I should think - but feel free to correct me - that Militia in the ARW were marginally or not at all trained ad hoc outfits with low morale and a total lack of formal drill. They can be expected to have difficulties to maintain formation, which their low quality ratings will reflect when LMD is on. They can also be expected to break easily under strain, which their low quality will likewise reflect when RL is on. (In my opinion, both RL and LMD should always be on.)
Now to achieve those characteristics it's enough to give them low quality ratings. Since British regulars are usually rated "C" and Continentals likewise "C" (but should be "D" in my opinion to reflect their being far less trained than British regulars), militia - on either side - should never be rated better than "E", I would say.
However, I can see no reason to allow militia to go into <b>extended line</b>. It's a formation whose advantages are way too drastic anyway - even with the alternate PDT, it makes troops almost invulnerable to ranged fire - , but moreover one that, in my opinion, untrained troops can can under no circumstances be expected to execute. British lights, Hessian Jäger in extended line makes sense; militia doesn't.
A Colonial army with a strong militia segment, if handled smartly, is almost invincible. For a long time, I tended to think that the downside of the advantages of being in extended line was the lack of staying power in meeles. Accordingly, I chose always to melee militia in extended line in the hope of routing them. Meanwhile, however, Garry Cope has shown me very convincingly how militia in extended line swarming all over the place can effictively deny the Brits a target that would be worth charging - especially when armed with rifles. After this experience, I will only play battles with a strong militia segment if my opponent agrees to do without extended line.
We have discussed extended line before. The only justification for this formation that I can see is its ability to move over covered ground without disrupting. The negative modifiers for being fired upon could, in my opinion, be much better portrayed by a target hex <b>density modifier</b> on ranged fire. I can't believe it should be so difficult to do. It doesn't even have to be linear; it could be in three steps, like:
1-50 men in target hex - 50% fire effectiveness
51-100 men - normal effectiveness
100+ men - 200% effectiveness
I believe a modifier like that is used for skirmisher units in the Nappy BG games.
With that, you would need no somehow artificial formations. The effects of the decision to stack heavily, or conversely to spread out, would be immediately obvious. You stack to the limit to melee or withstand melee - that's fine, but the flip side is you suffer proportionally more from fire. You spread out to avoid casualties from fire - very well, but you will also not be able to withstand melee.
End of sermon.[8)]
|