REN: Some oddities.

jimcrowley

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Just to reiterate my previous comment on random scatter for indirect fire; for guns it is fine, for archers it feels completely wrong (especially shooting at themselves :nuts:) and especially given the relatively short range.
 

hrik

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Re: REN: Disruption

Is 75% perhaps a little too high? Perhaps the probablity could be put into the pdt file so that it can be playtested and then modified if necessary.

On indirect fire for archers - unless JT can remove the random scatter for non-artillery indirect fire, then I'll need to remove this ability for archers. A pity, because there are some siege type scenarios where indirect archery can be useful. Also, indirect archery on the battlefield should be feasible too, provided the random scatter effect is removed. So, could JT please remove random scatter for indirect fire if the range is under 4 hexes. Thanks.
 
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rahamy

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The engines are no longer the same, REN was just based off the Nap one...so changes don't flow between the two series.
 

Aryaman13

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I am afraid that will create some gamey and unhistorical tactics, like the one I mentioned about cavalry charging through your onw units. IMO the game is fine as it is now, some people are voicing their complains here but we don´t know if they are a majority or just a noisy minority, in the Musket and Cannon game club we have played a good number of battles and I haven´t read complains on that subject. So if you want to change that at least make it an option.
 

Rupert1642

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Good to hear that someone else is happy the way things are.:D I wouldn't want to see units in line and square (or whatever) stack together without getting disrupted.

I reckon some folks here are confusing dense 16th century pike blocks with their frontal and flanking skirmisher shot support elements with TYW tactics, where the line might only be 4 ranks deep.

See here: http://en.wikipedia.org/wiki/Pike_and_shot

I don't believe line formation was used all that much in the 16th century, except for defending fixed positions, such as trenches and walls, where the men were safe from enemy cavalry.

Also, rather than mixed weapon units, which may cause various problems, maybe there's some way of linking the more mobile skirmisher shot elements to the rigid parent pke body without them having to be represented as an abstract single unit?
 

decaf

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Optional rule is great! :)

I concur with hrik. If possible, adding a formation disorder
threshold in the PDT would be nice. I'd volunteer to update all
the existing scenarios to some base threshold value. :)

If, by chance, you update the PDT format, I'd like to make a
constructive suggestion. Create an integer field that would hold a
"format/patch number". Field #1 would be good, if you can manage it.
This would support future incremental changes in the PDT format,
and help scenario designers share and distribute PDT's.

The "format/patch number" idea would also work for the OOB.

I have to ask -- would mixed weapon units be feasible for a first
patch? I point this out, since such units are inherently Optional.
Such a heavy infantry block would not appear unless a scenario
designer placed it in an OOB.

As a response to Rupert1642 regarding mixed weapon units, it
isn't clear that the shot elements were detached in the midst
of battle
. (Yes, shot was detached pre-battle. "Commanded
Muskets" are a common example.)
 

hrik

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16th century woodcuts eg Moncontour http://www.lepg.org/moncont.htm depict the arquebusiers/musketeers surrounding the pike block, although there are also units of just shot on the Huguenot side.

See also Dreux http://en.wikipedia.org/wiki/File:BatailleDreux1562.jpg

How is the best way to represent this in gaming terms?

I used separate pike and shot units with the intention of allowing gamers the freedom to deploy the shot as skirmishers, which could either stack with the block or in an adjacent hex. Some skirmisher companies might also be detached to occupy nearby woods, villages, etc. Unfortunately, it wasn't possible to somehow leash a certain proportion of the shot skirmishers to the parent pike unit so that they didn't act as completely independent units. But perhaps this would be feasible?

NB: it was not my intention for the arquebusiers to be normally kept as a formed unit and deployed in line. This formation is only really suitable when they're defending a good defensive position such as a trench or wall, and thus relatively safe from cavalry. But I didn't want to prevent gamers from using this formation should they wish to. However, I've noticed that some gamers seem keen to get an engine change to permit a unit in line to stack with a pike block without disrupting and this is something I'm opposed to, because the shot would be unable to use line formation - rather than an open skirmish order - effectively in conjunction with a pike block.

Having combined weapons units is of course an alternative (albeit rather abstract) way of representing the formation, but there are certainly various drawbacks to this, which have been discussed already, both here and in other threads. I'm not convinced this is the best solution, although I'm still considering it as an option.

An alternative approach to the mixed weapons concept might be for a certain proportion (probably at least 50%, set in the scenario editor so that this can be modified on a scenario by scenario basis) of the skirmisher shot sub-units to be somehow "leashed" to each parent pike unit, being either forced to stack with it (considering the 100m hex scale), or ideally permitted to move into an adjacent hex. From a gameplay perspective, it would definitely be best for the skirmishers to be able to move into an adjacent hex. However, I'm not a computer programmer, so I don't know if this would be a viable option.
 
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decaf

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Hrik, Excellent Post! Let’s brainstorm this.

My suggestion in mixed weapon units was that the formations were
consistent with 100 meter hexes, they were highly successful in
paper wargames, and they would seem to have the least programming
impact on REN AI/special rules.

Yes, exactly. Moncontour http://www.lepg.org/moncont.htm shows
the “mixed-weapon/hybrid” heavy infantry blocks, and also
detached shot over in formation 18. The question is if the
detached shot is detached in the midst of battle. Pre-battle
shot detachment is quite common. From the historical accounts,
we don’t seem to see much shot detachment in the midst of battle.
Unfortunately, the REN AI strips shot from the pike blocks in the
battle quicker than I can believe. It’s impossible to get one of
those toe-to-toe shot exchanges, followed by the push-of-the-pike
against the game engine.

Since you mention Dreux. :)

Background for everybody – Dreux, 19 December 1562. Part of the
French Religious Wars, solidly in the 16th century. Dreux is one
of a pair of nice wargames by Ben Hull, published in Vae Victis 50.
It is also possible to get a VASSAL module of it at:
http://www.vassalengine.org/community/index.php?option=com_vassal
_modules&task=display&module_id=44
(Yes, believe it or not, Ben Hull does 16th century, too.)

See also the Osprey “Essential Histories” No. 47. A similar
figure is also found on pg. 33. Wikipedia shows:
http://commons.wikimedia.org/wiki/File:BatailleDreux1562.jpg
http://commons.wikimedia.org/wiki/File:Schlacht_bei_Dreux_19_12_1
562_Franz_Hogenberg_1540-1590.jpg
http://commons.wikimedia.org/wiki/File:Bataille_de_Dreux.jpg

"http://commons.wikimedia.org/wiki/File:Dreux.gif"

(The URL above should be File(colon)Dreux.gif)
(The thread editor converts (colon)D into a smiley) :(

This last figure is a detail of a mixed weapon heavy infantry
block surrounded by enemy cavalry. If we look at the Hogenberg
figure, we also see mixed weapon blocks marching along. I go
into this because the formation depicted in these images is
exactly what is modeled by the “Hedgehog” formation rules found
in Ben Hull’s games. Unlike a “Block”, a “Hedgehog” does not
move. This is something that is way down on my list of
suggestions, but does evoke the conduct of battle in the
Sixteenth Century.

Hrik, I completely understand when you say that the skirmishers
were not “leased” to the parent units. Just a plain arquebus
unit will deploy skirmishers at the drop of a hat. And, even if
you keep the arquebus Restricted, they will leave the “parent”
pike block far behind. To me it seems that if you construct some
type of linkage between a “parent” pike block and the “frosting”
of arquebus, you are, in essence, constructing a mixed weapon
unit.

Hrik, you say “However, I've noticed that some gamers seem keen
to get an engine change to permit a unit in line to stack with a
pike block without disrupting...” I sincerely hope you don’t
mean me. Seriously! My motivation is to simulate the toe-to-toe
shot exchanges, followed by the push-of-the-pike. Right now it
is impossible to do it with REN. If the Xtreme Disordering is in
place, I can do it as long as I disable AI and play completely
manually. To show how serious I am, I’m willing to make a
recommendation that Line formation be prohibited from all shot
units in REN. It should be prohibited even if the unit is behind
a wall. The reason is that the arquebus had an abysmal rate of
fire. So they would build shot formations of files that were
dozens of men deep. The guy in front would shoot, walk back to
the end of his file, and eventually get reloaded by the time he
rotated back to the firing line. We don’t get anything
approximating a Napoleonic firing line until Gustavus Adolphus in
the 17th century. (And he was pushing the envelope with the
firearms of the age - - they also needed training and fire
discipline to create volley fire.) Anyway, I don’t care for
lines.

Let me break here. Will be back shortly .....
 

decaf

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Back again . . . .

One slight error, a missing word, in my post above.

“If the Xtreme Disordering (patch) is in place, I can do it as
long as I disable AI and play completely manually.”

Forgot the “patch”, sorry about that.

I disagree with the notion that mixed weapon units are abstract.
Every one of the images in the post above shows close order
formations of Musket and Pike marching about and firing at the
enemy. The notion of a unit that contains men armed with one of
two different weapons is not original with me. Richard Berg and
Ben Hull use that game mechanic. And, I disagree with the notion
that there are drawbacks. I’ve addressed hrik’s concerns in the
thread “REN Mixed Weapon Units Are Good”. Yes, the engine needs
to be changed if it is to recognize that there are such units as
mixed weapon units. But, I would believe that such a change
would be less than the AI changes and the User interface changes
needed to keep a shot and a pike stacked in a 100 meter hex, and
to prevent artillery and shot from unrestrained independent
targeting of the component units.

From your 50% suggestion, I’m not sure what you mean. Does it
mean, 50% leashed and 50% unleashed (to roam abound the
battlefield), or does it mean 50% leashed and 50% remains stacked
with the pike (mixed weapon)? If it’s the former, then I’m not
happy, since the AI will still send the shot hither and yon.
And, I can’t find that this was done historically in the midst of
battle
. If it’s the latter, and if it’s a tunable parameter, I
could go for that. :)

There is another point I’d like to explore. Hrik, you say, “From
a gameplay perspective, it's definitely best for the skirmishers
to be able to move into an adjacent hex.” What exactly do you
mean by that? Is this an element of combat calculation, or is it
user interface, or what? What makes it “definitely best”?

You see, I'm uncomfortable with that sentence on two levels.
First, I’m not in love with the idea of skirmishers. (I only see
one example in Oman, and that skirmish line does not need to be
implemented as skirmishers.) And, I have to admit, I’m a hard-
core wargamer. I want to simulate the strategy and tactics of
the Age of Shot and Pike. For me, I want to see a wargame
replicate the historical evolution of the battle (within
statistical norms). Can you point out some battles where the
shot moved 100 meters from the pike block in the midst of battle?
That would make me feel better.
 
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