Richard wrote:
It all depends on the size (and scale) of the scenario, but for a medium to large battle it's better to have regiments and then allow the player to break these down into squadrons himself.
Rich,
A "one size fits all" regimental structure creates huge distortions. For instance, most French cav rgt had 4-6 sqds, but many Prussian or Russian cav rgt had up to 10 squadrons. Since the game engine only allows for one "breakdown" number, there's no way that these radically different OOBs can be reflected accurately without switching to a squadron based OOB. During Eckmuhl's development some Allied rgts had to be arbitrarily split because their total strength exceeded the game's stacking limits!
Moreover, the "regimental" approach is inherently ahistorical. Just as with the infantry the basic "operational unit" was the battalion, not the regiment, the squadron was the basic "operational unit" for the cavalry. "Squadrons" were assigned to higher level formations and it was not uncommon for the squadrons of a given rgt to be assigned to completely different theatres of operation. An entire regiment seldom charged as a unit, rather "x" number of its squadrons were committed to a charge, while other squadrons were either kept in reserve or committed elsewhere.
Yes, in a large battle managing 10 sqds rather than a single "rgt" demands more of a player's time, but do you really believe that 1000 troopers and their horses should be as easily maneuvered as even 2K infantrymen?
Regards,
Paco