I have been thinking about blitz tactics, columns vs line, and musketry (since it is more fun than building a resume), and started wondering just what the flight of a musket ball was. So here are my results, given certain assumptions:
1) Muzzle velocity of 800 fps (average of 700-900 found on the web).
2) Drag proportional to v**2 only (ie musket ball aerodynamic enough so that lower order terms are significant only after ball is 'spent').
3) Drag coefficient should result in a spent ball, travelling at 400 fps at a distance of 1050 feet (350 yds), the distance frequently referred to as maximum range for a musket.
4) For low angles of elevation we will have cos theta >> sin theta, so the vertical component of velocity can be ignored for purposes of calculating drag.
Using Excel (since that is easier than integral calculus) with a delta-t of 0.05s, I discover that the equation
v(t+0.05) = v(t) - 0.0000325 * (v(t)**2)
satisfies my assumptions.
Now charting two seconds of flight for elevation angles of -0.05 degrees to 0.40 degrees, produces some interestsing results. In the kill zone of 2.5 - 5.0 ft above ground level, and assuming further:
5) That balls much more than 5 feet high are unimpeded,; and
6) That the training to 'level' rather than 'aim' muskets combined with their vertical kick produces a roughly even spread of firing elevations.
then the density of musket balls out past 200 yds is constant! In fact the density is slightly higher out at 100-200 yds than it is closer in.
Image:
Attachment:
MusketFireAnalysis.PNG
Due to it's low muzzle velocity, the path of musket fire resembles that of a long-bow much more than it does a modern high-velocity rifle. What this means is that volley-firing units do not
fire at a target, but rather
project a fire zone forward, not unlike a modern machine gun.
Everything in front of the unit, out to effective musket range, suffers casualties at an almost constant rate regardless of intervening units.
In game terms, this means that when stacks of four 500 strength battalions approach a single battalion in line, and defensive fire occurs, every unit in the fire zone takes casualties approximately in proportion to its footprint on the ground. And every unit moving forward into that fire zone [edit: later in the turn] should be hazarding some degree of casualties.
That ought to slow down the blitz! No wonder commanders kept 200-300 yards (effective musket range) between the first, second and third battle lines.
Please note my 6 key assumptions listed above. I would be delighted to hear any comments that other members have.