KWhitehead wrote:
In Napoleonic tactics the column formation was used extensively to get the troops into position as close as possible to the enemy. Here, artillery was the main factor in how long they could stay in column before deploying to line. As one writer said on Napoleon's main attack at Waterloo. The artillery bombardment was made to suppress the British artillery so the troops could advance in column. The rifle did make this tactic less effective. At 300 yards it was hard to hit a line that stood only six feet high. But a target extending back some 50 yards was a lot easier.
Thanks for pointing out the hight, had overlooked that and the possibility that even when shooting too high a round could still struck further back if the unit is in a deeper formation.
KWhitehead wrote:
Skirmishers were heavily used in the Civil War and probably fired most of the small arms ammo used in the battle. The problem in games is they are really hard to simulate. On defense they might extend out over 300 yards in front of the line. Sometimes they were companies deployed from each regiment. Other times entire regiments were deployed as skirmish lines. There were rather complex procedures used to both deploy and maintain the skirmish lines. Cavalry based skirmisher even extended out further. Buford's vedette lines extended along Marsh Creek and Knoxlyn Ridge from Fairfield Road out to Mummasburg Road then back across Gettysburg to the north then turned south to Hanover Road. They were in sufficient strength to cause Heth's lead brigade to deploy to line.
But in game term these would have to be represented by thousands of counters. So they just aren't there. HPS gives a token representation with the deploy skirmishers but it only implement a small part of what the skirmishers did. Mostly games try to represent them as invisible forces that cause troops to move more slowly. The Napoleonic games tried to use actual counters for them but I think it did more damage to the games than improvements. Some of the simulations made them so powerful that based on those simulations you would wonder why any army would deploy formed units.
From this description it sounds like using counters for skirmishers is almost mandatory, sure the Napoleonic series doesn't seem to get it right but I think it may simply need some more "extra rules" like Cavalry(with its Charging) has to work properly.
For comparison here some info about skirmishing in the Napoleonic time:
http://napoleonistyka.atspace.com/infan ... kirmishersKWhitehead wrote:
The basic problem besides quantity in representing skirmishers is command control. They were primarily used in static situation because until the invention of the radio there was no way to control them. If a regiment deployed skirmishers any further out than directly in front of the unit it had no way to quickly recall them if the regiment was needed elsewhere.
Well at last this seems to be simulated in the CW series, it cost points to deploy, recall and move with skirmishers.
Still I wonder why they are not counted for offensive and defensive fire, I simply don't see a reason for it.
You may can see it this way, IF they are able to slow down the enemy so he doesn't get in direct contact this turn but is already in weapon range, it gives the chance for fire in this turn and the next turn.
On the other hand the attacker gets the chance too and he surely has no skirmishers deployed that count as 100 men less for firepower calculation.
_________________
Lieutenant General Christian Hecht
Commander I Corps, Army of the Potomac
"Where to stop? I don't know. At Hell, I expect."