Charge vs firing

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Fabrice

Charge vs firing

Post by Fabrice »

Hi,

I already tested the rule several times and I'm a bit concerned by the infantry charge efficiency.

The fire (defensive but also medium range) is very efficient and it's difficult for the charger to reach into contact and with no cohesion lost (as it is not so easy for the charger to recover to complete the charge).
My concern is the risk taken to attempt to charge might be acceptable if the charger has a substantial advantage when it is into contact to fight. But, even if both unit are fresh, they have the same combat factor.
I've considered a skirmish screan, or a massive attack (2 units on one) but the problem is still the same, no advantage for the courageous chargers.

You have understood I'm french and I use the french doctrines with my french armies but we have not yet try the english lines and it makes me anxious ;-)

Perhaps i missed something in the rule but if I'm wrong please correct me.

Cheers,
Fabrice.
KendallB
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Re: Charge vs firing

Post by KendallB »

Shoot the defenders up with artillery and/or skirmishers until they get at least one cohesion loss.
Assault with two units so defender has to split his fire dice and reduce the chance of hits against your units.
Load up your DC with CPs just in case the assaulting units need to take a CMT to close after defensive fire.
Have rear support so that you reduce his dice against you while you gain dice against him.

That should do it - and quite French too!
hazelbark
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Re: Charge vs firing

Post by hazelbark »

Actually I find the rule and mechanics quite historical and quite powerful for the french tactics.

The French tactic particularly in the proper years of 1805-1809 were to use skirmishers and firepower along with manuver to weaken the enemy. Then they pressed harder and the enemy collapsed.

This replicates very well in the rules.

I do not believe the sudden bayonet charge against a prepared foe was particularly effective in this period.
SirGarnet
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Re: Charge vs firing

Post by SirGarnet »

Agreed, it works (though the very idea that a mere handful of hits could stop the Guard from closing is incroyable).

Large units in deep formation provide their own combat support and can absorb a free hit, making them better able to shoot the enemy line to DSD or WAV while maintaining their own cohesion and then weather any defensive fire in the assault.

Assaults are decided by psychology - a battle of wills, or weakness. The advantage of the defender is being able to convince the enemy to stop with fire and evident resolve. The advantage of the attacker is timing and winning if cohesion is tied after Combat. Nosworthy examined the special advantages of the British infantry facing French attacks. Better levelling techniques were a mechanical advantage. Of more importance their quiet emotional reserve and related fire discipline during the approach. I am not doing the topic justice by summarizing that this ominous calm unnerved the French whose enthusiasm was typically bestirred by their officers on the approach and who tended to shoot off their muskets early, and that this allowed the British to deliver a devastating fresh close-range volley followed by pent-up cheers and an energetic bayonet charge.

This can work for Brits in game. Veterans with attached Skirmishers + Artillery are formidable.
Halt and Disorder the attackers with Defensive Fire. Shoot them to Wavering, then counterattack with a charge and break them in your own turn.
But the French have more units and can double up or outflank somewhere, or present a dilemma by moving up Cavalry.

EDITED for not being able to read this font well at this resolution on this screen. Argh.
Last edited by SirGarnet on Wed Jun 06, 2012 11:36 pm, edited 2 times in total.
hazelbark
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Re: Charge vs firing

Post by hazelbark »

MikeK wrote:Agreed, it works (though the very idea that a mere handful of hits could stop the Guard from closing is incroyable).

Large units in deep formation provide their own combat support and can absorb a free hit, making them better able to shoot the enemy line to DSD or WAV while maintaining their own cohesion and then weather any defensive fire in the assault.
Note Superior units (which Guards often are) also take one less hit coming in.
terrys
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Re: Charge vs firing

Post by terrys »

Units assaulting always have the advantage if their opponent is at least 1 cohesion level lower. (particularly cavarly vs cavalry).

If you charge disrupted infantry with your steady infantry, and have the CPs available to force the charge home, you have a 55% chance of making it into combat - assuming that you take at least one hit, but no more than 2 (from 3 dice).
If you get in disordered, you are both on the same number of dice (4) but your opponent will retire if you end with the same amount of cohesion losses.
If you get in still steady, then your opponent must score at least 3 more hits than you (with 4 dice against 6) to win the combat.
In both cases you get to recover your unt first.
(the calcuation assumes 2 small average units). If the attackers are large or superior then the calculation moves significantly in their favour. As Mike has quoted to me many times over the years: "A good big 'un will always beat a good liitle 'un"
dvorkin
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Re: Charge vs firing

Post by dvorkin »

Charge alone with no preparation and no support againt steady troops is nearly useless except if you are lucky.

But as it said above harrassing with skirmisher presence of cavalry in the 6 and a big unit in deep formation s or with support and it work.

BTW I'm french to don't hesitate to contact me by PM, I'm looking for players in France
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