With scale issues and movement rules dealt with, it’s now time to discuss my amendments to those OHW’s rules bits and pieces dealing with actual fighting, i.e. how to best model thousands of muskets, rifles, cannons, howitzers, bayonets and sabres inflicting casualties, spreading terror and generally doing nasty stuff to the enemy.
I find this the weakest part of OHW’s rules-as-written (RAW) from the viewpoint of historical realism, since there’s a distinct lack of modelling wrt many of the peculiar troop interactions which gave Napoleonic battles their specific flavour. My goal with these amendments is to put in the ruleset as many ‘true-to-period’ tactical choices as possible, without using anything else than OHW’s basic framework; that is, a given unit will inflict ‘X’ hits on the opponent in a given situation, and that’s it. Is it a delusional goal? I think it’s not, but I’m biased. Here’s what I’ve come up with:
(1) Slight change to Turn Order: Shoot first, ask later
In OHW’s
RAW, shooting occurs after movement –
but units cannot both shoot and move. This means that on any single given turn,
you cannot ‘soften up’ an enemy position before committing to an assault, since
your charging unit/s will most probably obscure LOS to the intended target.
This is very frustrating. Since OHW makes things quite difficult for the
attacker already, I’ve simply switched the order to allow a modicum of
coordination between supporting and assaulting units.
In the RAW,
cavalry units clearly represent squadrons of shock cavalry. They possess the
strongest attack in the RAW, and a flank charge by them is as decisive as it
should be. All in all I think they’re mostly fine, if perhaps a tad too strong
in frontal/unsupported charges for my tastes… but I’ve decided this might be
more due to a lack of close range firepower from musketry and artillery rather
than anything wrong in the cavalry rules per se. So I still play shock cavalry
exactly as in the RAW.
Now - one
might be of course eager to model all other kinds of cavalry in Napoleonic
engagements (and I confess I already have rules for Hussars and Dragoons in my
games), but OHW’s ethos is to just outline the quintessence, so let’s leave all
this to future posts.
In OHW
terms, this means (I’ve included a quick recap of each unit’s special movement
rules, which were discussed in the previous post, for convenience):
Unit name: ‘Cavalry’
Troops represented: around 750 men in several squadrons
covering a 250m (6”) frontage; I use an exaggerated base depth of 50m to model the
space occupied by straying/second wave squadrons.
Most probable
formation:
double line at the front; not all effectives are in the front ranks when at
full strength.
Movement allowance: 12” (500m) per
turn.
Special Movement
rules: Can
interpenetrate light infantry at any angle, and stationary artillery with the
same facing. Cannot enter woods. Damaged (1d6-2) upon moving through mud/marsh.
Attacks:
-
Strong
(1d6+2) close combat attack. Needs LOS to charge in.
-
Inflict
double hits on targets charged on flank/rear.
Special Defences:
-
Repulsed
6” maintaining facing if target not dispersed.
(3) Making Smoothbore Artillery less Smoothboring
In the RAW, artillery is quite boring. They
always inflict the same number of hits regardless of range and/or positioning.
Due to this, some of the typical historical behaviors of troops facing
artillery batteries just don’t occur. I’ve chosen three key aspects of
Napoleonic era batteries I wanted to model in my games:
(1) close range canister fire should be scary,
(2) bombardment should cause more damage to
squares and en enfilade than defilade
fire, and
(3) cannonball range should be somewhat
dependent on the ground’s condition.
Quantitative hard-and-fast assumptions include:
- Effective cannonball range is assumed to be 1000m, increased to 1500m on good terrain due to bounce
- Long range artillery bombardments are unsustainable in the long term but not quickly decisive
- Effective canister range is assumed to be 250m
Unit name: ‘Artillery’
Troops represented: One or two field batteries plus
accompanying infantry escort, distributed on a 250m (6”) frontage; the overall
depth of a battery including caissons
is around 150-200m! My blocks are 150m deep (I mean at scale, just in case
anyone is wondering).
Most probable
formation: Individual
pieces spaced by around 15m laterally; accompanying infantry interspersed in
both width and depth.
Movement allowance: 6” (250m) per
turn. Can’t fire if moved, implicitly modelling limbering/unlimbering.
Special Movement
rules: Cannot
use fords, cannot enter muddy ground or marshes, cannot enter woods, cannot
shoot out of a BUA. Can interpenetrate light infantry at any angle.
Attacks:
-
Bombardment:
weak (1d6-2) ranged attack up to 24” (1000m), range increased to 36” (1500m) if
the entirety of the firing path above 12" doesn't include rivers, lakes,
muddy or marsh areas (inhibiting cannonball bounce).
-
Canister:
medium (1d6) ranged attack up to 6” (250m).
-
Enfilade
fire: inflict double hits if firing into the flanks of line infantry and
cavalry (only).
Design Notes: the
enfilade fire bonus makes obtaining/avoiding flanking important, and brings new
life to a few of OHW’s scenarios in which being flanked should be an issue –
but it isn’t much. Improved canister effectiveness makes frontal engagement somewhat
more risky (especially by cavalry, which will be still in range after a
repulsed charge).
(4) Poor Bloody Infantry
Line infantry is very appropriately the most
common unit in OHW’s random H&M‑era army list generator, but it feels a bit
‘flat’ when played by the book. Their 12” shooting range represent my biggest
gripe with the RAW: if 12” represents musketry range, then 6”-wide infantry
units can only be individual battalions at most. This makes standard six-units
games très petite, and the
abstraction of tactical formations highly questionable. Instead, I think OHW’s
very abstract mechanics are best suited to higher scales, so I decided that
standard infantry units should represent regiments, demi-brigades or
understrength (that is, most) brigades, with other units scaled accordingly.
But this meant that all attack ranges had to completely be re-thought. By doing
this, I took the opportunity to introduce a few more tactical choices for infantry,
in particular about battle tempo/intensity of effort… More choices mean more
possible errors and more interesting games, at least I hope.
Hard-and-fast assumptions include:
-
Effective
massed musketry range is 125m
-
Massed
musketry is scary at close range
-
Sharpshooting/sniping
has a slightly longer effective range due to better equipment/training
-
All
line infantry units have an ‘implicit’ screen of skirmishers around 250m
forward of their front
-
Due
to their forward positioning and their longer range, skirmishers can start
low-intensity engagements 500m forward of the parent infantry unit.
-
All
line infantry units have a few integral battalion guns whose effective range is
500m
-
Initiating
a determined bayonet charge can dislodge shaky enemy infantry regardless of
whether actual hth fighting occurs
-
Given
enough space and time, infantry could form square to protect themselves quite
effectively from isolated cavalry charges
-
Massed
infantry was very susceptible to artillery when in squares or when receiving enfilade fire
All of which can be translated surprisingly
easily into OHW’s jargon:
Unit name: ‘Infantry’
Troops represented: Around 2000 close order muskets on
a 250m (6”) frontage. Again, I use a depth of 50m to represent the space
occupied by supporting battalions and/or column depth.
Most probable
formation:
Continuous front line of 2-3 ranks, often with supporting battalions at the
back; or ordre mixte; or attack
columns, in all cases with interspersed space to maneuver effectively.
Movement allowance: 6” (250m) per
turn. Can’t fire if moved, implicitly representing the adoption of formations
optimized for movement or combat. The only type of formation explicitly represented
under my amendments is the column of route (see previous post).
Special Movement
rules: Can
interpenetrate light infantry at any angle, and stationary artillery with the
same facing. Cannot enter woods.
Attacks:
-
Massed
Musketry: strong (1d6+2) attack with a range of 3” (125m)
-
Long-range,
low-intensity engagement via skirmishers and battalion guns: weak (1d6-2)
attack at a range of 12” (500m).
-
Bayonet
charge: when an enemy unit is destroyed via massed musketry, optionally move
the firing unit up to 3” to the previous position of their (now defunct) target,
simulating the last decisive assault.
Special Defences:
-
Form
Square: when charged by one or more cavalry units, optionally change facing immediately
before contact.
Design Notes: Shooting
ranges are now more realistic. Having two types of attack makes it possible to
differentiate between low- and high-intensity engagements, enabling the
commander to choose local battle tempo. Moreover, in infantry vs infantry
engagements there is now an option to shoot at long range then retreating
before an opponent who wants to close in to musketry range, thus making fighting
withdrawals a possibility. Bayonet charges are only implied but allow to
capture terrain more quickly than in the RAW. The free turn toward a charging
cavalry unit abstractly represents the adoption square formations: it will
considerably protect the musketeers but also make them more vulnerable to
artillery previously shooting on its front due to the new enfilade bonus.
(5) The unbearable lightness of light infantry
I find ‘skirmishers’ are the most problematic
unit type playing them by the book. First of all, what do they represent exactly
in the RAW? It’s not clear, but – given that infantry units are probably battalions
- probably sub-battalion-sized, ad-hoc formations of voltigeurs, chasseurs and
the like. In the RAW, they move faster than line infantry and can enter dense
terrain (i.e. woods). The rules say they represent half the manpower of a line
infantry, but can soak the same number of hits- thus modeling the protection
afforded by their dispersed formation in a very Kriegsspiel-like fashion. However,
I’ve found that unit-for-unit, RAW-skirmishers are the weakest troops, and
often a liability rather than an asset. Their niche seems to be to enter woods
and just stay there without accomplishing much… More often than not, the best
plan when facing skirmishers is just ignoring them; they won’t be much of a
factor in the end.
However! Historically, light infantry was much
more than this: it was the prime choice for urban/BUA fighting, it was
decidedly annoying to formed infantry at range (forcing them to either withdraw
or close the range), it was a good counter for artillery, etc etc. Moreover, skirmishers
should be much more vulnerable to cavalry than to massed musketry and artillery
(while in the RAW, they can absorb a cavalry charge just as well as a massed
infantry unit). It’s time to change all this!
To begin with, I’ll rename ‘skirmishers’ to ‘light
infantry’, which is a bit more generic. These units might (rarely) represent ad-hoc
light brigades, but a lot more often these will be infantry formations which,
for a variety of reasons, have an unusually high proportion of skirmishers
and/or a higher propensity than usual to approach the enemy in open order. Accordingly,
this includes Voltigeurs, Legeres, Jagers, Chasseurs, Grenzers, Rifles, etc…
but also standard line infantry formations ordered to massively reinforce a
skirmishing line locally. Open order is not assumed for ALL troopers in the
unit, but rather just by those actually engaging the enemy.
Here are the hard-and-fast assumptions I wanted
to model in the rules:
-
As
discussed for line infantry above, skirmishers can engage enemy formations at
around 500m (12”) forward of the unit’s “centre of mass”.
-
Open
order limits casualties from massed musketry and artillery bombardments, but is
very vulnerable to cavalry charges, and does not particularly protect against sharpshooting.
-
Open
order troops should naturally avoid proximity with massed enemies.
-
Sharphooters
are very annoying to enemy artillery.
-
Sharpshooters
are individually more effective than
massed musketry to enemy in cover.
-
Except
for a glorious cavalry charge in good terrain, the best counter to enemy skirmishers
is having more skirmishers.
-
The
battle tempo of skirmishing is a lot slower than that of massed
infantry/cavalry engagements (Clausewitz would say it “burns slowly as wet
powder”).
-
When
faced with skirmishers, massed infantry can either accept slow attrition at
long range, or close in to decisively disperse them.
An here is the same in OHW terms:
Unit name: ‘Light Infantry’
Troops represented: Around 1000 open order sharphooters
on a 250m (6”) frontage. I use a depth of 50m (mostly representing empty space).
Most probable
formation: Dispersed
swarms of sharphooters, with individuals or teams of 2 men spaced by approximately
5-8m, each making most use of cover and shooting after careful aiming. If
present, parent line infantry battalions are assumed to be at the back.
Movement allowance: 9” (250m) per
turn.
Special Movement
rules: Can
enter woods. Can interpenetrate any unit at any angle.
Attacks:
-
Sharpshooting:
weak (1d6-2) attack with a 12” range.
-
Accurate:
sharpshooting hits are never halved due to cover (woods/BUAs/river banks).
Special Defences:
-
Open
formation: light infantry only take half hits from attacks by line infantry and
artillery; however, they take double hits when attacked by cavalry.
-
Disordered:
light infantry units have no flanks; as such, cavalry cannot claim flank/rear charge
bonuses (but hey, they still have the intrinsic x2 hits mentioned in the
previous point).
Optional rule:
-
Reinforcing
skirmishers/Closing ranks: “Skirmishing”
was more often than not a task assigned to units rather than a designation
for ad-hoc units. According to this, you can always transform a line infantry
unit into a light infantry unit, and vice
versa. This can be done at deployment, or during a normal turn (counting as
the unit’s movement). In either case, the freshly transformed unit immediately
takes 1d6-2 hits due to confusion and reorganization, so use this sparingly.
Elite light units like ‘l’incomparable’
9th light or 95th rifles can switch between light and
massed behaviour without taking hits.
Design Notes: I felt
skirmishers were the most useless unit as per the RAW. Sure, they could occupy
woods, but once there they couldn’t achieve much. I’ve boosted their
performance considerably to bring them in line with other units. I feel they
better represent ‘elite’ formations now, especially if you use the optional light/line
morphing rule (I do, it’s fun).
Light infantry units
can engage massed infantry at long range at an advantage (although not
decisively so), but are disadvantaged if they get too close. In both cases,
they slow the battle tempo with respect to massed infantry engagements, buying
you time to decide when and where to commit your heavies. Massed infantry can
force skirmishers to relocate by closing the gap to them. A clever trick by the
skirmishers would be to retire through (interpenetrating) a formed line in the
rear when threatened, leaving the advancing enemy infantry exposed to friendly
musketry. The fact that their attack is never halved by cover makes light
infantry units prime choices for urban assaults, as they were historically.
They also are a good response to enemy skirmishers!
Ludography:
Vive
l'Empereur!
De Bellis Napoleonicis
Horse and Musket: The Dawn of an Era
Warfare in the Age of Reason
Two flags, one nation
Bibliography:
G. Nafziger
is THE man.
Images:
Random web
sources. I’ll take them down if it’s some form of infringement.
Web-o-graphy:
https://www.napoleon-series.org/
Napoleon : napoleonic wars : battles : armies : tactics : maps : uniforms (napolun.com)