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Second Edition
A detailed, yet highly playable, perspective based Napoleonic Wargame

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Grand Tactical | Grand Scope

Game mechanics that allow you to play the battles you love to read about: Big battles, multi-corps battles, where reserves and planning matter.

Manage your own sector of the battlefield but care what is happening in the others.

Don't be pigeon-holed into small parts of large battles when you can run the whole shebang, in real-time, at any ground scale you like.

Lead the attack upon the Pratzen as Soult, while in the same game Davout stubbornly defends the right flank against the Austrians.

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Games that Look Right | Games that Feel Right

Et sans résultat! offers what you're looking for.

The Napoleonic Wars are one of the most visually stunning periods of military history. Your games should represent the grandiosity of the period. With Et sans résultat! they can.

Everyone wants a game that looks the period and feels the period.

A game where battle lines develop, pressure masses, and heavy assault waves crash against the embattled defender.

A game where players want to choose reserves, not because the rules told you to, but because you really feel you'll need them: to exploit success or to stem a setback.

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Use What You Have | Whatever You Have

Play with any figures and any basing at any ground scale.

ESR uses ground-scale-agnostic mechanics. That means you can play at any ground scale you want — like perhaps the ground scale your figures are already based for.

It also means you can use whatever scale figures you like, be they 2mm, 6mm, 10mm, 15mm, 20mm, 25mm… Well, you get the idea.

Heck, you could even try ESR out with unit cards before you decide that you love it and want to use miniatures.

We provide The ESR Quick Reference Guide in a variety of popular ground scales as well as straight scale yards.

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Clean Tables | Are Happy Tables

Et sans résultat! requires no tabletop markers to play.

Orders and fatigue can be easily tracked on a roster, but if you deplore rosters and want to track orders and fatigue on the tabletop, it can be done cleanly and unobtrusively with decorative tokens, stragglers, or casualty figures.

No markers also means ESR is excellent for small scale figures.

Players with 6mm and 10mm collections will love the detail and scope of game play, but won't be hampered by trying to track casualties per unit.

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Debate the Plan | Not the Rules

If you want to do it, there's probably an example of it.

The ESR Player's Guide is explicit and direct, offering plentiful illustrated examples. Upwards of six to ten examples per phase means you'll be able to see how every mechanic works.

  • How movement works.
  • How ployed movement works.
  • How deployed movement works.
  • How movement in rough terrain works.
  • How opposing movement works.

Step-by-step.

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Play from Charts | Not Comb through a Book

The ESR Quick Reference Guide is only the front and back of a single page, but once you've played, it has everything you need.

  • The criteria to be met.
  • The procedure to follow.
  • The modifiers to use.
  • Results to apply.

And you can check out The ESR Quick Reference Guide right now.

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Blue is Command | Red is Combat

Find what you need quickly and visually.

The ESR Player's Guide is color coded by phase to match The Quick Reference Guide. If you're in Combat, and have a question about the red combat chart, flip to the red pages of The Player's Guide.

Need an example? Every example has its outer top corner dog-eared and labeled "Example". So you can literally just flip through by color to find what you need visually.

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Don't Wonder Why | Know Why

It's good to ask why, and even better to learn the answer.

Every section of The ESR Player's Guide includes commentary by the designer giving his thoughts, reasons, and justifications for how the rules work. Off-set to the side in bubbles, they don't interfere with the rules, but let you gain insight into why mechanics work as they do, or if you really understood that mechanic correctly.

Suggested, optional rules are linked to the sections and mechanics they apply to, indicated in gray bubbles.

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Historically Useful Tools | Like an Index

We can't stand using a book that doesn't offer practical essentials, like:

  • A table of contents.
  • Numbered, citable rules.
  • An index.
  • A glossary.

And we doubt you like rules without those things either. ESR offers a hybrid glossary-index that defines key terms and cites the specific rules that elaborate on them.

Need to know how far a "retire" move is for infantry?

You could flip to the red Combat pages, but the glossary-index will tell you it is 225 yards. And if you want to know more about it, the citation says you can learn more in The Player’s Guide: Combat Results (6.3.2).

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See What's Changed | Nothing and Everything

The ESR Player's Guide is the second edition of ESR.

What's changed?

Nothing and everything.

The scope and focus of the game remains the same, but the rules are more explicit, the examples more plentiful, and the mechanics yet faster.

  • Simplification of the command system.
  • Clean up of the visual appearance of games.
  • Enhanced differentiation between Units, Formations, and Commanders.
  • Streamlined four phase turn sequence.
  • Revised instructional style.

To get a better idea of what is in ESR's second edition you can checkout an in-depth overview of The ESR Player's Guide

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Both Essential | and Complete

ESR second edition is available in two versions: The Essential Player's Guide and The Complete Player's Guide. The Essential Player's Guide is everything you need to play ESR. Rules, examples, charts. It is your standard core rules system. The Complete Player's Guide also includes two supplements:

  • Raising an Army
  • Designing for War

These supplements provide examples of the military organization of all five major nations for every campaign during the Napoleonic Wars, extensive Commander and Unit rating recommendations, and guidelines for designing your own scenarios.

TWC is also proud to offers a series of ESR Campaign Guides offering scenarios, a campaign framework to link them, and massive uniform painting guides of hundreds of images.

And each Campaign Guide is compatible with most any tabletop Napoleonic wargame you choose to use.

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No Rebasing | Required

Et sans résultat! can be played with nearly any basing scheme. This means there is no necessity to rebase your existing miniatures collection. The best way to use your existing collection 'as is', is to determine the frontage of a typical battalion of infantry, and determine what ground scale best suits it. This may mean using your entire existing Unit as is, or breaking its stands up and using one or more to represent a battalion. To see the recommended footprint for a Unit in a variety of ground scales, checkout this handy table.


The Benefits of | Going Native

Some players may find they like to use 'native' basing, as it allows the depiction of different Unit types and characteristics visually. Instead of having to reference a roster, or pickup a Unit to read a label on its base, players can simply glance at the arrangement of figures and know the characteristics of the Unit.

The following examples are shown using 15mm figures at a ground scale of 1":75 yards. These conventions can be easily adapted to other figure sizes and ground scales.

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Infantry Units | Battalions

Each infantry Unit represents a single battalion and its base represents the area controlled, not necessarily occupied, by its troops. Infantry battalions are typically based with figures in two or more ranks, flush against the rear of the base.

Light [L] infantry move and fight better in poor terrain. Infantry with the light [L] characteristic can be indicated by placing two figures ahead of the formed ranks to represent skirmishers.

Shock [S] infantry have an advantage in their first round of combat each turn. Infantry with the shock [S] characteristic may be represented by including a mounted officer on the base.

Infantry with the irregular [I] characteristic can be easily represented by scattering the figures about the base, rather than mounting them in formed ranks.

To show an infantry battalion has a combination of characteristics, simply combine the basing conventions.

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Cavalry Units | Squadron Groups

Each cavalry Unit represents a small number of squadrons, between one and four, numbering up to 250 troopers. Its base represents the area controlled, not necessarily occupied. Cavalry squadron groups are typically based with four figures in one rank, centered on the base.

Light [L] cavalry move and fight better in poor terrain, as well as suffer less fatigue when moving through or attacking in it. Cavalry with the light [L] characteristic can be indicated by mounting only three figures per base.

Shock [S] cavalry have an advantage in their first round of combat each turn. Cavalry with the shock [S] characteristic may be represented by arranging the figures in an inverted V.

Cavalry with the irregular [I] characteristic can be easily represented by mounting only two figures about the base.

To show a cavalry squadron group has a combination of characteristics, simply combine the basing conventions.

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Artillery Units | Batteries

Each artillery Unit represents a battery of guns and its crew. A common method of showing the number of sections within a battery is by the number of crew figures: one for each section.

Large artillery batteries, such as the Russians with their famous twelve gun batteries, can be shown on wider bases with more gun models.

Limbers should be the same width as the battery base and long enough to accommodate the models. Leaving the gun models loose can allow them to be placed with the crew or hung from the limbers.

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Commanders | Army, Force & Formation

A Formation, normally a brigade or division in size, is lead by its Formation Commander, while each player is represented by a Force Commander, leading nominally a corps. In large games an Army Commander may be designated among the players.

Mounting Commanders on round bases can make them easy to pick out on the tabletop.

The different levels of Commanders can be differentiated by mounting one figure for Formation Commanders, three for Force Commanders, and four or more for Army Commanders.

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Reformation Area | Markers

The Reformation Area is the rear area of a Formation, the rally point of routed Units and the general store of supply and baggage. To represent it on the tabletop, a variety of vehicles and figures can be used.

Supply wagons, caissons, bridging trains, wounded, and camp followers are all excellent choices.

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Any Basing | Any Scale

No matter if players choose to base their miniatures natively for ESR, or to use their existing Armies with their current basing, what is important is that each Unit controls approximately the correct footprint of space.

Players can determine the approximate footprint of their Units using this table, which provides recommendations for the area of the tabletop various Units should control at a variety of ground scales. Players can even extrapolate Unit footprints for other scales based on those listed.

UNIT APPROXIMATE
DIMENSIONS
50 YARD
SCALE
75 YARD
SCALE
100 YARD
SCALE
150 YARD
SCALE
200 YARD
SCALE
Commanders
   Army Commander
   Force Commander
   Formation Commander

150 yards
112 yards
75 yards

3"
2.25"
1.5"

2.5"
2"
1.5"

1.5"
1"
0.75"

1.25"
0.75"
0.5"

1"
0.75"
0.5"
Infantry Battalions
   300 men or Less
   300-500 men
   500-800 men
   800 men or More

112 x 112 yards
150 x 112 yards
190 x 112 yards
225 x 112 yards

2.25 x 2.25"
3 x 2.25"
3.75 x 2.25"
4.5 x 2.25"

1.5 x 1.5"
2 x 1.5"
2.5 x 1.5"
3 x 1.5"

1 x 1"
1.5 x 1"
2 x 1"
2.25 x 1"

3/4 x 3/4"
1 x 3/4"
1.25 x 3/4"
1.5 x 3/4"

0.5 x 0.5"
0.75 x 0.5"
1 x 0.5"
1.25 x 0.5"
Cavalry Squadron Groups
   1-4 squadrons (100-250 men)

150 by 112 yards

3 x 2.25"

2 x 1.5"

1.5 x 1"

1 x 0.75"

0.75 x 0.5"
Artillery Batteries
   8 guns or Less
   10 guns or More
   Small Limber
   Large Limber

112 by 112 yards
150 by 112 yards
112 by 300 yards
150 by 300 yards

2.25 x 2.25"
3 x 2.25"
2.25 x 6"
3 x 6"

1.5 x 1.5"
2 x 1.5"
1.5 x 4"
2 x 4"

1 x 1"
1.5 x 1"
1 x 3"
1.5 x 3"

0.75 x 0.75"
1 x 0.75"
0.75 x 2"
1 x 2"

0.5 x 0.5"
0.75 x 0.5"
0.5 x 1.5"
0.75 x 1.5"
Reformation Area 150 x 300 yards 2 x 4" 2 x 4" 1.5 x 3" 1 x 2" 0.75 x 1.5"
Specialty Units 50 x 50 yards 1 x 1" 0.75 x 0.75" 0.5 x 0.5" 0.25 x 0.25" 0.25 x 0.25"

A Sample | from The Player's Guide

The relevant charts from the Quick Reference Guide are provided in-line amongst the rules. Designer commentary, providing context and clarification appears along the outside column, as do optional rules players may or may not choose to utilize in their games.


4.2.1 Movement Rates

The movement rates are provided on the Movement table of the Quick Reference Guide. The rates are divided between infantry and foot artillery, cavalry and horse artillery, and commanders, as well as between ployed or deployed state, and on- or off-road.

Once in contact with the enemy, no future movement may occur

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Ployed Formations are moved as a single mass; therefore, all Units in a ployed formation must move at the same rate. If any Units of a ployed Formation will pass through rough terrain, all Units of the formation will suffer the terrain penalty.

To move at the road rate a Unit must be in a fully ployed Formation. If any portion of the Formation’s movement will be conducted off-road, the Formation must use the off-road rate for its entire movement. Deployed or partially deployed Formations may not move at the road rate.

Optional Rule

Optional Rule

Deployed Formations move as individual Units and are penalized for terrain individually. If a Unit’s movement will pass through rough or dense terrain, only that portion of its movement is penalized. The Unit’s movement rate is pro-rated between the portion moved in open terrain and the portion moved through rough terrain. Dense terrain requires a Unit to halt upon entering and exiting. Within dense terrain a Unit moves at half speed. Therefore, it requires a minimum of three turns to cross a patch of dense terrain wider than the depth of the Unit crossing it. Units characterized as lights or irregulars ignore the effects of rough terrain and treat dense terrain as rough, these Units are not required to halt upon entering or existing dense terrain.

Artillery that has unlimbered may not move or pivot. To conduct movement the artillery must be limbered by a successful Leader Action: Displace Unlimbered Battery.

With the large scope and scale of game play, changing facing of individual Units is essentially automatic.


4.5.1 Example: Moving through Rough Terrain

A deployed infantry Formation will move through both open and rough terrain during its movement. Battalions of the Formation will pass through 375 yards of rough terrain while the rest of its move will be performed in open terrain.

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A deployed infantry Formation moves at a rate of 1125 yards. The rough terrain is moved through at half the normal movement rate, therefore the 375 yards of movement through the rough terrain will use 750 yards of the Formation’s movement. Once the Formation exits the rough terrain it will move its remaining 375 yards of movement. Presuming no other complications, the Formation will have moved a total of 750 yards from its starting to ending position.

Battalions with the lights [L] or irregular [I] characteristics treat rough terrain as open terrain for movement and will therefore suffer no penalty. If only the light Units pass through the rough terrain, the Formation may move its entire movement allowance of 1125 yards forward without leaving the flank battalions behind.

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The Player's Guide | Essential vs Complete

The Player's Guide is available in two forms: Essential and Complete. Here is what they each include.

Essential

Complete

Introduction

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The Introduction outlines the scope and scale of ESR, as well as the basic concepts of the game. Included are details on native basing for ESR, a summary of changes from ESR Original Edition, the materials necessary to play, and, as of the 5th printing, a consolidated copy of the ESR Second Edition Errata.

The Introduction is available as a free PDF download and is provided in both The Essential Player's Guide and The Complete Player's Guide.

The Player's Guide

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The Player's Guide is the ESR rulebook. It provides detailed rules and guidance for game play. With nearly forty examples and over thirty illustrations, when a question arises, players can expect to find an example of the mechanic.

The pages of The Player's Guide are color-coded for the turn phases and the related charts of the Quick Reference Guide, allowing for fast visual reference. The Glossary-Index provides summary definitions of over 70 terms and provides citations for reference to each rule that involves them.

The Player's Guide is included in both The Essential Player's Guide and The Complete Player's Guide.

Raising an Army

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Raising an Army is an extensive guide to organizing and assembling Napoleonic armies for use with ESR. An in-depth explanation of characteristics for Commanders, Formations, and Units is provided, along with guidance on when and how to use them.

Sample Army organizations and orders of battle covering the five major nations, followed up by ratings recommendations for dozens of Commanders and all the necessary Unit types, each broken down into the Early, Mid, and Late War. Commander and Unit rating recommendations are also offered for more than a dozen minor nations so you can include them in your Armies and scenarios.

Raising an Army is included exclusively in The Complete Player's Guide.

Designing for War

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Designing for War walks inspiring scenario designers through a brief overview of the concerns and focal points important when developing Napoleonic scenarios for ESR.

Also included is a basic fictional scenario for two players, to both learn ESR and introduce the game to new players.

Designing for War is included exclusively in The Complete Player's Guide.

Quick Reference Guide

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The Quick Reference Guide or QRG offers players everything they will need to play ESR once they have picked up the basic rules. From the Sequence of Play to the the procedures of each chart, it is literally, a "quick reference guide". The tables are each color-coded to the pages of The Player's Guide to allow for fast reference.

Best of all, the Quick Reference Guide is provided in a slew of ground scales, so you can play ESR at whatever ground scale is most practical for you.

The Quick Reference Guide is included as the back cover of every copy of both The Essential Player's Guide and The Complete Player's Guide, with measurements in scale yards, as well as being available as a free PDF download and for purchase pre-printed.

3rd-Party | Reviews

Sure, we here at The Wargaming Company think ESR is terrific, but you probably want to know what other people think. Here you can read what independent 3rd-party reviewers have to say, in their own words.


Wargames Illustrated | Number 356 June 2017


"Incredibly clearly explained, colour coded, with copious examples and a whole host of supportive options, this grand tactical set of rules is also lavishly illustrated with works of art from the Napoleonic period. In many ways, it is an example to others of what can be achieved in a rulebook of this type."

-Wayne Bollands, reviewer

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Dadi&Piombo | Year XVII Issue 63


"The command system is the core of this ruleset, reaching a compromise between simplicity and realism rarely met in other rulesets."

-Riccardo Bixio, reviewer

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Vae Victis | Number 129 Sept/Oct 2016


"Here, the mechanisms are simple and, moreover, the summary sheet is only one page on both sides. …if you really want to find yourself in the shoes of a marshal, make decisions like a general rather than a colonel, then Et sans résultat! deserves your full attention."

-Jean-Philippe Imbach, reviewer

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