Historic Accuracy
Posted: Tue Aug 31, 2010 3:01 am
Gentlemen:
Unfortunatly, while my computer is unable to play this game (and the new one, a 17", 8 Gig RAM, i7 2.96 Ghz, 1 GIG video is in the works and estimated to arrive within a month (if we ever stop arguing over wether a Mac is better or not), I've been doing a lot of research on Civil War fighting in general.
My find is stunning: Civil War era men cannot load and shoot accurately.
I say this because often times, regiments would be paired up against each other head on and slug it out for an hour. 60 minutes. On 40 rounds of ammunition.
However, this is often times because men are not stupid, and will lie down in any cover they can find (swales in the ground, trees, etc). This makes it very difficult to actually hit someone, if they are lying on the ground. And if the men are smart (which they are), they will not blindly fire into the smoke and hope to hit someone. They wait until they can actually see someone, and then fire at them. Not to mention that it is rather difficult to hit someone at 200 yards, which is the more common distance for fighting, not less than 160. While 160 is more effective, it is also considered very close combat by most commanders. The minie ball can still kill at 200 yards, someone just has to be in the way.
While this may address fighting not done on the firing line, the 5th New York at Gaines Mill is a perfect example of the firing line. The 5th New York, with the help of one other regiment, is able to stop Gregg's South Carolina brigade, without using breastworks. The 5th was in action for over an hour, and that only resulted in the 35% loss or whatever that it took. Against 5 other regiments. This must be because of two reasons: one - the men had terrible aim, two - smoke makes it difficult to see the other people, three - wounded men grazed by a ball or two still fight. So instead of 50 wounded men in a single fight, 35 to 45 of those would more likely be out of action.
In addition, even after taking so many casualties, the 5th New York stayed on the firing line until it ran out of ammunition, then was withdrawn. Another regiment immediately took its place. Flanks were the catch. A regiment head on duel will result in casualties, but not moral loss. Flanking fire generally resulted in a regiment falling out of position and the men becoming skittish.
Also, regiments never took their morning roll call strength to battle. A regiment 600 strong in the morning, after even a light march and preparing for battle, would dwindle down to 450 effectives during a fight. Doubleday on the 28th August, 1862 says that one of his regiments went to battle with 150 out of some 450 roll-call (after a long day of marching). Marching seems to take a lot out of the troops, diminishing their strength. However, exhausted troops always had a core of superhumans, and double quicking would not be compromised by the exhaustion (just less troops to fight with at the end of the march). Not to mention that SOW's double-quick is more of a run, a double quick is expected to be held for miles on end, since it is more of a slow jog or fast walk.
Finally, when a regiment was charging, they wouldn't go all gung-ho and brandish bayonets in the enemies faces. A charge is often a forward movement at a run, while firing weapons. Troops were trained to load while marching. During battle, they would load while running, then stop to fire. While the rate of fire diminished during this exercise, it proved to be effective to close the distance between enemy regiments. Bayonets were only used when regiments came within yards of each other - 10 yards distance is still enough to be firing (as seen at the railroad cut of Manassas).
For all this that I can think of at the moment, I would advise these changes:
1. Decrease moral loss per man killed or wounded.
2. Increase moral loss if being flanked.
3. Make the charge command a still firing manoever.
4. Increase weapon ranges.
5. Decrease accuracy, or increase all terrain defensive bonuses.
6. As firing goes on, have loading time get lenghtier (to reflect the smoke)
7. Decrease the speed of double quick, or add a run command (and decrease the speed of double quick)
8. Create straggling (not visible, but add to missing lists)
9. Exhaustion shouldn't prevent double quicking, it should increase straggling
I think that is it.
Obviously a lot, and I don't expect even one thing, but something to think about for the future.
Thanks
Unfortunatly, while my computer is unable to play this game (and the new one, a 17", 8 Gig RAM, i7 2.96 Ghz, 1 GIG video is in the works and estimated to arrive within a month (if we ever stop arguing over wether a Mac is better or not), I've been doing a lot of research on Civil War fighting in general.
My find is stunning: Civil War era men cannot load and shoot accurately.
I say this because often times, regiments would be paired up against each other head on and slug it out for an hour. 60 minutes. On 40 rounds of ammunition.
However, this is often times because men are not stupid, and will lie down in any cover they can find (swales in the ground, trees, etc). This makes it very difficult to actually hit someone, if they are lying on the ground. And if the men are smart (which they are), they will not blindly fire into the smoke and hope to hit someone. They wait until they can actually see someone, and then fire at them. Not to mention that it is rather difficult to hit someone at 200 yards, which is the more common distance for fighting, not less than 160. While 160 is more effective, it is also considered very close combat by most commanders. The minie ball can still kill at 200 yards, someone just has to be in the way.
While this may address fighting not done on the firing line, the 5th New York at Gaines Mill is a perfect example of the firing line. The 5th New York, with the help of one other regiment, is able to stop Gregg's South Carolina brigade, without using breastworks. The 5th was in action for over an hour, and that only resulted in the 35% loss or whatever that it took. Against 5 other regiments. This must be because of two reasons: one - the men had terrible aim, two - smoke makes it difficult to see the other people, three - wounded men grazed by a ball or two still fight. So instead of 50 wounded men in a single fight, 35 to 45 of those would more likely be out of action.
In addition, even after taking so many casualties, the 5th New York stayed on the firing line until it ran out of ammunition, then was withdrawn. Another regiment immediately took its place. Flanks were the catch. A regiment head on duel will result in casualties, but not moral loss. Flanking fire generally resulted in a regiment falling out of position and the men becoming skittish.
Also, regiments never took their morning roll call strength to battle. A regiment 600 strong in the morning, after even a light march and preparing for battle, would dwindle down to 450 effectives during a fight. Doubleday on the 28th August, 1862 says that one of his regiments went to battle with 150 out of some 450 roll-call (after a long day of marching). Marching seems to take a lot out of the troops, diminishing their strength. However, exhausted troops always had a core of superhumans, and double quicking would not be compromised by the exhaustion (just less troops to fight with at the end of the march). Not to mention that SOW's double-quick is more of a run, a double quick is expected to be held for miles on end, since it is more of a slow jog or fast walk.
Finally, when a regiment was charging, they wouldn't go all gung-ho and brandish bayonets in the enemies faces. A charge is often a forward movement at a run, while firing weapons. Troops were trained to load while marching. During battle, they would load while running, then stop to fire. While the rate of fire diminished during this exercise, it proved to be effective to close the distance between enemy regiments. Bayonets were only used when regiments came within yards of each other - 10 yards distance is still enough to be firing (as seen at the railroad cut of Manassas).
For all this that I can think of at the moment, I would advise these changes:
1. Decrease moral loss per man killed or wounded.
2. Increase moral loss if being flanked.
3. Make the charge command a still firing manoever.
4. Increase weapon ranges.
5. Decrease accuracy, or increase all terrain defensive bonuses.
6. As firing goes on, have loading time get lenghtier (to reflect the smoke)
7. Decrease the speed of double quick, or add a run command (and decrease the speed of double quick)
8. Create straggling (not visible, but add to missing lists)
9. Exhaustion shouldn't prevent double quicking, it should increase straggling
I think that is it.
Obviously a lot, and I don't expect even one thing, but something to think about for the future.
Thanks