Hi Dean,
You’ve made a few valid points, but let me respond in more detail to present my view more clearly
Dean Webster wrote:
A considered response as always Alexey. I’d counter with the following.
1 – Artillery. Due to it taking more turns to come into contact, I agree that artillery has become more effective.
To counter that, I’d recommend setting Auto Defensive Fire to minimum for both Artillery and Infantry.....
The suggested approach of Minimum Auto Defensive fire would indeed minimize defensive fire during the approach phase but remain uncganged during offensive phase. Most importantly, it would still be deadlier during the contact phase compared to 15-minute turns, as there are 6 offensive/defensive fire salvos over 1 hour in 10-minute turns versus only 4 salvos in 15-minute mode.
Dean Webster wrote:
2 – Attrition dynamics. I don't agree. Yes it takes less “time” to recover in 10 minute turns, but I that is offset by an increased likelihood in them disrupting more times in the same period of time. If a unit is in combat 6 times in an hour as opposed to 4, it will disrupt/rout 50% more often....
In an overwhelming number of cases, it’s not the same unit being disrupted more frequently, but rather multiple units, with up to 6 echelons able to engage up to 6 times within a 1-hour timeframe in the 10-minute mode (versus only 4 echelons in the 15-minute mode).
In 10-minute mode, the first echelon would be able to rally and reorganize within 5 turns (50 minutes) while the other 5 echelons push forward, rotating each other. This results in a much deadlier environment and a much quicker cycle of:
Melee > Rout > Rally > Reorder > Move to Contact > Melee again,
which contradicts Jomini’s generalization about the historical duration of battles leading to less historical levels of casualties and less historical timeframes.
In my recent Ligny battle, the Prussian center was hit by 5 waves of French heavy cavalry supported by three infantry brigades. It took 5 turns to break the Prussian center, with each turn being 15 minutes = 1 hour and 15 minutes. In 10-minute turns, it would have taken less than an hour (50 minutes) to achieve the same result, leading to higher casualties and a quicker turnaround within the same 1-hour timeframe.
There were ~3,500 French and ~7,000 Prussian casualties over these 5 turns in this sector (a comprehensive AAR for this battle will be published later this month). Clearly, the 10-minute mode makes
armies (not individual units) deadlier to each other within any given 1-hour period of combat.
As you pointed out, mathematically, more damage is dealt within 1 hour of engagement in 10-minute mode since there are 6 opportunities to cause damage in an hour compared to only 4 in the 15-minute mode (as demonstrated in the Ligny battle above). This is exactly what I mean by unhistorical force attrition in 10-minute turns.
Dean Webster wrote:
3 – Increased pace of engagement. I’m not sure how you arrive at this. It still takes the same amount of time to move the same distance. ....
Allow me to elaborate on “the increased pace of engagement” further to the point made above:
Operationally: In fact, in 10-minute turns, the distance covered within the same timeframe would be 20% higher. Units effectively move faster in 10-minute turns.
For comparison - below is a table showing how many kilometres an infantry column can cover in a day, ignoring twilight hours and night turns, and assuming 14 hours of continuous marching.

As you can see, the 10-minute mode results in an astonishing marching speed that would be nearly impossible to achieve in real life.
Averaging the mixed movement between pikes, roads, and open terrain, the 15-minute mode allows infantry columns to cover 39 km over 14 hours of continuous movement. While this was achievable historically, it was considered a forced march, which would result in high attrition, fatigue, and could not be sustained systematically.
In 10-minute mode, the distances covered become even more unrealistic, with infantry columns casually covering 48 km. This is why the 15-minute turns are more realistic operationally. Using 10-min mode on large maps and lengthy scenarios will not help to replicate historical events and timeframes. 15m mode while also not ideal but certainly far better represent operational aspects of Napoleonic warfare.
Tactically: Similarly, units move at faster speed in 10-minute turns, meaning the approach-to-contact phase takes fewer hours. Once contact is made, the fact that in 10-minute mode, infantry columns can cover only 4 hexes (versus 5 hexes in 15-minute mode) within 1 turn doesn’t slow the flow of the engagement, as the attacking echelons are typically positioned 1–3 hexes apart. This allows the second echelon to engage the enemy line in the following turn, regadless wether their movement allowance is 4 or 5 hexes. Even a 4-hex gap between attacking echelons is enough to approach for a melee. A typical battle is likely to follow a pattern similar to the Ligny PBEM scenario described earlier, resulting in a higher casualty ratio over the same time period and a faster pace of tactical developmenmts over the same time period.
In summary, in 10-minute mode, everything happens in a "fast-forward" mode, both operationally and tactically, contradicting Jomini’s perception of Napoleonic battle duration.
Adding ZOC kills into equation, the potential for a massacre becomes entirely unrealistic in either turn mode, which is why ZOC kills should be turned off for more realistic gameplay. I believe the only reason ZOC kills are still the default option is due to legacy mechanics, where ZOC kills were once the only way to play the game.
Dean Webster wrote:
4 – 15 minute turns are more enjoyable. That is a subjective assessment and is what I asked in the poll.
I think, especially for new players, 10 minute turns are more enjoyable, ....
The distance covered within one turn under the 15m mode is only 20% longer, but not 50%. However, the speed of movement (distance covered per time unit) is actually slower compared to the 10m mode, as shown in the table above. Anyway what I meant my faster operational feedback is that in 10m turns units move at the faster speed but it takes +50% emails to do vs 15min turn. It is reasonable to assume that most people would not want to send more (+50%) emails to get only +20% more progress on the map. 15m turns are just more optimal for this.
Considering that WDS players have much more information available to them than their historical counterparts, the less time they have to react, the more realistic the experience becomes (underlying the importance of scouting with light cavalry ahead). The absence of command delays and the speed at which operational information is obtained, processed, with orders immediately projected to every unit in the game are already unrealistic enough. Breaking down the operational flow into smaller components worsens this, as it gives players more time to react. But as you mentioned, this more arcade-like mode is easier to handle and may be more enjoyable for some players.