As I think I have fought more battles against Al Amos than against all my other opponents combined, and as I have had the privilege of trying many of his newly created scenarios with him and of thereby learning a lot about the thoughts behind them, and how they were meant to be played (thanks, Al! [^]), and as Al loves forts, I have defended near a score forts (from tiny stockades to large fortresses) in my carreer and attacked probably even more than that. You may say I know a little bit about forts. [8D]
Now I have a slight problem with the way tiny forts work in the game. I am not talking about medium to large size affairs like Tico, or the fortified town on Al's four-mile map used in my "Long Way Home", or Louisbourg. These things, IMHO, work as they should - they are very defensible, but can be taken by a determined all-out assault. (Still a pity that we don't have siege guns that can damage fortifications.) I mean really tiny six to ten hexes things like Fort Stanwix (in 1776) or Fort Edward (in F&I) or Fort Washington (is that for 1812? It's a while since I have played it). (I am writing this at the office and don’t have my games here.)
You know of course the best way to take a tiny fort is not to attack it at all, but bang away at the defenders until they rout. In a small fort, there is not a single hex that is not adjacent to a wall hex - in fact, in the really tiny ones, there is not even a hex that is not a wall hex itself. That means every hex that has to be defended, and hence occupied, is adjacent only to other such hexes. Hence all occupied hexes can be fired upon, and there is no way of preventing rout spreads.
The problem gets aggravated a lot when the fort has bastions. As invariably in such a small affair the bastions stick out like so many sore thumbs, and as we have no formation that would have no flank and rear (like the skirmisher in the Nappy games), the bastions need to be occupied by companies in line facing outwards, and hence they can be enfiladed by enemy troops adjacent to the main walls. Now as you can't leave the bastions undefended which would mean inviting the enemy into the fort, you invariably have to occupy them just to expose the defenders to enfilade fire and have them rout, and as the adjacent hexes have to be occupied as well, a bastion is nothing more than a guaranteed trigger for a general rout.
Now what I think is a bit weird here is that I believe that general routs are not very likely events for garrisons of besieged forts. The rationale behind a rout in the open is the desire to get the hell out of the trouble ASAP, hence you make for the rear with your best speed, and tell you what, it works - at least as a rule.
Alas!, there is no rear in a fort, and even less so in a tiny one. And routing from the walls, thus leaving them undefended is - and I am convinced every defender of a tiny fort besieged by a numerically superior force of blood-thirsty Frogs and Indians is perfectly well aware of that - about the worst course of action to take, as it means inviting disaster and probably slaughter for the entire garrison. I am convinced that for this simple reason alone general routs in besieged forts are not a very common event (but I am prepared to learn about them if they exist).
But there is something more. I wonder if being in a fort should not in fact mean a positive modifier on morale checks. Think about it - I believe that in an age of linear tactics and volley fire at 50 paces you feel awfully vulnerable in the open (I would!). Wouldn't you feel a hell of a lot less vulnerable even behind makeshift earthworks, not to mention regular fortress walls? I reckon it should cheer you up quite a bit to stand on top of six feet of stone with two feet more in front of you to cover the lower three quarters of your body, while the bad guys out in the open have no cover whatsoever.
Hence my question, would it not make sense to give defenders of a fort a hefty positive morale modifier on rout checks, both in game terms and in terms historical accuracy and common sense? I have simply seen too many forts taken just by making the garrison rout and lose stragglers until there was no-one left to defend the fort (btw, where do stragglers go in a stockade 250 feet across?). I don’t know if, and how, it can be done within the game logic, but I figure it could look something like this – the modifier would apply to all troops who are facing two wall (embankment?) hexsides combined with an elevation drop (to prevent the attackers from getting the bonus).
(And: I don't think rout limiting is the answer. Personally, I consider RL a flawed logic in itself, as it doesn't lower the chance of routing, but just makes routs partial instead of general - some guys run, some guys stay, and <b>that</b> is certainly a most unhistorical picture to me. No-one can convince me that when a brigade in the open began to run, some companies would have stayed behind just to be gobbled up by the bad guys. In any case, both sides would benefit from RL being on, and I think that only the fort defenders should get a morale boost.)
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