"Damn! Where is Al when we need him?!" "Where is Al when you need him?" Hey you guys are quoting many of my former bosses [:)]!
Paul... your suggestion would require an engine modification since the penalties/bonuses for quality troops are hard-coded. The base percentage chance is in the pdt file, can be changed and is set at 10% for each army in the canned games.
In addition to the quality modifier, which is the first list you posted, the other modifer that effects line disruption is the terrain combat modifier (if I remember correctly [;)].) There is another line in the pdt file that CAN effect line disrutpion. It is near the bottom and consists of ten digits of 1 or 0. If a 1 is present then the terrain type will automatically disrupt troops in line, if the number is 0 then there is only a chance of it happening. I beleive John has it set that towns and marshes automatically disrupt.
FYI, the ten digits represent in order: Blocked hexes, Clear, Water, Forest, Orchard, Marsh, Town, Field, Rough and Building.
"The low quality of militia units provides ample opportunity for straggler losses. A routed unit is not necessarily running in abject terror. It is in a state of confusion and disorder," ... they may even be re-electing officers after *ahem* firing the current ones [;)].
Richard H. ... Very good idea to change the 1812 militia ratings. It will represent what the two armies were trying to at the time. I recommend some of the Canadian Fencibles, etc. to be rated L as they had the training for close and lose order fighting.
Mike ... good reminder that militia must be in good order before going into x-line, and once disordered you're stuck from switching. I still think it is handed out too freely. Perhaps to all at Bunkerhill/Lexington and Concord, but after that maybe just having the 9th company, the light company, rated as M or L.
The more I read it seems that the groups of 'marksmen', 'snipers', 'skirmishers' or 'piquets' refered to were either men drawn from the ranks in adhoc groups or a single company from the battalion designated to skirmish, even the combined light battalion in skirmish order. These were the troops assigned (in a few battle descriptions) to go forward and harass the enemy's approach, especially aiming at officers.
So it seems to me that the Americans were throwing out a skirmish line, ala French Napoleonic style, in front of thier first main line instead of placing thier entire first line in skirmish order, which is the direction the original game design seems to point to.
If this view is closer to the mark, then having battalions organized with one group of Rifled (No Bayonets) armed Light or Militia unit might be the way to go for 1776. If the designer is representing the light company then I would recommend it to be spit in half and have two counters for it with the company strength split evenly. If the designer is wishing to reflect the practice of drawing 'sharpshooters' from the ranks (since the light company has been detached) then only one counter should be used, and its strength should be only about half of the weakest company in the battalion. This latter practice, that of culling troops from the ranks forming them into adhoc PICQUETS, was very common. The French used it a great deal from before the Seven Years War to beyond the Napoleonic Wars.
Of course I'll have some what-if scenarios coming out to see how it works [;)].
|