It would
probably be neater and potentially less embarrassing to do most of my thinking
aloud and U-turning off-blog, but I would miss out on some valuable input if I
did.
I am not
back where I started – this is progress. On the subject of mixed pike &
shot units I have gone from conveniently crude to more-correct-but-too-fiddly
and now back to crude-but-justified, as we shall see. My thanks to Ross, again,
and to email input from Ludovico.
The table
produced in yesterday’s effort is not wasted – it gives a useful cross check
for other approaches, and it served to remind me how much I dislike tables,
when it comes down to it.
Here’s a mixed
list of thoughts – some of them are useful, some are merely statements of
policy (to keep me straight), some are blinding flashes of the bovinely
obvious, and a few are the recording of some “doh” moments.
(1)
I
don’t like look-up tables.
(2)
I
don’t care much for rosters – I like to be able to see everything I need to
know about a unit by looking at it, without worrying about what it used to be,
or what it has lost, and without looking up any offline information.
(3)
Yesterday’s
table demonstrates that shot-to-pike ratios of 3:2 and 2:1 may be regarded as effectively
the same, given the rounding errors.
(4)
My
foot units consist of 3 bases, usually, with 2 bases of muskets and one of
pikes, so on a bases count this is 2:1, but in fact if you count the little men
on the bases you will find that the pikemen are closer-packed, and provide 8 of
the 20 figures in the unit, which is 3:2, I think. So take your pick – it
doesn’t matter anyway. The units are structured like this because they are
designed to work with Victory without
Quarter rules, and because cosmetically it looks OK.
(5)
Going
back to my original rules of thumb, a base of pikes gets 2 combat dice in a
melee and gets none in ranged combat (firing); a base of muskets gets 1 dice
for melees and one for firing.
(6)
My
original idea was to allocate Casualty Markers, rather than remove bases, to
denote attrition (since the troops are not homogeneous), and deduct 1 dice from
any kind of combat for each such marker. The first “doh” moment was the
realisation that removing a base of muskets would reduce both melee and firing
dice allocations by 1, which is exactly the same as awarding one of the
proposed Casualty Markers, however it might look on the table. With one stroke,
that looks like the end of the Casualty Markers.
(7)
I
am still left with the issue of “pike heavy” units – which I’ll define as
ratios of 1:1 or less. 4-base or 2-base units can be represented in a
straightforward manner, with equal numbers of pike and shot bases. Intuitively,
a 3-base unit is less convenient, since the bases do not show the correct
proportions of troops. The second “doh” moment was realising that a 3-base
pike-heavy unit is simply a 4-base one with one base removed [cue spontaneous applause], and,
courtesy of the first such moment, we know that the missing base should be a
musket base. Since I probably wouldn’t have available troops to make up a unit
with 2 pikes and 1 muskets, and since such a thing would look wrong, we just
need to field a normal 3-base unit with some kind of marker to denote that it
is pike heavy. Such a unit, as proposed by Ross a while ago, should get an
extra dice in melee and lose a dice when firing.
(8)
I
know that this all rather overstates the effect of casualties on firepower, but
will live with it. In any case, it’s worth remembering that “firepower” means
ranged combat in CCN terms, which means, in turn, fire at ranges greater than 1
hex, or maybe over 150 paces. The majority of effective fire would take place
at ranges less than this, and CCN abstracts this as part of melee combat.
Right –
where does that get me? The recycled rule for units of foot (FT) is:
Foot [rewrite]
In my ECW
army a unit of Foot consists of 3 blocks (bases) – 2 of muskets and 1 of pikes.
Other mixtures are possible, including all muskets, but the 2:1 mix appropriate
to the later years of the war is the norm here. Any units which are specified
as having a musket-to-pike ratio of 1:1 or less are termed pike-heavy, and are marked as such.
In
CCN-speak, infantry units will be of classification FT – they may move 1 hex
and Battle . In
melee, pike blocks count 2 dice each, muskets 1 each; identified veteran units
(which may not be more than 25% of the FT units fielded) count an extra dice. Identifed
pike-heavy units get an extra dice in melee.
All losses for
a mixed unit should be taken as musket bases – this is so that the fighting
value reduces correctly.
In Ranged
Combat (shooting), the musket blocks count 1 each, the pikes zero. Range is 2
hexes. Again, veterans may count +1 dice, and 1 dice is deducted for a
designated pike-heavy unit. The number of Ranged Combat dice is not reduced if
the firers moved (CCN does reduce it).
FT units
which have pikes may adopt Stand of Pikes formation against cavalry – the rules
and operation for this are exactly the same as for Squares in CCN.







