers, and bluffing cavalry must move to within 3" of the closest targeted skirmish marker. Bluffing units may not have any morale hits. All skirmish markers which are directly within the path of a qualified bluffing unit must immediately either rejoin or move to the rear of their parent unit. Note that bluffing unit movement can trigger enemy cavalry reactions, assaults and/or passing fire. A unit may only conduct a bluff charge once per game against elements from any one enemy division.

302 - Cavalry pass through
Civil War cavalry breaking through an enemy's lines always had to keep an escape route in mind. One doorway out of such a situation was to pass through enemy artillery batteries. They were not easily turned around (due to the presence of horse teams to their rear and enemies to their front) and did not offer the same resistance as other units.
Cavalry Pass Through allows cavalry to pass through enemy artillery batteries without initiating an assault. The enemy artillery must be approached from the rear or flank, and the moving cavalry does not pay a movement penalty for pass through. The enemy artillery may not conduct passing fire on the cavalry immediately upon its pass through. It must instead wait until its normal fire phase (after the cavalry has finished its retrograde move). Cavalry may not pass through packed batteries.

303 - Road Movement
The Republic rules focus on grand-tactical battlefields and as such, already deployed divisions have less use for roads than troops approaching the battlefield, especially given the poor quality of many roads. As a result, road movement is not addressed in the main rules.
In order to conduct road movement, the unit must be in a road column and must be lined up on a road. Movement while on the road in road-column is doubled. Note that in many scenarios, roads may not be in a usable condition due to rain, etc. and may even slow the unit down if other formations have passed down the road before it (think quagmire).

304 - Green/Untrained Limits
Green and untrained quality units were known for their inability to operate efficiently in the stress of a combat environment. To represent this, units of these troop grades can have the following battlefield limitations:
· Artillery batteries may not prolong.
· Changing formation takes a full turn.
· Brigades may not use the assault movement bonus.

305 - Artillery Deployment Shadows
The basic assumption about artillery in a 40 minute game turn is that it should actually have had enough time to fire for effect. If artillery attempts to unlimber and fire from a position too close behind advancing friendly units, it may either interfere with the other unit or - more likely - be prevented from having set-up by the passage of the unit before it.
In order to reflect this possibility, horse artillery may not unlimber and fire within the bonus assault movement path of cavalry units (it may unlimber and not fire). This would primarily apply to artillery attempting to set-up and fire to either side of the advancing cavalry. If the artillery sets-up to fire forward in direct support of the cavalry, it is not limited by this rule.

306 - Confused Movement
Formations in various states of confusion due to morale hits (unformed, rattled, shaken and demoralized) may have their movement rate negatively affected. In order to apply Confused Movement, subtract one inch (-1") of movement for each M hit that a brigade has suffered. This would be in addition to any other movement modifiers such as changing formation, etc.

307 - Dismounted Cavalry Movement
Dismounted cavalry formation's movement rate is negatively affected due to their less mobile foot capabilities (swords, boots and manually held horses in reserve. etc.). In order to apply Dismounted Cavalry Movement, subtract one inch (1") of a dismounted cavalry brigade's movement. This would be in addition to any other movement modifiers such as changing formation and also in addition to the restriction on dismounted cavalry not using the assault move bonus. It would not apply to dismounted mounted-infantry, who did not have the same limitations (although dismounted mounted-infantry should still be blocked from using the assault move bonus).

308 - Lost in the woods
Green or untrained brigades moving within wooded terrain more than 4" from other friendly formations (of any type) must pass a Maneuver die roll every turn they attempt to move while within the woods (note that the Rough Terrain modifier will make things worse for the brigade). Failure to roll a modified value equal to or greater than the corresponding troop grade's Pull Back line value means the brigade halts at its current position for that turn, it cannot move or change facing.

« Artillery

401 - Preliminary bombardment
After set-up is complete and before game play begins, 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.

402 - Divisional Artillery
A divisional artillery battery can be distributed amongst one or more brigades in the division for a total of four permanent assault points, with a maximum of two of those points given to any one brigade (meaning a permanent +2 in assault). So two brigades could be given two points each, four brigades one point each or one brigades two points and two other brigades one point each. The artillery battery itself is removed from game play. Players can agree for this to be done only before the start of play, or at any point in the game during the attack's maneuver phase. The assigned artillery no longer engages in artillery fire during the normal artillery phase, it becomes part of the brigade and only acts within the parent brigade's assault operations through contribution of its assault bonus. Damaged batteries cannot be distributed like this. If players find that four extra assault points is too much or not enough for their scenario, feel free to adjust that number.

The best way to create an Attached Artillery marker is to draw a tactical artillery "dot" symbol on a 3/8" natural wood block (same size as the morale marker blocks). Place one block with each unit that has artillery attached, and one block on the battery placed off-board to show that its guns are still in-play. Players may also decide to consider each block to be worth a set numbers of points (one or two usually) and assign them to the various units accordingly.

403 - Inexperienced Artillery
Some artillery units seem to have been routinely rather sub par on overall training and experience (untrained, green, etc.). Batteries affected by this suffer from the following game effects:

a) Cannot use the Joint Battery modifier.
b) Must use five batteries each for Mass Battery fire instead of four.

404 - Crack & Green Artillery
Just like other guard or militia forces within an army, artillery could be highly trained and experienced in relation to the average artillerists, or relatively inexperienced.

Using this rule, crack or green/untrained artillery batteries are effected as follows: Crack batteries receive a Left 1 column modifier when firing. Green or untrained artillery batteries receive a Right 1 or Right 2 column modifier respectively.
 
405 - Passing Fire
Passing fire rules not written yet.

413 - Ammunition Shortage Die
A variation on the attrition die, it is applied to the artillery die roll as an ammunition limit. As with the attrition die, roll the 1D20 concurrently with all artillery die rolls. A result of 13 on the die causes a Right 2 modifier for the range column due to the unit running low on ammunition. The effect only lasts for the one turn (by next turn they will have brought-up more ammunition... maybe, if they don't roll another 13).


« Assaults & Morale

501 - Unopposed Overlap
Player gains a plus-two  (+2) modifier to the die roll if the participating infantry or cavalry unit frontage is at least one-half base wider than their primary opponent and the opponent's flank on that side is unsupported - in this case unsupported is defined as no enemy units in opposition to any of the overlapping base(s). Opposition is defined as any enemy combat bases facing within general assault range. Note that the overlapping formation must be entirely wider than the opposing unit; having overlap on one flank and not being at least matching frontage on the other flank does not qualify. Unopposed overlap is not cumulative to the Outflanked assault modifier (cannot use both modifiers in the same assault round).

502 - Modifier Averaging
Sometimes several different sets of modifiers apply to different blocks of troops fighting together in an assault. Or maybe no one block of troops is present in numbers great enough to constitute a clear majority. Even if there is a clearly dominant block, the difference in current modifiers for each block may be so great as to warrant averaging. In such cases, players may want to average the modifiers according to the corresponding number of bases. Use standard rounding to establish the final modifier to use in assault.

Example #1: Three bases of crack, three bases of green and two bases of untrained troops are fighting together in an assault. Their respective minus and plus modifiers would average to a 0.43, which would result in no troop grade modifier for them during the assault – the low quality of the untrained and green troops effectively cancels out the benefits of the crack troops.

Example #2: Twelve bases of infantry from four brigades are attacking a block of enemy troops. Seven of the bases are from units with no morale hits, three of the bases are a unit that is shaken and two of the bases are a unit that is unformed. The averaged morale hit modifier for all of the bases in the assault is a -1.42, which rounds down to a -1 (average the result by adding up the base modifiers per base and then dividing by the total number of bases). Using the standard rules, this block of troops would not have suffered any morale hit modifier for the assault because the majority of troops in the block were formed.

503 - Sliding Assault Scale
Occasionally during game play, a greater number of units are thrown into a single assault than the assault chart was calibrated for. When these "super-melees" occur, players may apply both base hits and surrendered base counts on a "per 25 bases engaged" basis for both sides.

For example: an assault which results in 14 average Austrian bases fighting 16 average French bases, with an assault die roll difference of 9 would cause double the number of base hits (two instead of one) and double the number of prisoners taken (four bases instead of two) because there were a total of 30 bases fighting in the assault. In the case of assaults with mixed troop grades, extra prisoner losses suffered due to lower grades should be removed from the lower grade units.

504 - Slaughter Index
The addition of a "slaughter index" increases the casualties suffered by units which lose assaults at levels beyond that listed on the combat chart. Using the slaughter index option, a unit (or group of units) suffers an additional base (B) hit for each point difference above or below the listed range. Hence, an attacking unit which loses a Pitched Battle assault by 11 points would not only lose the standard two base hits, but an additional base hit would also be inflicted, totalling three bases removed. This presumes that the "-9>" entry would actually be "-9,-10" for the sake of this rule, with another "-11" line below it. Another example might be a defender who loses a Defender Advantage assault by 14 points; according to this rule, the unit would suffer two extra base hits, for a total of 3B.

505 - Firefights
Infantrymen in the Civil War did not like assaults any more than people today. As a result, units had a tendency to become involved in long range firefights, which, after the heavy screen of smoke formed between the combatants, was more preferable.
The Firefights rule limits the number of infantry versus infantry assault rounds to one. If at the end of this point no decisive result has been achieved, the involved units are left until the next turn, even if they are still within assault range of each other. This suppresses the time saving feature of the Stalled Assaults rule and recreates the occurrence of protracted firefights. On the next player turn, the assault is pressed through to completion per the normal rules. This prevents an anomalously long firefight while still allowing a temporary stalling of the local situation.

506 A - Battlefield Finesse: Point Blank Volley/Countercharge
Many known details in combat doctrine have been left clear of the core Republic rules, but there were numerous tactical tricks that could be drawn upon by more experienced battlefield leaders:
The Point Blank Volley: A neat trick of holding volley fire until extremely close range, commonly (but not always) followed by a prompt bayonet countercharge. The French did this at Austerlitz and the British made regular use of it in the Peninsula, although  careful selection of defensive terrain was a necessary prerequisite to making this work. So it was well known in the Civil War and used by officers who had read much about the Napoleonic Wars several decades previous (along with being a common sense method for officers senstive to ammo consumption) . Generally speaking the close range volley/countercharge tactic worked best when the defending unit was protected against suppression and disorder by terrain or other friendly troops, and the troops themselves typically needed to be steady in order to present the sort of intimidating stance needed to make this work.

The Point Blank Volley optional rule takes the form of a +2 bonus in Assault, but only under the following circumstances: The unit using it must be the assault defender, in single line or two line formation, on alert (Rule #201), green troop grade or better (probably should be veteran or better - player discretion) and it cannot have any morale hits on it. Any violation of these conditions causes the benefit to be completely lost. The point blank volley option may be compounded with the battalion guns or divisional artillery optional rules (403A and 403B). Mark a unit lying in wait for point blank volley with a "PBV" marker block (may be placed upside down to avoid disclosure of the unit's intent).

506 B - Battlefield Finesse: Prepared Defense
Many known details in combat doctrine have been left clear of the core Republic rules, but there were numerous tactical tricks that could be drawn upon by more experienced battlefield leaders:
The Prepared Defense: Experienced troops with good commanders had ways of making best use of local terrain and materials to improve their defensive conditions on an emergency or ad-hoc basis. This could be as simple as concealing the men as much as possible among tall crops or having troops quickly tear apart fences to make improvised barricades. Situations such as the Union defenses at Culp's Hill at Gettysburg would not apply here, those were engineered earthworks built over many hours by large groups of men that gave higher level semi-permanent cover (see main rules).

The Prepared Defense optional rule takes the form of a +1 bonus in Assault, but only under the following circumstances: the unit using it must be the assault defender, in single line or two line formation, green troop grade or better, no morale hits and it must be in terrain that is not flat and open (must be hilly, rough, in town, woods, etc.). Any violation of these conditions causes the benefit to be completely lost. The prepared defense optional rule may be compounded with other assault options.

506 C - Battlefield Finesse: Unexpected Resistance
Sometimes when a unit executes a certain higher risk maneuver, events do not go as they prefer. These can result in a sort of tactical Russian Roulette, here are a few possible options:
Formation Change Surprise: Units are able to change formation when within general assault range, something that often works to their advantage - but not always. Using this optional rule, when a unit actually attempts such a maneuver, they gain a +1 assault modifier on any odd numbered natural die roll (regardless of other modifiers). However, if the enemy formation is using Tactical Finesse 509A or 509B, the +1 turns into a -1 modifier. If both 509A and 509B are in effect, the negative modifiers compound into a -3 die roll modifier (all of these modifiers being applied after-the-fact as it were).

506 D - Battlefield Finesse: Tactical Surprise
Sometimes when a unit executes a certain higher risk maneuver, events do not go as they prefer:
Tactical Surprise: Units which move into assault contact against a unit that was not in line-of-sight at the start of the maneuver phase may end up with either side being rudely surprised. After the move into assault contact, each side rolls a 1D10 die. If either side loses by more than four points on a modified result of 10 or less, they are tactically surprised. A unit gains a +4 on the surprise die roll if they have any skirmishers deployed between them and the enemy. They gain a +4 on the surprise die roll if they were on alert (optional rule 201).

A tactically surprised unit suffers a minus two (-2) on the assault die roll, and an extra M hit if they lose the natural assault die roll.

506 E - Battlefield Finesse: Blank Marker Blocks
Units can give false impressions of their intent, here's how:
A player may place a blank marker block next to one of his units. The block means nothing, but the other players don't know that (could be a different Battlefield Finesse marker). A maximum of one blank block per finesse marker is permitted in use at any one time.

507 - Trapped Artillery
Setting up artillery in a town or woods was a tricky issue and it was easy for guns to become trapped against obstacles and lost during an overrun. Any artillery batteries set up in a town or woods will be captured if they are involved in an assault from which they must fallback, retreat or rout.

508 - Emergency Rally
The brave leader who just watched his troops route out of an assault can try to stop them with an emergency rally attempt. It is dangerous...

Upon losing any assault, the commander of the losing side may use local unattached officer figures to attempt an emergency rally of units which lost the just-ended assault. Emergency rallies may be attempted on any unit(s) within 3" of the rallying leader, and are conducted before moving the losing unit(s).
Step 1: Announce the Rallying leader.
Step 2: Roll on the hors de combat chart, with any doubles being a hit (10% chance). Not subject to any modifiers, just roll.
Step 3: If the leader survives, he may roll to rally the friendly unit(s), applying double his normal value and any other modifiers which apply. If at least one unit rallies to formed status, a new assault round is immediately resolved with the rallied unit(s) occupying their original positions, and the bonus for the leader applied as if he were attached to the rallied forces (even though he is not).

Leaders may only conduct one emergency rally per assault phase. They may however, simultaneously emergency rally several units who all participated in the same losing assault round. Assaulting cavalry may ignore successful emergency rallies and continue with an overrun or break-off move. In either case, the rallied unit will reform in its original position and facing, behind the assaulting cavalry if necessary. An officer may not attempt an emergency rally for a unit which has been destroyed or suffered a Panic 4.

509 - The Rebel Yell, and then some...
Confederate troops were famous for their battle yell, but what they are tactically less famous for was their notorious lack of discipline and inclination toward straggling. General Lee once said "The great want in our army is firm discipline." This situation was not helped by the Power to Organize act of 1861 that installed a voting system for selection of all but the higher level officers in Confederate regiments. The results were crippling and never resolved before the end of the war, with various factions constantly vying for power and votes within the units. Arriving blocks of replacements were aware of the situation and could try to use their voting power to put some of their own people in charge, to the disadvantage of the unit veterans.

To recreate this dual condition, Confederate units using the Rebel Yell rule gain a +1 on all assaults if they are the attacker. They also suffer a -1 on all Rally die rolls due to some troops wandering off once they have done their bit. The proverbial two-edged sword.

510 - Weapon Differences
The American Civil War saw broad differences in weapon performance due to a strange combination of equipment shortages and new weapon technology. The supply chains for both sides struggled to supply ammunition that even fit the rifled muskets being issued to the front-line units, and supplies of the weapons themselves remained difficult. There were also broad variations in training units for the particular weapons issued to them. The results were erratic combat performance due to the negative effects on training, rates of fire and overall weapon effectiveness at various ranges.

To recreate this condition, the first time two opposing units roll their assault dice, take the total natural difference between the two die rolls and divide it by two, rounding down. Apply each resulting value as a permanent assault modifier for each participating unit for the rest of the game, with the losing unit taking that modifier as a minus, and the winning unit taking that modifier as a plus. Either record the result on a sheet, or use marker cubes with the resulting plus or minus rating.

513 - The Attrition Die
Even when units consistently win assaults over the course of a battle, the steady grind can eventually start to take its toll - especially across an entire division or corps. To depict this (in an admittedly abstract fashion) players can add a 20-sided "Attrition Die" to their existing 10 sided assault roll. If a natural 13 comes up on the 1D20, the rolling player summarily loses one base - no modifiers, no appeals, no saving rolls. Just... bang.

The die roll creates an underlying level of attrition across the field, applying to both winners and losers. Even if a crack formation tends to win against untrained troops, they can still suffer from the overall grind of the bigger fight purely by dint of having been involved in numerous assaults. The attrition roll is considered simultaneous to the main 1D10 assault roll, so the effect is best applied after the rest of the competitive roll results have been applied. Players can magnify the effects of the attrition by using dice with fewer sides, like 12 or 10 sided dice (and a correspondingly different attrition number).



« Other


601 - Game board Line-of-Sight
The special terrain used for modern gaming repeatedly brings up the issues of spotting. These series of guidelines are to help establish a "standard" for Republic game play.
Calculating Blind Zones
Units located on high terrain will still not be able to see everything on the board due to blind zones behind the surrounding terrain. This chart is for calculating how far these blind zones extend.
  • Establish the Level of the blocking terrain in relation to the spotting unit. If the blocking terrain is at the same level or higher than the spotting unit, the blind zone goes to infinity. If the blocking terrain is one-half level lower, then use the minus ½ level line, etc.
  • Use the Blind Zone Multiple to establish the extent of the blind area behind the obstacle. Multiply the appropriate multiple by the distance from the spotting unit to the furthest point of the blocking terrain along the line-of-sight to the particular target you are attempting to spot. The result will be the extent of the blind zone behind the obstacle.
  • The blind zone chart is "set" for an obstacle which is ½ level higher than the surface it obstructs. The blind zone will increase by 50% for each additional ½ level lower that the obstructed "target" surface rests.
BLIND ZONE MULTIPLES
Level* Blind Zone Multiple
same or higher infinity
minus ½ level 1
minus 1 level ½
minus 1½ level ¼
* ½ level features: ½" thick hill sections, woods, buildings. 1 level features: 1" thick hill section.

 
 
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