Another group provides me with an example of Jackson's foot cavalry from
Return to Bull Run, John J. Hennessy.
"On the morning of August 26, Jackson's men marched from
Salem to White Plains, then onward to Thoroughfare Gap.
Thoroughfare represented the only potential obstacle to
Pope's rear now, for it could be easily defended by a small
force and the march seriously delayed. But no Federals
barricaded the place. At noon the Confederates passed
through the gap and pushed on to Haymarket, where
Munford's cavalry managed the first captures of the march so
far: “a full band with splendid instruments.” By 4 P.M. the
column reached Gainesville, a small cluster of buildings
where the Warrenton Turnpike crossed the Manassas Gap
Railroad. Stonewall must have been pleased. Thirty-two hours
had passed since the men broke the bivouac near Jeffersonton.
They had covered nearly fifty miles since and, though
exhausted, now stood within five miles of their goal, the
Orange and Alexandria Railroad. The Federals seemed totally
unaware of Jackson's presence."
Jackson covered 55 miles in 32 hours, at a speed of 1.7 miles per hour before the 2nd Battle of Manassas. It is imposing and crazy. But they were exhausted after such a march and there must be lots of stragglers on the road. Again, in our current game, the infantry (with different officers and generals) of various qualities can do better unrealistically than Jackson did. Faster without fatigue and stragglers loss.
Quaama wrote:
The ExamplesThe Wargames Interpretation of Road BenefitYes, the WDS games (like many boardgames as well) are exceedingly generous for units that gain the benefit of additional road [trail, road, pike] movement.
As you will see from this discussion on another forum (link at
http://theminiaturespage.com/boards/msg.mv?id=505514), road columns are long, very long. Generally, and assuming good road and weather conditions, 2,500 infantry would take up a mile of road when marching in road column. A mile is roughly equal to 14 hexes so you should look at less than 200 men for every hex of road if they are to take advantage of the faster road movement in a true simulation. The games allow up to 1,000 men to occupy a hex (and this could include limbered artillery which took up a lot more room on a road) which means that instead of a realistic 2,500 men in a mile of road to utilise the faster movement you can have up to a whopping 14,000.
I don't know of any feasible way to overcome this in the games, or in the numerous boardgames that incorporate the same simulation error. I think it's just something we must tolerate in the interests of playability. Even with the generous limits permitted by many wargames I can still end up with big traffic jams so the warfare principle of not sending everyone 'down the same road' when moving to a desired position still has some value (even though you are given quite considerable leeway in most wargames).
Good discussion in the link. The historical examples are different from the estimates based on the manuals. The estimates based on the manuals seem too ideal.
I don't play Miniatures. But in Seven Years War/ Napoleonic War/ Civil War board games, there is a common way to simulate. Only march column (different from the attack column) formation with a lower stacking allowance in one hex can march along the road with road benefit. A unit with more men has to extend its tail to the road hex behind. You can see the extended counters behind combat units in the long road column in the picture.
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For WDS ACW, in our running revised Gettysburg game, most units have been divided into small units around the same size (250 men per infantry unit). The length of the column of a corps is longer and more real. It is a possible solution to length. Though it caused a new problem, it breaks one regiment into several independent units which can move separately. Besides, maybe in multiple days scenarios, the road benefit should be reduced, like from 1 MP per road hex to 1.5 MP. 1.7 miles per hour. 20 miles one day (12 hours). But most gamers, including me, won't like it.
Anyway, wargames are just a simulation. A good wargame for entertainment has to balance complexity, reality, playability, and entertainment.