The original DBA
Humberside extension allowed players to game eras beyond the original DBA 1.1
time frame and with minor adjustments to shooting ranges, combat factors and
troop types it was possible to play Pike and Shot era battles up to the
Colonial wars of 1900.
With DBA version 2.0, I
like others adapted features of the new version for other periods while keeping
the army lists (1500 – 1900 AD) produced by Tony Barr. From these changes our
interest and armies grew to include the conflicts of the 18th century South
America, China, India, Africa as well as continental Europe.
Now, with the appearance
of draft version 3 this has prompted a re-examination of the old set with a
possible inclusion for the wars of Napoleon, in particular the Russian Campaign
of 1812. With that revised variant we allowed skirmishers to deploy from their
parent units (elements) for both cavalry and infantry, command and control
mimicked the classic WRG 1685 – 1845 approach by adapting bold, cautious and
rash characteristics for its generals, while morale distinctions allowed elite
troops to outperform less trained types. Using an element to represent a
battalion of infantry or cavalry regiment, most 18th century battles could be
represented with 50 or 60 elements a side on a standard 4’ x 6’ table.
Nonetheless, looking at
the Civil War era with an intent to modify the current Horse and Musket era
variant, I realized this was not possible without disregarding many of the
characteristics that made that conflict so unique. The consequence is a
separate variant exclusive for the Civil War era or mid-19th century warfare.
As with previous period variants, the basic rule set (DBAv3) is required.
Infantry, artillery and
cavalry.
Infantry
For infantry, the backbone
of any civil war era army, version 3 offers some useful features to reflect a
diversity of training and morale; to name a few, side support, increased move
distance, resilient skirmishers, pursuit moves and useful combat outcomes from
even results.
Side support between certain
ancient troops types can have a similar application among civil war troops.
Trained troops can be steadied by veterans as could veteran troops with each
other. Reference the Iron or Irish brigades for the Union or Stonewall and
Texas brigades for the Confederacy.
Increased move distances,
for those how have played the ancient set have noticed the game moves faster.
Therefore, close order foot move as “solid” troop types while loose order and
open order troops as “fast”.
Subsequent moves for skirmishers
are allowed but with the same parameters.
Resilient skirmishers are
so labeled as in most circumstances they flee when the situation arises and
return to harass the enemy. Skirmishers are not part of a command, but are
deployed by trained or veteran troops during the course of a game. Deployment
costs one pip and the parent element remains stationary while skirmishers
deploy. Veteran troops need not remain stationary.
Pursuit moves now include
blade which make mandatory moves. That prompted an idea have a distinction
between “green” and veteran troops, by making pursuit move (1/2 BW) mandatory
for the former and optional for the latter. This also includes fire fights were
one side must recoil, if “green” troops will edge forward the same distance as
a pursuit move. Veteran troops need not but may do so. This duplicates the
ragged lines, hampered by smoke and noise to make independent decisions forcing
a general to take corrective action.
An even score for a combat result give blade and extra chance when fighting knights. This similar result
gives veteran troops an advantage in combat when fighting trained troops and likewise for trained troops fighting militia.
Artillery
From the opening stages of
the conflict, battery of guns was distributed among the various infantry
brigades. Grouping them into larger formations did not occur until the
following year and despite the numerical superiority of the North the
Confederacy were ahead on the learning curve.
In DBA, one model
represents 25 pieces of artillery. Looking at historical numbers present within
the division and given the scale used for this variant, this equates to an
average of three batteries of 12 to 15 guns.
By the second year of the
war, both sides would add reserve formations of artillery separate from the
infantry divisions.
Movement
In DBA, all artillery types
move as solid troops, which seems right for man-handled pieces. With the
improvement of harnesses and horse breeds, artillery by the mid-19th
century could keep pace with cavalry averaging 4 or 5 miles per hour.
Shooting
One of the more popular
aspects of the DBA system is record keeping is not needed. Therefore, tracking
munition sort and quantity will not be found in this variant. Testing, over the
past months has demonstrated factors and range set by DBA-HX work well. Reading
P. Griffith’s study of artillery ranges and effectiveness, neatly underscores
this.
Move and shooting is still
not allowed, but movement distances have been increased.
Cavalry
During the early part of
the war, cavalry like artillery found itself in a support role for infantry
divisions or parceled out at brigade level. As the infantry became effective
with the use of rifles, the appearance of cavalry on the battlefield becomes
redundant. Reconnoitering the enemy or screen the army while on the march and
occasional raids were its primary role.
As the war progressed, we
read larger mobile formations with own artillery operating away from the main
army. Again, the Confederacy was to take the lead in this area.
Move distances remain 4BW for cavalry and mounted infantry. Both dismount
to shoot, but cavalry should be efficient at doing this and mounted infantry less
so. Further testing is needed as to how this is played.
Skirmishers can be deployed in the same manner as infantry. While
mounted, they may make subsequent moves as LH.
Shooting must
be done dismounted. This follows a similar method as knights dismount to fight
on foot at a cost of one pip. The process has yet to be tested, but there may
be room for troops dismounting and shooting. Which troops may do so or if any movement
is allowed will be seen during testing. To remount no other activity can be
done and this costs a pip.
Next, command and control
1 opmerking:
Very interesting article, looking forward to the following thoughts on command and control.
http://petitguerre.blogspot.com/
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