I don’t like to review games without playing them. This is why, after purchasing it sometime in November last year, I haven’t written a review of Republic to Empire. After playing two games at Historicon I think I can give an honest assessment of the rules. For the record, I consider Barry Hilton and Clarence Harrison as “internet friends.” I was a fan of both of their gaming endeavors before receiving the rules. That being said, I don’t think it has affected my review. I will try to give details on the rules so that readers can make up their own minds.
The Book
Before you can understand the rules you must read the book. It’s the very first introduction to the game and it seems to have put some people off due to its sheer size. The book is a hefty 144 page, full colour, softcover. The key to its size is not the complexity of the rules, but the amount of colour photographs of wonderfully painted miniatures provided. Perhaps half of each page is pictures of miniatures, making the book roughly 72 pages of text. There is also a lot of explanations and examples given throughout the book reducing the number of pages of actual rules much less than the initial count would suggest.
I think the book is great. I like looking at pictures of games in action, it helps inspire me to keep painting for my own game. The book is well put together and layed out with excellent production quality. The book is priced to reflect this, but I appreciate the value of something that I can look at for reasons other than researching rules. Some people may disagree. At slightly over $50 CAD the book is not cheap and does not invite casual purchases. You either buy this book because you want to play the rules or you want something nice and wargamy to read. Either way, I think it is worth the money.

Rolling dice.
In addition to the rulebook a gatefold quick reference sheet (QRS) is provided. These six pages of charts replace the book during gameplay. This is great in theory, but it is a lot of charts and there is a learning curve when it comes to quickly finding the required chart. On the plus side, once this is mastered it really isn’t necessary to refer to the rulebook. The QRS is cumbersome and cannot compare to the simplicity of a single sheet QRS, but a single sheet simply couldn’t get the job done.
Command and Control
In the introduction to the rules, Mr Hilton gives command and control as one of his wargame hobby horses. When I first read the book I liked the detailed maneuver system but felt it was finicky and complicated. On my second reading I started to grasp the concept and was fully in support of the system. I felt that perhaps it played faster than it appeared. At Historicon this feeling was reinforced and amplified. After a short description of the rules all the players grasped the command system and started moving their figures. The only discussion became whether one order or the other was better for the current tactical situation. Moves were completed quickly and painlessly to the point where I wonder if the maneuver phase of Republic to Empire might be as fast as any wargame.
Essentially the movement system works like this: The main maneuver units are brigades. Players roll a dAv1 for every brigade in their command. This is the amount of movement points the player has to work with during the turn. Working one brigade at time players decide if the brigade’s current orders are the one they want. If so, they pay to maintain them, make the movements allowed by the order with all the battalions of the brigade, then pay their remaining movement points to make any additional maneuvers they wish.
For example, on the Advance order the brigade may move their battalions however they wish as long as half the brigade moves at least a quarter of their movement towards the enemy. If the controlling player decides they then want to make additional movement with the brigade or individual units more movement points are spent. In practice this process flows naturally from deciding on a plan for the unit to executing it.

Fighting in Built Up Areas works smoothly and easily.
Brigadier quality can affect the number of movement points required to maintain or change a brigade’s orders. Higher command receive a set number of movement points depending on their quality which they can assign to brigades at the beginning of the turn. To which brigade and in which quantity are controlled by the command radius of that officer. Brigade and divisional integrity are maintained by requiring brigades to be within range of the divisional commander to change orders, and for battalions to pay additional movement points when they are out of their brigadier’s range.
During the game I soon found myself discussing the tactical need for maneuver, rather than the mechanical process. We were more concerned with deciding on the placement of our cavalry as a reserve, or how to move quickly across the bridge so we don’t create a traffic jam and be defeated before we even cross. To me, movement couldn’t be simpler without sacrificing the flavour of the period.
Formations are dealt with simply by using a form order and assuming that once the order is giving the battalion’s officers will take care of the rest. The usual suspects are in attendance, although Mr. Hilton does take some well-reasoned steps away from tradition with some of his formations. Why he does so is well explained in the book and worth reading with an open mind.
Multiple movements, called Exploitation Moves, at the battalion and brigade level are possible. They require large amounts of movement points but can turn the tide of battle if used correctly. In theory, soldiers can cover a lot of ground in the space of a typical wargame turn. In practice battlefield friction slowed down units that needed to maintain formation on terrain that rarely resembled the drill yard. Enemy fire and manuever, out-of-date orders from distracted commanders all conspired to slow down the speed at which formed men could travel. Exploitation Moves are used in Republic to Empire to represent those rare moments when skill, luck and circumstance aligned to allow grand, sweeping maneuvers.
All of this variety and detail exist in a system which allows a fast and transparent execution. At no point during the two games I played did the game mechanically bog down, for any reason in any phase. Turns flew by and the steps towards battle felt like a graceful waltz rather than the slow, boring slog they so frequently are.
Shooting and Combat Resolution
Shooting and combat are resolved using combat groups of four models. Each combat group generates one die, creating a base which is latter modified by various factors. The lists of factors seem massive at first glance but calm consideration reveals a secret. The charts are split between different unit types. Artillery and Infantry each have their own chart. Some modifiers are shared, some unique, and some effect artillery more than infantry or vice versa. By splitting the charts the QRF looks superficially more complex but is made simple in practice.
Shooting is very straight forward. After determining how many dice a battalion rolls every four or higher is a success. This translate directly into casualties on the target unit. Only when a unit has passed the 25% casualty mark do they start testing as a result of infantry fire, and only at 50% are stands removed.
While my initiation into Napoleonics was performed by one Bernard Cornwell I know that a rollicking melee was not as common as Richard Sharpe would have me believe. Republic to Empire deals with this apparently inglorious reality by making the lead up to battle interesting. If the French charge the British line, will they charge home in the face of the enemy’s volley or pull up short? How effective will that volley be, and will the British hold when they find that it didn’t stop the French? This drama is modeled by the rules with a number of command checks that require less time than it would seem. Since a 4+ is always a success and the modifiers don’t change the whole back and forth of seeing who will flinch first is quick and easy.
I’ve read some reviews that focus on the order system because it appears to be most complex. In reality, I think how combat is decided should be as important a consideration. I’ve played games where combats quickly became messes that slowed the game to a crawl and became so odious that players dreaded the phase. Republic to Empire keeps combat moving smoothly while still providing an interesting result.
Morale
Breaking the opponent’s morale is the key to winning at Republic to Empire. A broken army generates less movement points and become increasingly unwieldy. Units test resolve when certain conditions are met, such as receiving casualties from artillery or fighting close combats. As expected, close combat causes the most morale checks. The checks are fast and straight forward. Four or better after modifiers is a pass, anything less is a degree of failure. Units waver, retreat and route.
On Scales and Realism
Barry Hilton takes a bold and potentially unpopular stand when it comes to ground, figure and time scales. His rules on built up areas takes into consideration that troops didn’t fight over three houses representing a village, or a single farm with the scale footprint of a small town. His formations try to maintain historical and accurate dimensions while accepting the limitations of figure basing and the predilections of gamers. I think we all know that a single ranked unit would be more realistic in terms of depth to width, but we prefer the look of two ranks.
Exploitation Moves allowed this player to deploy his horse artillery on this hill.
One thing to note about the rules is that there are no basing conventions. By counting figures instead of bases one could use figures mounted singly on 20x20mm bases against an army with 8 figures on a 60x60mm base. The small difference in frontage shouldn’t make too much of a difference to the game.
The rules are designed for large units in large armies on large tables because this is how Mr. Hilton likes to play. Playtesting was done with smaller forces on smaller tables and the game was found quite suitable. By modifying the rules slightly to accommodate smaller forces it’s possible to play interesting games with a couple of brigades per side. 28mm is the scale featured in the rules, though smaller scales would work fine by either increasing the number of figures in a combat group, or scaling the measurements to suit. There’s something very attractive about playing the game in 10mm using nearly 1:1 figure ratios.
In Conclusion
It took playing Republic to Empire to really understand just how elegantly it achieves Barry Hilton’s vision of a Napoleonic game which features realistic challenges to maneuver and command and control. After my first pass through the rules I considered Republic to Empire to be the game for detailed and intricate simulations and Black Powder to be for fun games of toy soldiers. Having played the game I discovered that Republic to Empire doesn’t have to be a brain burner. It can be a fun afternoon of pushing around figures.
Republic to Empire is available directly from The League of Augsburg or their US distributor, Eureka Miniatures USA. It takes some digging to find the rules on the Eureka website. I purchased the rules myself and no financial or other consideration was provided for this review.
Tyler
1) dAv is an average die. In replaces the 1 with a 3, and the 6 with a 4. They are available online or at conventions, and can be simulated with a d6 as described above. One might try creating their own set by marking a normal d6 with an indelible-ink marker. Back,