The Beginners Guide to Campaign 1776

Leftie

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Introduction

So you’ve got the game, played a few battles against the AI – joined the CCC, and now you’re off to offer battle to the first passing enemy officer in the tavern. Well wait a moment!

Before you embark on your campaign to write your glorious deeds in the annuals of history, take heed of some homely advice and read on….

Welcome to a new site developed for new (and not so new!) commanders to the CCC.

This will take the form of an analysis of historical tactics and weaponry used during the conflict, how they developed, and more importantly how to use these concepts in the game. Further on there will be contributions from experienced commanders on playing the scenarios with hints and tips for the beginner.

I make no claim to being a military historian, and this is intended as a low-level introduction to those with little or no knowledge of the period and (hopefully) enables them to grasp the tenants of 18<sup>th</sup> Century warfare and translate this to the game Campaign 1776.
[font=Amaze,Arial Narrow]Although many would disagree, I consider warfare more ‘art’ than ‘science’ – the inherent variables make combat a very imprecise science at best, and factors such as morale and human responses can never be formulated or constantly predicted (in game terms this often means a ‘chance’ or random factor). As such, and all things being equal, tactics and the deployment of troops is usually the decider on a level playing field – but again this rarely occurs in real warfare. [/font]

Ultimately the decisions lie with the commander how best to achieve the most from the available recourses and men, what tactics to employ, utilising terrain, formations and weapons to ‘win’ or deny his opponent victory. Often there is no ‘right or wrong’ but there are ‘better or worse’ ways to achieve this.

Remember that not all games are won by the highest body count, objectives and long-term goals must be realised. Bunker Hill was a victory (of sorts) for the British, but the price was incredibly high (1/4 of all British Officer losses in the war occurred in this battle). For the new student I recommend studying the campaign of Gen Nathaniel Greene in the South, who never won a battle but achieved eventual victory, a salutatory lesson to the British in the scope of grand tactics.

Lastly, a brief word on game play and gamesmanship.

The CCC is club a in which all players should observe a certain amount of ‘role-play’ etiquette and manners of the time. Yes winning is good, but in the 18<sup>th</sup> Century it was the style of winning and/or losing that mattered. As a beginner you should try and understand the tactics and weapons of the time, which in turn influenced the battles and the way they were fought. Do not expect to win your first battles, but try and learn from your defeats – learn the different style of your opponents play, and adjust accordingly.

The game engine is good at promoting ‘historical’ play, and penalises unhistorical tactics – scatter your men all over the map if you don’t believe me!

But we are probably getting ahead of ourselves at this point, so let us consider the factors that influence the nature of combat in the 18<sup>th</sup> Century – and the most primary of these is namely the weapons.



Weapons






Weapons and tactics are interdependent. When one changes the other changes.

The main weapons of the American Revolution were the muzzle loading flintlock musket, its attached bayonet, and the cannon. Secondary weapons were the rifle and pistol, swords and other cutting weapons. By far, the most common weapon was the smoothbore flintlock musket, of a large calibre, .62 to .75 inch bore, or equal to 16 to 11 gauge shotguns.

Musket

A musket has no rifling to spin the ball. It is "smooth bored" and will shoot both ball or shot, or a combination of the two. The firearms of the period used blackpowder. Blackpowder leaves fouling behind when fired. For this reason, the balls used by the military were undersized, so that the troops could quickly seat the next load down the barrel. The British musket, (the Brown Bess), was 75 calibre and they used a 69 calibre ball. The French musket (the Charleyville), supplied to the Americans, was 69 calibre and fired a 65-calibre ball. They were long barrelled (about 42 inches) and could mount a long triangular shaped bayonet on the barrel. The armies used paper cartridges to speed the loading process and reduce the risk of loose powder being around sparking guns. A wooden dowel about the diameter of a ball was used as a former to make paper tubes. Into this a ball and the proper amount of black powder was put, and it was sealed.

To load, a soldier opened his cartridge box, grabbed a cartridge, bit off the end to expose the powder, and poured a small amount into the pan of the lock, closed the pan, dropped the cartridge (powder first) into the barrel, removed his rammer, rammed it home, returned his rammer, and then "made ready" to shoot by cocking his lock, and "presenting" or pointing, his piece to the enemy. There were no sights, just the bayonet lug near the muzzle. The soldier just looked down the barrel.

Since the ball is undersized, and the paper cartridge is just dropped into the barrel, the ball might come out spinning as the gases behind it escaped unevenly. It might spin in any direction, and fly like a curve ball or be thrown slightly to any side. After 50 yards it was very hard for a soldier to deliberately hit a man sized target.

Rifle

Primarily the Colonial woodsmen, some militia and light units used rifles. The British raised very few units with rifles but had the Hessian Jaegers. Contrary to popular opinion/myth very few militiamen had a rifle.

The rifle is basically a longer musket with grooving to improve range and accuracy and the Colonials were noted for their tendency to pick off British leaders and officers (see Rifefire effects).

The main drawback was the slower rate of fire and lack of bayonet rendering it poor in melee.

Bayonet

The invention of the bayonet changed the face of modern warfare by allowing musket armed infantry to dispense with the plodding pikemen to hold off cavalry charges by turning the musket into potential thrusting spear.

By the time of the ARW the bayonet was the main close combat weapon of the infantry and had been used by the British to great effect; even blunting the charges of the Scottish Highlanders and Indian hordes several years before.

The use of the bayonet was perhaps as much psychological as physical, but the lack of one certainly would effect that units ability to stand up in melee.


Sabre/Cavalry
Hardly changed from ancient times, the sabre, sword or lance could be devastating in melee; particularly infantry caught in extended or in flank/rear attacks. Cavalry duels tended to be of the hack slash and through variety but very little damage in terms of casualties caused. In the game, Cavalry are predominantly light, and the infantry tactics of the day meant that charging home against a formed body of men was not a good idea in practice. Their speed and versatility means they are best used for recon, raiding and seizing positions ahead of the main force. They are more expensive (x2) in terms of points if lost, so care needs to be taken.

Artillery


The Muzzle loading cannon used were smoothbores, and smaller than used in later wars. Most were 3, 4 or 6 pound guns, mounted on wooden carriages with large wheels. Some 3-pound guns had iron legs to stand on and were called "grasshoppers". Larger guns of 12 pounds were sometimes used in the field, and even larger guns were mounted in fortifications and ships.


The cannon fired solid ball, various small shot, or sometimes shells. Shells are a hollow iron ball filled with blackpowder and fitted with a fuse. The shot used could be buckshot, musket balls or grape shot, which are larger iron or lead balls about 1 inch in diameter. Cannon had a range of several hundred yards. A 3 pounder ranged about 800 yards with solid shot, and 2 hundred yards with grape shot, maximum. At close range, loaded with shot, it could destroy an enemy company.


Cannon were considered useful particularly in siege operations or assaults. Infantry unsupported by cannon usually lost if the enemy had cannon. American Militia units were known for not standing up against British units with cannon support, since they rarely had any of their own.

The drawbacks to using artillery is the need to use the terrain to set up a killing field of fire (often on a hill overlooking open spaces) to utilise its range, its cumbersome turning and limbering to get it firing in the right place (i.e. not very flexible), and the high points cost if lost.

So to relate all the weapons look at the Fire effectiveness table below:


Campaign 1776
Fire Effectiveness Table

<table border="1" bordercolor="#800000" cellpadding="1" cellspacing="1" width="573"> <tbody><tr><td bgcolor="#0000ff" valign="middle" width="27%">
Weapon
Type
</td> <td bgcolor="#0000ff" valign="middle" width="13%">
Letter
</td> <td bgcolor="#0000ff" valign="middle" width="19%">
R/F
</td> <td bgcolor="#0000ff" valign="middle" width="11%">
R/F
</td> <td bgcolor="#0000ff" valign="middle" width="10%">
R/F
</td> <td bgcolor="#0000ff" valign="middle" width="13%">
R/F
</td> <td bgcolor="#0000ff" valign="middle" width="8%">
R/F
</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
Musket
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
M
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1/6
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
2/3
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
3/2
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
4/1
</td> <td bgcolor="#00ffff" valign="middle" width="8%">

</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
Rifle (no Bayonet)
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
R
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-2/4
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
3-5/3
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
6-8/2
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
9/1
</td> <td bgcolor="#00ffff" valign="middle" width="8%">

</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
Jaeger Rifle
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
B
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-2/4
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
3-5/3
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
6-8/2
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
9/1
</td> <td bgcolor="#00ffff" valign="middle" width="8%">

</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
Mortar
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
U
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-3/6
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
4-13/2
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
14/1
</td> <td bgcolor="#00ffff" valign="middle" width="13%">

</td> <td bgcolor="#00ffff" valign="middle" width="8%">

</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
Howitzer
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
H
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-3/6
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
4-15/2
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
16/1
</td> <td bgcolor="#00ffff" valign="middle" width="13%">

</td> <td bgcolor="#00ffff" valign="middle" width="8%">

</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
2 Pounder
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
O
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-15/1
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
16/2
</td> <td bgcolor="#00ffff" valign="middle" width="10%">

</td> <td bgcolor="#00ffff" valign="middle" width="13%">

</td> <td bgcolor="#00ffff" valign="middle" width="8%">

</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
3 Pounder
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
T
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-3/3
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
4-17/2
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
18/1
</td> <td bgcolor="#00ffff" valign="middle" width="13%">

</td> <td bgcolor="#00ffff" valign="middle" width="8%">

</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
4 Pounder
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
F
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-5/4
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
6-19/2
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
20/1
</td> <td bgcolor="#00ffff" valign="middle" width="13%">

</td> <td bgcolor="#00ffff" valign="middle" width="8%">

</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
6 Pounder
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
S
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-3/5
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
4-7/3
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
8-21/2
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
22/1
</td> <td bgcolor="#00ffff" valign="middle" width="8%">

</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
12 Pounder
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
V
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-3/8
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
4-7/4
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
8-11/3
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
12-29/2
</td> <td bgcolor="#00ffff" valign="middle" width="8%">
30/1
</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
18 Pounder
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
E
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-3/9
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
4-7/4
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
8-13/3
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
14-31/2
</td> <td bgcolor="#00ffff" valign="middle" width="8%">
32/1
</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
24 Pounder
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
Y
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-3/10
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
4-7/5
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
8-15/3
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
16-33/2
</td> <td bgcolor="#00ffff" valign="middle" width="8%">
34/1
</td> </tr> <tr><td bgcolor="#00ffff" valign="middle" width="27%">
32 Pounder
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
Z
</td> <td bgcolor="#00ffff" valign="middle" width="19%">
1-3/12
</td> <td bgcolor="#00ffff" valign="middle" width="11%">
4-7/6
</td> <td bgcolor="#00ffff" valign="middle" width="10%">
8-15/4
</td> <td bgcolor="#00ffff" valign="middle" width="13%">
16-39/2
</td> <td bgcolor="#00ffff" valign="middle" width="8%">
40/1
</td></tr></tbody> </table>
R/F = Range/Fire Value
1/6 means at 1 hex the value is 6.
1-2/4 means at 1-2 hexes the fire value is 4.

(Chart courtesy of Bill Peters)


So, to compare – look at the musket range 4 = fire factor of 1, but at range 1 (i.e. very close!) the fire factor goes up to 6.

Formations

Typical structure of 18<sup>th</sup> Century Infantry Regiment


Although there were many types of formations used the most common basic unit is the Company.

Made up of usually between 20-100 men (depending on recruits, battle, injuries etc)

This is the ‘core’ infantry unit in c1776 and each infantry unit represents 1 company.

This company belongs to a Battalion. Usually in the British and French Armies made up of 8 Line companies, 1 Light Company and 1 Grenadier Company.

In the game there is usually a leader to represent the Battalion Commander.

In the US army the number of line and light companies varied, but the usual practise was 8 companies to 1 Battalion.

In battle the units used line formation and spread out to maximise firepower.

To represent this in the game 2 companies per hex = 4 Hexes:

Or doubled up for melee = 2 Hexes:

Specialised units

Often the flank companies were ‘detached’ to form battalions of Light or Grenadier troops. This gave the commander an excellent reserve or advance unit, but was unpopular with many Battalion commanders as it robbed them of their best men.

The advantage of having a superior unit as opposed to additional ‘penny-packets’ of good troops was borne out and was common practice in the ARW.

Legions

These units were composed of groups of infantry and Cavalry, and were the forerunners of the later (and much larger) Corps concept as ably used by Napoleon. Often they were militia or provincial units of whom some did not have horses or rode double, and provided a strike force capable of quick response, but had the staying power of infantry. In reality they often came unstuck if not properly used, or became isolated.

Line formation



The commonest formation for battle. Companies were drawn up 2-3 men deep to maximise shooting firepower and trained to fire in ranks then reload.

This formation has problems if the additional rule LINE MOVEMENT DISRUPTION is on – as it then reflects the need to ‘dress ranks’ and hold formation, which would slow the unit down.

Units have ZOC from the front 2 hexes – and fire along this front also.

Cavalry are dismounted to use this formation.


Column formation




The commonest formation for movement. Companies were drawn up 4 men wide to enable rapid movement and changes of direction. Single units in road hexes only pay 1MP per hex. No firing is allowed, but units can melee.

Units have ZOC from the front two hexes only.

Cavalry are mounted to use this formation.

Square Formation

This is formed by several companies in line facing at right angles to each other. Obviously it protects the flanks, but reduces the frontal firepower of the unit by ¾. This formation was used against cavalry (unlikely during this period as cavalry rarely could break close formations) or to defend an objective or fortification.

Extended formation




This formation is only available to Light and Militia units. It represents the unit in skirmish or ‘dispersed’ formation – not shoulder-to-shoulder, but it still could have structure. It allows the same firing as line, and receives less chance of casualties from shooting. It is however weak in melee and easily swept away.

Units have ZOC from the front 2 hexes – and fire along this front also.



Why such tight and rigid formations then?



To compensate for inaccurate shooting, the men fired volleys, sending a mass of balls toward the enemy, some of which should hit. In order to fire volleys in unison, they formed into units of two or three ranks (lines) deep, shoulder to shoulder. The unit would operate like a machine, led by an officer (assisted by his non –commissioned officers), who would give the orders to load, fire and manoeuvre. Units could turn their lines, form into columns or squares, advance or turn about at the direction of their officers. Early in the war, the Americans did not have a universal system. Each state or even regiment had their own, making command by generals harder. The Americans also did not practice large unit -Brigade or larger- drills early in the war.






The tactics of the day called for each unit to form next to it's neighbour, forming a line across the battlefield. (not necessarily a straight line, or an unbroken one.) They would both defend and attack in these formations, which gives them the name of linear tactics.

The tactics were not designed to shoot down the enemy until he gave way, but to break up his organized lines so that your side could then march forward, in cohesive, organized and linear fashion, and charge with the bayonet. A disorganized unit cannot stand against an organized bayonet charge. Each unit tried to break the unity of the enemy formation so it could charge with the bayonet. Charged units, if not able to organize themselves, would give way if possible- or die spitted.

Muskets could be fired as fast as every 15 seconds. It took a sense of timing to be able to drive a charge home while the enemy was unable to fire and break up your lines.

Rifles, while much more accurate than muskets, also were loaded much slower. It would take at least 30 seconds, and sometimes a minute or more, to reload a rifle. In that time they were often charged with the bayonet, and since rifles were not equipped with bayonets, riflemen usually had to yield to musket men.

Early in the war, the Americans had a shortage of bayonets. When France joined the war, they supplied muskets with bayonets, and the other accoutrements- uniforms, cartridge boxes, etc, alleviating the Americans shortage of arms and bayonets. The French provided a hundred thousand muskets and bayonets during the war.

It is a myth that the Americans won by using cover, while the dumb British stood in the open in ranks to be shot by the hidden Americans. Both sides fought primarily in the open, in formation. When von Stueben took over training at Valley Forge, he put a single standard and methodology into the American army, so they could work better together. They then became a match for the British on the open ground in every respect. The Americans had been hampered by various methods and commands of manoeuvre, with little large-scale drill. Von Stueben changed that, setting a single standard and training the army to use it, and the Americans proved their ability to use these techniques at the Battle of Monmouth. Instead of a regimental way, or state way, there was only the ARMY way. One method, one-way to issue the order.

Certainly on occasion the Americans used cover, hiding behind trees and rock walls. The start of the war at Lexington and Concord is a prime example, and the New Jersey Militia, used it well also, both being examples of partisan warfare. Most battles of armies were fought using linear tactics. Even most partisan battles were fought using some form of linear tactics- they would fire volleys, and often stood in lines.

<dir> <dir> </dir> </dir> The Eighteenth Century was a period of constant tactical experimentation and growing sophistication. Technically it saw the introduction of the ring bayonet, improvements to the infantry musket that included the metal ramrod, and an improved flintlock mechanism. Tactical theory moved from deep battalion formations with little flexibility to linear fire lines capable of manoeuvre. Cavalry gradually moved out of the main battle line to the flanks and reserve, and the artillery saw great gains in mobility and rates of fire. Commanders such as Marlborough and Frederick sought new ways to overcome the limitations of their tactical deployments. Professionalism on all levels increased in all the armies of the period. It was also during this century that the first true world war was fought in climates and terrains far from the European norms. New types of troops, such as trained light infantry, flourished in these new conditions. No period can boast of more theoretical development and innovation of tactical doctrine than the eighteenth century.




 
Last edited:

Leftie

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Unit Types

In the c1776 game there are several types of units available to both sides. These can be sub-divided further.

[font=Amaze,Arial Narrow]
Infantry
[/font] The ‘Queen of Battles’ and the most prevalent and prominent troop type of the war for both sides. Terrain made the use of cavalry and massed artillery next to useless, and many scenarios have nothing but infantry units present.

Line troops – These are your stock-standard trained infantry in the 18<sup>th</sup> Century. Trained to fire and manoeuvre in shoulder to shoulder formation and obey orders without delay. Most of the British infantry are composed of this type, as are most of the Continental troops (Regular US), which are more prevalent as the war progressed. They can use line and column formations.


Light Troops – These were usually specialist troops often from the flank (light) companies and often detached to form a unit of specialists. Trained to fight shoulder to shoulder like other line troops they could also use a skirmish formation, which was more spread out and enabled them to take advantage of cover etc. This makes them more flexible, often with a higher morale. They can use line, column and extended formations.


Grenadier troops – These fight exactly like line troops as the use of the grenade had fallen out of favour by the War of Independence, but were often considered elite with a higher morale. Made up of the strongest and fittest men in the Regiment they formed the other flank (grenadier) company in the regiment and were often detached to form elite units of reliable men to spearhead assaults. They can use line and column formations.


Militia – The use of large numbers of militia makes the War of Independence quite different from almost any contemporary European theatre of war. Made up of able-bodied men who could be called out in short notice the militia varied in quality considerably. However many of them had experience in the French and Indian wars or with skirmishes with the Indians. Contrary to popular opinion not every militiaman used a rifle, which were fairly rare, but they could use a spread out formation which enabled them to use the terrain and snipe and harass the enemy. Very few had bayonets, which limits their effectiveness in melee. They often have a fragile morale, which can collapse quickly, however they are a flexible (and often) plentiful force. They can use line, column and extended formations.




[font=Amaze,Arial Narrow]
Cavalry & Artillery
[/font] Although terrain and the lack of mounts limited the number of cavalry in the war they still provided a useful tool in the right circumstances. Due to the close formations of infantry, cavalry charges were rarely effective unless they caught infantry in line or extended order from the flank or rear. The more useful contribution was in the role of reconnaissance, raiding and following up a defeated enemy. They are usually worth double points in game terms to infantry, so they should be seen as valuable and not to be wasted in a prolonged firefight.

Light Dragoons – These are trained cavalrymen able to charge home (in the right circumstances) or dismount and fire from foot. They often have good morale, and often form the advance guard of any attack.


They can use column (mounted) or line (dismounted) formations.

Mounted Infantry – These were men who usually rode horses to move, but dismounted to fight. Often composed of militia they provided a useful fast response force able to capture and hold positions quickly or delay the enemy before mounting up. Their poor morale makes them less effective in melee.


Artillery - Representative of a single gun and its crew, the artillery are your "long range" fighters. They were primarily used as a preparatory weapon to soften up a target, break up an advance, or prevent a force for forming up without harassment. They almost always relocated when an approaching enemy got too close however. Holding the line was left to the Infantry.




<center>Tactics</center> Tactics of formation.

In traditional warfare victory usually came to the general who could move his army at maximum speed and who could group his forces so they could strongly support each other and do the greatest damage to the enemy. To attain speed, armies marched in columns normally four men wide. In battle the troops were formed in a line. For a column to become a line, the commander need only give a "right face" order, and the column becomes a line four men deep. The column is more useful for marching because it can attain rapid forward mobility. In battle, however, it is handicapped by its narrow front--too easily enveloped from either side. The line, in contrast, lacks rapid forward mobility, but its breadth makes it more suitable for deployment on a battlefield.

In addition to the line and the column, enclosed formations have also been used in the past--either a hollow square or hollow circle. With these formations warriors faced out in all directions against attack. Such formations were difficult to manoeuvre and liable to being surrounded by a superior force.

Tactics of attack. Direct frontal attack is the simplest way to go into battle. It can also be the most disastrous. During the Second Punic War the armies of Carthage met those of Rome at Cannae, Italy, in 216 BC. The Roman forces were in line formation. Hannibal, the Carthaginian general, had the centre of his infantry in a crescent formation opposite. As the Romans attacked, Hannibal allowed this infantry crescent to reverse itself. Into the space created by the reversal of the crescent ran the Roman troops, only to be enveloped by the Carthaginians as they swooped around the Roman flanks in what quickly turned from a crescent into a circle. At the battle of Marathon in 490 BC during the Persian Wars, the Greek commander Miltiades had dealt with the Persian ground troops in almost the same manner.

One of the most successful tactics ever developed was the flank attack--coming at the enemy from either or both sides. If a flank attack works, the results are much like what Hannibal achieved at Cannae--complete envelopment, or it can ‘roll up’ the enemies battleline. Such an attack can be prevented if a general chooses a site where his flanks are protected.

In the 18<sup>th</sup> Century the ability to manoeuvre meant that the frontal attack was almost always destined to incur severe casualties, so the oblique order of battle was often used to put pressure on one point in the opponents line, while refusing battle on one wing.

This concept was greatly used by both Fredrick the Great and The Duke of Marlbough, and allows smaller, but more organised forces to gain a local superiority at the critical point in the battle line, often once the enemies line had broken the cavalry would be sent in to exploit and complete the enemies defeat.

Morale

Every general has known that fighting spirit in his troops can overcome otherwise insurmountable tactical problems. There have been many instances where superior numbers were defeated not by military might but by loss of will. They lost because they were convinced that their cause had become hopeless.

Napoleon said morale is to the physical as 3 is to 1, ok that’s great – but how does it help me play c1776?

Each unit is given a morale class – ranging from A (the Best) to F (the Worst) – this value also represents training and espirit d’corps and ability to maintain cohesion during battle.

At certain times units are forced to take morale checks, check for disruption or when attempting to rally. The higher the level of morale class the more likely the unit will pass the test. This means that your unit of A grade Grenadiers are less likely to be disrupted as they take casualties than your unit of F class Militia, equally if using the line-disruption rule during movement.

In fact some low class troops may run away from very little, the first shots or casualties may be enough to cause panic.

Leaders

Units and leaders suffer a penalty if they are ‘detached’ or in other words outside the radius of their superior officer. So to ensure your men fight at the best of their abilities take care to station leaders within the radius of their commanders, and regimental commanders are with or near their own units.

Leaders also are important to rally routed units. The higher the command/leadership factor and quality of troops the higher chance those men will rally and fight on some more. Often the difficulty facing a commander is when to move a leader away from the front to rally routed men. High-level Commanders (e.g. Brigade/Divisional) may be better placed to attempt to rally leaving the Regimental officers to stay with the bulk of their unit.

Fatigue

Fatigue is a measure of how tired a unit is, again it effects morale checks – so a unit with high fatigue is more prone to failing a morale check than one that is fresh. Fatigue can be caused through casualties, receiving fire and engaging in melee.

Fatigue can be regained by resting a unit. If a unit performs no actions (movement or firing) then there is a chance that fatigue will be regained.

Terrain

To say that terrain was a big factor in the Wars in North America is a big understatement. In Europe battles were often fought on fairly open plains to help the commanders keep control and allow for manoeuvring, cavalry and artillery deployment. Both sides would often ‘choose’ a suitable site so that a battle could be fought that was agreeable to both sides.

The North American terrain was quite different and many British officers (and others) came a cropper when trying to fight in the European ‘style’ against Indians, the French and later the Colonials. (Reference Braddock’s Expedition 1755).

Primarily the big difference was the amount of woods, trees, scrub and undeveloped lands which made co-ordinating any large battle a Commanders nightmare. It also greatly affected the line of sight and made enemy positions and numbers difficult to assess.

In this terrain the use of light and militia troops was clearly understood (certainly the British had learnt most of their lessons by the end of the 7 Years War).

The terrain certainly hampered any large use of Heavy cavalry and too a lesser extent that of artillery due to the lack of wide-open areas which favoured their use.

In game terms the terrain effects what you can see, and what you cannot. As the British are often on the offensive they may not know what forces are deployed where and can stumble upon them at short range. Equally the defensive player will may be unsure of the direction and weight of the attack and position his units badly.

This means that reconnaissance; decoy attacks and vantage points all are important factors to consider ascertaining the enemy’s movements and threat level.

Hills - Height increases a unit’s firepower and makes any melee attempt from a lower level harder, so hills are often the strategic defensible areas. Cannon and supporting troops can be stationed to fire ‘over’ units on hills making any attack face higher firepower.

Roads have much more of a significance as they allow rapid movement in what would otherwise be difficult terrain – if you control the roads you can rapidly move units (especially supply wagons and cannon) quickly from one area to another, if not them you will find it a very long slog through the dense terrain to get to your destination.

Ambushes or roadblocks can also be useful in disrupting an opponent from rapidly utilising roads in wooded/difficult areas, and force them to deploy for combat, thereby slowing down their advance.

Woods, towns, buildings, fences and walls offer cover to defenders and minimise the firepower against them, thus reducing casualties – again use of extended formations in these terrains will reduce it further still. However check the ‘facing’ of walls and fences (these lie on the hex edge) – if shot from the side or rear these will give no protection at all, and enemy units that close to an adjacent hex will also benefit from a ‘dividing’ wall or structure.


 
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