Champagne -> RE: How does the game handle Squares & Arty crews (5/14/2015 4:26:13 AM)
|
The tactical interface between three perfectly balanced combat arms is the salient feature of the Napoleonic pitched battle. Infantry, Field Artillery and Cavalry activities on the Napoleonic battlefield looked dissimilar from the American Civil War battlefield, because the three combat arms were not in balance on the ACW pitched battlefield. The combat arms were quite out of balance on the ACW battlefield, with the Percussion Cap Rifle armed Infantry dominating. I'm looking forward to SoW: Waterloo. I wonder how much the new game will resemble the ACW battlefield in different uniforms. Napoleonic tactics were quite different than ACW tactics, and, I hope that the new game makes this easy for the player to see by playing the game. Let's take for another example, the role of Horse Artillery in Napoleonic Warfare. The Horse Artillery accompanied the Cavalry. The Cavalry would threaten enemy infantry, thus forcing them into Square. At that point, the supporting friendly Horse Artillery would unlimber at 300 meters from the enemy squares and reduce them with canister. Once the squares began to break the Cavalry would charge. Can the new game simulate the above tactical interface? To simulate ACW, it's not necessary for the game engine to be able simulate that. However, for Nappy War, it's important that it does simulate that tactical interface of combat arms.
|
|
|
|