BIG TOPIC 2: SHORTEN MUSKET RANGES
Posted: Wed Feb 03, 2010 5:27 pm
Again, let me introduce the logic of the Tuscon Group to put the discussion in context....
First, I want to explain that we are in sympathy with the idea of having unspecified scales in the interests of period “feel” (yes, I play a lot of Chris Peers’ rules…). But if the game doesn’t have a distinct “feel” behind it, then it sometimes begins to seem like a generic rule mechanism has been adopted because there was a lack of intention behind the design. Wargamers who don’t know the period will always insist on something resembling Napoleonic capabilities, and that is simply not appropriate for this period.
First – infantry moved very slowly and deliberately. Infantry marched at 75 paces per minute. (as opposed to between 80 and 120 in later periods). Given that a pace is not even a meter, then you are looking at about 50 meters per minute. With a 15-minute turn, this represents 750 meters of movement, but then you have to deal with the fact that cadenced marching (to the beat of the drums) wasn’t employed yet, and units spent much of their time “dressing ranks” due to internal problems (and also needed to stay aligned on their fellow units, in some cases). Reduce by, say, a third to a half. Take into account the time taken to transmit orders, and so on, and you could probably cut this by a third or a half again. So, a unit would move (at top speed) around 200 meters per turn. Being in line exacerbates keeping formation, and would probably move half as fast.
In line, infantry go 4” per turn, and 8” in column. That predicates a ground scale of 4” = 100 meters. That seems reasonable to us – increasing the movement rate would seem to sacrifice period “feel”.
The problem arises when you look at the ranges for firing. At anything over 100 meters, musketry in this period was pretty ineffective, although maximum range was probably 200 meters. If 12” = 300 meters (our ground scale as determined by move rates above) then movement is too slow. We would argue that this was a period where deliberate maneuver was made at a slow pace, and volleys were ordered in a controlled way at close range.
Therefore, in the interests of “period feel” we would suggest *not* increasing movement rates, but – if anything – reducing musket ranges. Armies would deploy the night before a battle, in formation, and then wake up, have their morning tea, and then go at it. They spent the night in relatively close proximity, even. This was a very deliberate, “reasonable” era, and we feel that having deployments which require several turns of marching to make it into contact with the enemy are the result of poor scenario design, and the expectations of wargamers to have Napoleonic move rates.
To capture the period, it is best if players set up close to each other (possibly blind) and then have to deal with the consequences of their deployments, with infantry units that simply can’t move that fast, and artillery which basically can’t move at all (civilian drivers!). If you need to move something quickly on the battlefield, it is horse, and even that moves slowly relative to later periods. Maneuver should feel deliberate (and that means slow!)
In order to fire volleys, you should have to get into the enemy’s face – this is what they did historically, to make sure and get best use out of their first fire. Short musketry ranges are appropriate! (And although with a 15-minute turn “first fire” would be less important statistically than is represented by the game, it is a very important aspect of game “feel”, so we approve of what’s there now.)
With slightly reduced musketry ranges, you could say that a turn is 15 minutes and 1” = 25 meters and you would have a reasonable position to defend. Whether you want to do this or not is up to you – we are also fine with an indeterminate ground- and time-scale, so long as the correct feel is achieved.
First, I want to explain that we are in sympathy with the idea of having unspecified scales in the interests of period “feel” (yes, I play a lot of Chris Peers’ rules…). But if the game doesn’t have a distinct “feel” behind it, then it sometimes begins to seem like a generic rule mechanism has been adopted because there was a lack of intention behind the design. Wargamers who don’t know the period will always insist on something resembling Napoleonic capabilities, and that is simply not appropriate for this period.
First – infantry moved very slowly and deliberately. Infantry marched at 75 paces per minute. (as opposed to between 80 and 120 in later periods). Given that a pace is not even a meter, then you are looking at about 50 meters per minute. With a 15-minute turn, this represents 750 meters of movement, but then you have to deal with the fact that cadenced marching (to the beat of the drums) wasn’t employed yet, and units spent much of their time “dressing ranks” due to internal problems (and also needed to stay aligned on their fellow units, in some cases). Reduce by, say, a third to a half. Take into account the time taken to transmit orders, and so on, and you could probably cut this by a third or a half again. So, a unit would move (at top speed) around 200 meters per turn. Being in line exacerbates keeping formation, and would probably move half as fast.
In line, infantry go 4” per turn, and 8” in column. That predicates a ground scale of 4” = 100 meters. That seems reasonable to us – increasing the movement rate would seem to sacrifice period “feel”.
The problem arises when you look at the ranges for firing. At anything over 100 meters, musketry in this period was pretty ineffective, although maximum range was probably 200 meters. If 12” = 300 meters (our ground scale as determined by move rates above) then movement is too slow. We would argue that this was a period where deliberate maneuver was made at a slow pace, and volleys were ordered in a controlled way at close range.
Therefore, in the interests of “period feel” we would suggest *not* increasing movement rates, but – if anything – reducing musket ranges. Armies would deploy the night before a battle, in formation, and then wake up, have their morning tea, and then go at it. They spent the night in relatively close proximity, even. This was a very deliberate, “reasonable” era, and we feel that having deployments which require several turns of marching to make it into contact with the enemy are the result of poor scenario design, and the expectations of wargamers to have Napoleonic move rates.
To capture the period, it is best if players set up close to each other (possibly blind) and then have to deal with the consequences of their deployments, with infantry units that simply can’t move that fast, and artillery which basically can’t move at all (civilian drivers!). If you need to move something quickly on the battlefield, it is horse, and even that moves slowly relative to later periods. Maneuver should feel deliberate (and that means slow!)
In order to fire volleys, you should have to get into the enemy’s face – this is what they did historically, to make sure and get best use out of their first fire. Short musketry ranges are appropriate! (And although with a 15-minute turn “first fire” would be less important statistically than is represented by the game, it is a very important aspect of game “feel”, so we approve of what’s there now.)
With slightly reduced musketry ranges, you could say that a turn is 15 minutes and 1” = 25 meters and you would have a reasonable position to defend. Whether you want to do this or not is up to you – we are also fine with an indeterminate ground- and time-scale, so long as the correct feel is achieved.