Looks like I've started up a new thread on cavalry[:D]
The ability for cavalry regiments to detach sub-units and recombine (like in the Nappy engine) certainly makes sense, particularly with the fixed OOB that prevents players breaking cavalry down themselves. Otherwise, a scenario either has large regiments that can't break down or lots of small units that have to be moved about individually, which can sometimes be a pain on a large map.
But can cavalry perform its proper battlefield role without engine changes to permit scouting and also prevent these small units getting easily surrounded and wiped out? What sort of solution would work without causing new problems?
Surely cavalry piquets should be able to "see" ahead like infantry skirmishers? Isn't that their true role? Maybe they should also reduce nearby enemy movement too?
Also, being in open order and mobile, they ought to be able to get out of trouble without suffering heavy losses, yet - in a turn based game - they usually end up getting surrounded and captured before they can escape. How might this issue be solved conveniently?
Some folks are worried that creating lots of cavalry piquets will permit players to use these to surround & massacre enemy forces. Maybe this can be dealt with by:
1./ Preventing cavalry piquets from deliberately moving adjacent to an enemy unit of greater strength, except perhaps routers.
2./ Cavalry piquets can be just brushed aside by units of greater strength, with neither side suffering losses, but the unit using up some movement allowance to knock the cavalry back into another hex.
3./ Cavalry piquets will only be able to melee other cavalry piquets, unsupported artillery, routers, supply wagons & leaders. They either won't be able to participate in a melee against infantry or, if they can, they won't be able to block the retreat of an enemy force of superior strength and will get brushed aside.
4./ Reduced casualties due to enemy fire (perhaps 1/3 or 1/4 normal losses), but only if a single cavalry piquet per hex and no other units except leaders.
5./ Automatic disruption for infantry and mounted cavalry stacking in the same hex (as in the Nappy engine).
This would allow cavalry to act as a delaying screen, slowing down an advancing enemy, but unable to bring an enemy of superior strength to a complete halt (as say 25 cavalry can currently stop large infantry columns dead in their tracks - a useful tactic on forest paths). However, the cavalry would need to be able to perform this role without suffering massive losses, either getting shot to pieces or else surrounded and massacred.
So perhaps shooting at cavalry piquets should result in significantly lower losses, but getting shot at might force the cavalry to retreat?
Mounted firepower for certain weapon types - pistols & shotguns - would also seem reasonable. Perhaps the pistol firefactor at range 1 hex should be higher, especially against enemy cavalry, considering they'd probably be 6 shot colts and the horseman might well have two guns.
Of course dismounted cavalry wouldn't enjoy any of the benefits of mounted cavalry.
Col. Rich White
3 Brig. Phantom Cav Div
III Corps ANV
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