Q:"Vive l'Empereur" is the napoleonic version of Battle Cry without miniatures? 
A: "Vive l'Empereur" was born in the 2001  developing the system (adapting and improving it), the game by R.Borg. The tactical management of orders in several hours of battle, the diversification of troops, special actions, 32 different types of terrain, as well as a wider front and deep map, makes "Vive l'Empereur" a unique game, versatile and replayable.

The pieces (20x35mm) printed in color, laminated and mounted elegantly on its round stand, also ensure optimum functionality in moving stacking. Released in February 2003, a few months after it was available the "Advanced" versions with a new game system called "advVLE" - Giogames © 2003-2015 All rights reserved.
In the advanced version the dice with the icons are used in the command phase, while for combast you will use  1d10 and 1d6. From the third edition (2009), only the advanced version  is present (1.0).
In the 2013, the Rules has been updated to version 1.2 which also includes advanced optional rules (see below).

Q: The 32 different terrain tiles do they represent?
A: The 4 "Terrain set" represent specifically:
Hexes of woods, orchards, fields, impassable terrain, groups of buildings (Sheet 1).
Hexes of hill, farms, bridges, fortified buildings (Sheet 2).
Hexes of marshland, stretches of river in the various alternatives: straight,  60 ° and 120 ° curve, between buildings, with bridge etc. (Sheet 3). In the inedit "Sheet 4" are represented hexes of main road, again with the various alternatives as to the stretches of river.

D: The map is a thik carboard mounted?
R: Map and cards are printed on 350 gr paper and front/back laminated.  The units counters and hex tiles are printed on 500 gr paper and laminated .

RULES (Adv version):

Clarification: (6.0)

D: Does a cavalry unit may charge any enemy unit 3 hex away?
R: NO! A cavalry unit may attack (move adjacent) only to units that were in his frontal arc and in Line of Sight at the beginning of the movement following the shortest route. 
A cavalry unit can not attack adjacent enemy units starting from buildings hexagons (8.4).

Clarification: (3.2)

D: It's possible play a "Cavalry Great Charge" card  and use it to rally a cavalry unit?
R: The card show that 5 cavalry units anywhere on the map may move and fight.
You can rally your units "only" with  "Order Cards" not  with "Automatic Orders Cards" (the same for "Infantry Manoeuvre Card " and "Bombardment Card").

Clarification: (8.4) 

D: Cavalry  and artillery units in hex buildings are not too advantaged if fired?
A: A cavalry unit in a buildings hex is dismounted and treated as infantry target (not consider the  -2 modifier to fire against cavalry).

Artillery hexes with buildings is considered to be "entrenched" and will use the modifier as indicated in the table of "Terrain Effects". If fired by artillery, ignore modifier (-2). No modifier if it fires from  buildings hex.



15.0 Morale
The units once reached the number of losses established (4 for the units of infantry, 3 for the units of artillery or cavalry), will be removed by the table ONLY if they will not pass a moral test.

For Infantry units apply the following formula:

Fire Value (VF) -4 = Morale value
if 1d10 > Moral evalue = ROUT. Remove the unit.
Example: an unit of French infantry (FV9), takes 4 losses. 9 -4 = 5. If the 1d10 rolled is 6 or more, the unit is removed by the map.

For Cavalry and Artillery units apply the following Morale values:
Light Cavalry: Morale value = 2

Line Cavalry(Dragoons/Lancers): Morale value = 3
Heavy Cavalry: Morale value = 4
All Artillery units: Morale value = 3

if 1d10 > Moralevalue = ROUT. Remove the unit.
Exception: If an artillery unit take 3 losses when charged by Cavalry, remove the unit without Morale test.

if the unit passes the moral test remains on the battlefield. The left element will have a Combat Factor = 0 until rallied. Sign the unit with a counter. The unit successively, if activated, will be able to be withdrawn. When an unit that has passed previously the test, will endure an ulterior loss (the 5th for the infantry, the 4th for artillery and the cavalry), will come automatically removed from the map. Units passed the test, once rallied (max 1 element), have their Combat Facton rehabilitated.

Important: If the losses inflicted are more than element in the unit, remove immediately the unit.

example: an Infantry unit with 3 hit take 2 losses more. Remove immediately the unit  without test.

D: Some scenarios includes units of different types. How do they can be shown on the map?
R: In the "download" section, you will find in pdf format new restyling units with the values printed on the counters. For the original game units, use the round stands in different colours provided in the game (3rd edition) to immediately identify them on the map.


The hexagons "D6" e "N7" are wrong on the map.