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| Casualties in the ACW games – Point 1: Fire combat analysis http://www.wargame.ch/board/acwgc/viewtopic.php?f=4&t=24022 |
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| Author: | M. Clausen [ Mon Oct 20, 2025 4:24 pm ] |
| Post subject: | Casualties in the ACW games – Point 1: Fire combat analysis |
NOTE: If you haven’t already read the post Total Casualties in the ACW series games – Thesis, you might want to do that, as it provides background for this discussion. Paddy Griffith has a very interesting table in his book Battle in the Civil War. He breaks down a ‘typical’ Civil War firefight between two 400-man regiments in open terrain. Over an hour-long firefight in the early part of the war (Spring-’62) he posits that between the USA and CSA, an average of 1.65 casualties were generated every minute. Since there are 2 fire phases per side in a 20-minute turn (1 offensive and 1 defensive) it is reasonable to assume 10 minutes of firing per ‘shot’ in the game. This means 16.5 casualties per fire phase is average, for a 400-man regiment to inflict. It is important to note, that these numbers assume the entire combat happening at 150 yards or less (ie 1 hex range). At a range of 1 with rifles (firepower 4), 400 men can be expected to cause between 8 casualties (4x400x.005) and 40 casualties (4x400x.025), with an average of 24 casualties. While the average of 24 casualties in 10 minutes is a bit higher than Griffith’s average, I would submit that as regiments run low on ammo and/or get disrupted, the number of casualties over an hour-long firefight would fall in line with about 100 per side. So, in the end the current fire combat system seems pretty accurate for modeling the results from an ACW firefight. However, the current supply check value and morale check procedures do not drive towards historic results. Units rarely run out of ammo and disruption/rout from fire combat is the exception rather than the rule. As a result, firefights last too long and are too effective. I’ll cover those two topics in another thread. Finally, while I believe that the firepower values for rifles and muskets are reasonable at a range of 1 hex, I think they are unrealistically effective at longer ranges. There seems to be plenty of evidence, that most combat took place at a range of 1 hex. Beyond that range the expenditure of ammo was not worth the results, especially since most units didn’t train to shoot beyond close range. I would propose the following ranges/firepower Rifle: Range 1= 4, Range 2=.5, Range 3= .25 Musket: Range 1= 4, Range 2=.3 Reducing the ranges on rifles will bring down the overall casualties, because blazing away at 500 yards for hours on end will no longer cause casualties to accumulate at more than a trickle. But that will be a minor adjustment, the real point here is that for the most part, fire combat results are pretty reasonable, so total casualties must be reduced by other mean than adjusting the combat system. Lt Col Matt Clausen 1st Brigade 3d Division V Corps Army of the Potomac |
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| Author: | Kent Scarbough [ Thu Nov 06, 2025 7:06 pm ] |
| Post subject: | Re: Casualties in the ACW games – Point 1: Fire combat analy |
Well thought out indeed. I tend to agree with the damage at range. It would certainly be more realistic I believe, but would seriously change tactics for many. Thank you for the post. |
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| Author: | Quaama [ Thu Nov 06, 2025 11:40 pm ] |
| Post subject: | Re: Casualties in the ACW games – Point 1: Fire combat analy |
I thought I'd responded to this thread before now but obviously not. I did address the essentials of this issue in another thread (https://wargame.ch/board/acwgc/viewtopic.php?f=4&t=24023#p126958). In it I said: In Battle Tactics of the Civil War Griffth ... also analyses average ranges across the War: Seven Pines - 68 yards; Other (61-62) - 122 yards; 1863 - 127; and 1864-65 - 141. So, most of the fire should be at 1 hex for early war and up to 2 hexes for later. The changes suggested in the OP sound fine to me. The following post said "it ... would seriously change tactics for many." Agreed. Not only would it change the tactics, it should. |
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| Author: | Richard Coyne [ Fri Dec 05, 2025 10:13 pm ] |
| Post subject: | Re: Casualties in the ACW games – Point 1: Fire combat analy |
Nice thread. I tend to agree with everything said' Perhaps the answer is all of the Above Higher chances of running out of ammo I mean 5 hexes in this game is 625 yards, Even If you could hit a target at that range the energy of that bullet would be very low. I own a 1861 Springfield 58 Cal, Rifled Musket Replica a 3 hex shot would be 375 yards!! i have NEVER made a shot at that distance. Some scenarios Max range is 3 |
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| Author: | RichWalker [ Sun Dec 07, 2025 2:25 am ] |
| Post subject: | Re: Casualties in the ACW games – Point 1: Fire combat analy |
Richard Coyne wrote: Nice thread. I tend to agree with everything said' Perhaps the answer is all of the Above Higher chances of running out of ammo I mean 5 hexes in this game is 625 yards, Even If you could hit a target at that range the energy of that bullet would be very low. I own a 1861 Springfield 58 Cal, Rifled Musket Replica a 3 hex shot would be 375 yards!! i have NEVER made a shot at that distance. Some scenarios Max range is 3 I too have many replicas and have fired many times, though not at 4-600 yards. However, imagine 4-800 people armed with that same 1861 S. Each firing at least one per min over a 20-minute period. That's 20x800 or 16,000 rounds that could make contact with another 3-500 people standing closely packed in an area of 125 yards deep. I am guessing that at least 5-10 of those 16,000 could make contact. And though the energy would indeed be reduced, it doesn't take much to penetrate a wool coat. Killed or wounded is all the same in this game. And besides, when I'm firing, I mostly get "No Effect." |
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