Bataillie Empire (Home Brew Rules)

This actually concerns miniatures from all sorts of games and the terrain they're played on.
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Gene
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Joined: Tue Dec 26, 2023 12:16 am
United States of America

Bataillie Empire (Home Brew Rules)

Post by Gene »

As a longtime historical wargamer, I found Version 1 of Bataille Empire to be one of the most balanced and thoughtful Napoleonic systems in recent years. It captured the nuances of command structure, unit types, and battlefield momentum in a way that felt both playable and immersive. However, I also noticed that once a critical mass of units appeared on the table, the game began to lose its elegance under the weight of sheer volume.

Version 2, in attempting to smooth some of these problems, only added more complexity in areas that weren’t broken to begin with. Rather than reworking everything, I decided to rebuild from the best parts of Version 1 — streamlining what slowed things down, clarifying ambiguity, and adding structural aids to support large-scale play without sacrificing realism.

This project is part tribute, part refinement, and wholly designed to keep the game running as smooth as possible without bogging down in minutiae. My hope is that others find these improvements to be a toolkit, not a replacement — a way to keep the game vibrant and enjoyable, no matter how many regiments you push across the table.

One section of the rules I have thus far worked is the Shock system.

Over the last year or so I've been testing various options to improve shock combat. And these are my thoughts so far.

HOW CAVALRY CHARGES WORK IN BE V1 – THE BASELINE
Sequence Summary:
  1. Declare Charge: Target within 45° arc and in range.
  2. Rotate up to 45° to face the enemy.
  3. Move Halfway (min 4 UD unless closer).
  4. Target Reacts (Stand, Countercharge, Fire, Flee).
  5. Complete Movement.
  6. Shock Combat Resolved (1d6 + tons of mods).
  7. Post-Combat Effects: Retreat, Flee, Pursuit, etc.
    • Charge Modifiers
      • +1 LC/+2 MC/+3 HC
      • +1 for lances, +1 for cuirass vs cavalry
      • +2 if enemy is Disordered
      • +4 for flank/rear
      • +6/+7 if charging infantry in column/square


However, there remains a few problems with cavalry charges... And these are noted below.
  1. Too Predictable
    • Predictability: Once players understand the combat math, they only charge under safe conditions. They game the angle, distance, and readiness too perfectly.
    • Historical flaw: Cavalry often charged under *uncertain* or unfavorable conditions, and *that’s* what created chaos on the field.
  2. Low Sense of Momentum or Risk:
    • There’s no real sense of wind-up or momentum. A charge feels like a box-checking exercise: Face → Move → Resolve → Done.
      There is no real feel for escalation. No real sense of gambling with tempo or cohesion.
    • Historical flaw: Charging was a psychological and mechanical risk — sometimes they'd stall, bunch up, overshoot, or break ranks.
  3. Countercharge Over-Simplified:
    • It’s too easy for cavalry to always countercharge unless they’ve already moved.
    • The reaction doesn’t cost anything or carry positional risk.


Let’s talk fixes — adjustments that fit BE v1’s design but help bring cavalry back to life again.
  1. Introduce a “Charge Cohesion Test”
    • After movement but before contact, roll 1d6 for cohesion:
      • Charge Cohesion Test Table
        RollResult
        1–2Wavering: lose charge bonus, suffer -1 shock
        3–5Normal: no change
        6Inspired: +1 to shock roll
        • Modifiers:
          • +1 if in line
          • -1 if crossed difficult terrain
          • -1 if charged > 8 UD
          • +1 if Commander attached


    This helps bring in just enough unpredictability to feel more Napoleonic — like tired horses, loose ground, bad timing...
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  2. Momentum Charges
    If cavalry charges two turns in a row (with fresh orders and without being Disordered), gain:
    • +1 Shock Bonus
    • But they must pass a Morale Test or become Disordered after the second charge (win or lose)
    • They suffer an Action marker for the next 2 turns following the 2nd charge.


    This models momentum and overextension.
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  3. Breakthrough Mechanic

    If cavalry wins combat and the enemy flees, cavalry may:
    • Automatically pursue OR
    • Pivot 45 and declare a second charge into a nearby enemy unit (within 4 UD, front or flank, if no terrain blocks it).


    Historically, disciplined cavalry often reformed and launched follow-up charges — this is just to add a bit more excitement.
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  4. New Reaction: “Prepare to Receive Cavalry”
    • Instead of just Stand or Fire, infantry can:
      • Spend 1 CP or forfeit fire to brace
      • Gain +1 Morale and +1 Shock Defense (stack with square bonuses)


    Gives more historical flavor and tactical choice.
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  5. Fatigue Accumulation
    • Any cavalry unit that:
    • Charges, or
    • Countercharges, or
    • Pursues


    ...gains a Fatigue Point (max 3). Each point gives -1 to future Shock rolls and movement.

    Fatigue resets with 1 full turn of Rest (Hold order, no move or reaction).

    Models horse exhaustion without adding energy points or tracking tables.
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    Optional Rule
    • “Thunder of Hooves” Rule
      • On any double-6 rolled by charging cavalry during shock, the enemy must take an extra morale test after combat resolution — even if they won.


    Psychological pressure from a brilliant, roaring charge — adds flavor and danger.

And that wraps up these home-brew rule changes that I think would vastly improve BE. I'm working on a few more changes that will simplify and speed up game play in BE.

Please let me know what you think, as I would sincerely love to hear other's thoughts and ideas on this game and on the changes I have proposed.

Anyway, Stay Tuned For More!
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