Et sans résultat! Series 3 is the newest edition of ESR Napoleonics. If you’re coming from an earlier edition of ESR Napoleonics, here is an outline of what’s new, what’s old, and how to upgrade.

So what’s changing?

Well… the price.

ESR Napoleonics Series 3 is available for $19 until 31 March 2022 ($10 if you have an Upgrade Code from a copy of The Complete Player’s Guide purchased since December 2018).

  • Upgrade to ESR Series 3
    Owners of ESR Second Edition who received* a copy of CPG-1: Et sans résultat! Second Edition The Complete Player’s Guide since December 2018 may be eligible for special pricing when upgrading to ESR Napoleonics: Et sans résultat! Series 3. Until 31 March 2022 players of ESR Second Edition with anRead More →
  • What’s Not Changing
    There are a lot of changes from ESR Second Edition to ESR Series 3 if you just look at the raw count of revisions, but if you consider the focus of Et sans résultat!, you’ll find very little has changed. The Sequence of Play ESR Series 3 tweaks the sequenceRead More →
  • ESR Series 3 Upgrade Pricing FAQ
    What’s the cost to upgrade from ESR Second Edition to ESR Series 3? If you upgrade before 31 March 2022 with an eligible Upgrade Code the cost is $10.00 (plus shipping and any applicable taxes…). If you upgrade after 31 March 2022, $19.00 (again, plus shipping and potentially taxes). IfRead More →
  • Quick Reference Guide Changes
    The Quick Reference Guide for ESR Series 3 is a small change and a huge change all at once. What’s the Same? The Quick Reference Guide is still available for for free download. The Quick Reference Guide is still color-coded and organized by the phases of the turn: Command isRead More →
  • Fatigue Changes
    In ESR Series 3 we’ve simplified the tracking of Fatigue, increased the speed Formations recover Fatigue, and introduced the Fatigue-to-Cohesion Ratio. These changes from ESR Second Edition make Fatigue faster, easier, and more uniform. Tracking Fatigue Instead of tracking Fatigue by each class (Infantry, Cavalry, Artillery), players now only trackRead More →
  • Order Objective Changes
    ESR Series 3 revises how Force Objectives are used in game play to make them easier for players to utilize. Objective Markers Instead of requiring players to write down Force Objectives, or announce them aloud, as in ESR Second Edition (NOTE: Both of these remain legal options if players preferRead More →
  • Order Directive Changes
    ESR Series 3 revises the five order Directives you know and love to make them easier to execute and clearer to understand, but it also adds a new, sixth order Directive: Withdraw [W]. Withdraw [W] The Withdraw [W] Directive is entirely new and dependent on the new Threat mechanic. ItRead More →
  • Conversion Changes
    In ESR Series 3 we’ve heavily leveraged Conversions to make control of Formations both more flexible and more restrictive pending the circumstances of the battlefield. Objective Conversions Formations must now Convert to Defend [D] if they end their movement within a given distance of their Force’s Objective, thus reducing ambiguityRead More →
  • Movement Changes
    The biggest changes to movement from ESR Second Edition to Series 3 are the introduction of the Regulating Unit and Cohesion. Regulating Unit The active Formation Directive dictates what the Regulating Unit must do, after a player moves the Regulating Unit, all other Units are moved to remain Cohesive. CohesionRead More →
  • Artillery & Skirmishing Changes
    ESR Series 3 replaces the Artillery & Skirmishing Phase with the Threat Assessment Step of the Moves Phase. Threat Assessment The Threat Assessment Step during the Moves Phase resolves Threat from Artillery bombardment and Infantry skirmishers. It uses the same mechanic as the Threat Step of the Combat Phase. ArtilleryRead More →
  • Combat Changes
    The Combat Resolution Step of the Combat Phase from ESR Second Edition has been replaced with the Threat Step. Threat in the Combat Phase ESR Series 3 introduces a unified Threat Assessment mechanic that is used in both the Movement Phase (replacing Artillery & Skirmishing) and in the Combat Phase.Read More →
  • Leader Fate Changes
    ESR Series 3 moves Leader Fate from the defunct Artillery & Skirmishing Phase of ESR Second Edition to the Combat Phase. Leader Fate in the Combat Phase Leader Fate is now based on whether a Commander, or the Commander’s Formation, is Threatened by the enemy. Unlike in ESR Second Edition,Read More →
  • Basing Changes
    There are none. We’re neither sadistic nor insane.Read More →