This
subject has been raised a few times over the past few months.
If
troops “behind the crest” of a hill cannot be fired upon by artillery, but are
themselves allowed to fire at close range on attackers climbing the hill, then
they create a big problem in a wargame.
This
has proved particularly difficult in our PBEM campaign battles. The two armies are pretty even at the start
of each campaign phase. There are a lot
of hills on all of the campaign maps.
Most battles have similar types and number of troops on each side.
Since
we reintroduced hidden movement the attackers have a good advantage. We use a card to indicate the location of
each corps. When they come within 16”
of each other they are “spotted” and must replace the card with figures. The defender has to deploy with one corps
per scenery square, but the attacker can concentrate. Then the attacker can spot using his
cavalry, and react to the defenders deployment.
In this way he can concentrate and hope to smash one of the defending
corps before the others can react to the attacker.
But
hills make this impossible. The
defenders cannot be spotted, but can easily spot the attackers. The concentrated attackers cannot inflict
casualties on the target corps. In fact
the opposite happens. The defenders are
hidden, except for their skirmish line and artillery. So they can pound the attackers before they
reach the crest of the hill.
In
a recent game this brought the whole problem into sharp focus. There were three hills across the width of
the table, each with a defending corps.
There were no open flanks. So we
finally had to grasp the nettle and sort out the rules.
Our
first solution was to allow artillery to fire on defenders behind the crest,
but within musket range of the crest.
So the defenders would not have the advantage of firing on the attackers
as they reached the crest.
Our
second solution was even better. Any troops
behind the crest of a hill, but within musket range, would have to roll 1D6
when enemy come within sight. Plus 1
for British or class A. Minus 1 for
class C. Total of 4,5,6 would be
OK. But 3 would be disordered, 2 would
be shaken and 1 would rout.
The
second solution, the dice throw, had a greater effect. Although none actually routed, and only one
was shaken, the threat was enough to convince the defender it was better to
move to the crest just before the attacker reached musket range.
We
fought the game twice. Once under the
old rules, which raised the whole subject.
Then under the amended rules.
The difference was dramatic. The
defender was no longer confident to wait for the attack. One shaken brigade was sufficient to make
him bring forward the remaining infantry and a normal firefight decided the
matter.
Not
only a good solution from a wargame point of view, but also a model which was
quite historical from a tactical point of view.
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