Re: Light infantry in Skirmish Order
Posted: Thu Dec 01, 2011 7:37 am
If I may...
Way back when we worked on Napoleonic Total War 1 (based on the MTW engine) we did have to tackle skirmishers.
The problem, as people have mentioned, was that if you used the range of the weapons as the determining factor for the skirmishers, then they behaved just like regular troops, instead of in the way they were actually used... to probe, and to harass and annoy infantry in line while out of effective range of a volley of musketfire.
After a long time of sticking with the technical data, eventually I changed the range of skirmishers to be EVER so slightly more than line infantry. Not much; just enough to enable skirmishers to engage line infantry at a range where they wouldn't cause many casualties, but the line infantry couldn't fire back (in my mind, they could in theory fire back, but it would be so ineffective no commander would do it.) While this seems, at first, wrong, it ends up having a bigger, and more proper, impact; namely, if you are commanding a bunch of line infantry standing around and skirmishers are at your front harassing you, you are left with the three options real commanders had; either advance your lines to engage them effectively, thus forcing them to run away, deploying your own skirmishers to protect your lines, or simply sit there and take casualties that may not be like "big full on firefight" casualties, but enough that it picks away at the effectiveness of your unit over time.
While people who are stuck on the idea of "numbers must represent the technical aspects of the weapon" may not like this solution, if you are able to look beyond the strict and literal translations of the ranges and such you will find that you can actually and in a subtle way engineer the tactics of the age into the game using what you have available.
Oh, and if you DO do this, you may want to make the skirmish-capable units smaller... maybe a sixth or a tenth of a full unit, to represent that it is a company of skirmishers from a battalion. That is one effective way to make sure people don't use skirmish-capable units (with that slightly greater range) as their main battle line... they just cannot stand up to the fight, but rather must be managed carefully, and eventually pulled back when the fight starts in earnest.
Way back when we worked on Napoleonic Total War 1 (based on the MTW engine) we did have to tackle skirmishers.
The problem, as people have mentioned, was that if you used the range of the weapons as the determining factor for the skirmishers, then they behaved just like regular troops, instead of in the way they were actually used... to probe, and to harass and annoy infantry in line while out of effective range of a volley of musketfire.
After a long time of sticking with the technical data, eventually I changed the range of skirmishers to be EVER so slightly more than line infantry. Not much; just enough to enable skirmishers to engage line infantry at a range where they wouldn't cause many casualties, but the line infantry couldn't fire back (in my mind, they could in theory fire back, but it would be so ineffective no commander would do it.) While this seems, at first, wrong, it ends up having a bigger, and more proper, impact; namely, if you are commanding a bunch of line infantry standing around and skirmishers are at your front harassing you, you are left with the three options real commanders had; either advance your lines to engage them effectively, thus forcing them to run away, deploying your own skirmishers to protect your lines, or simply sit there and take casualties that may not be like "big full on firefight" casualties, but enough that it picks away at the effectiveness of your unit over time.
While people who are stuck on the idea of "numbers must represent the technical aspects of the weapon" may not like this solution, if you are able to look beyond the strict and literal translations of the ranges and such you will find that you can actually and in a subtle way engineer the tactics of the age into the game using what you have available.
Oh, and if you DO do this, you may want to make the skirmish-capable units smaller... maybe a sixth or a tenth of a full unit, to represent that it is a company of skirmishers from a battalion. That is one effective way to make sure people don't use skirmish-capable units (with that slightly greater range) as their main battle line... they just cannot stand up to the fight, but rather must be managed carefully, and eventually pulled back when the fight starts in earnest.