| I have been pondering a way of capturing the "spirit" of skirmishing units.... in particular
RIFLED skirmish units.  There's a well known anecdote from the battle of Cowpens that
 a skirmish line of rifle men repelled a unit of cavalry from quite a distance by dropping
 approximately 15 moving riders.  The cavalry unit retreated without accomplishing the
 task of clearing the skirmish line, and Tarleton was forced to send his infantry
 forward without a good idea of what was ahead of him.
 
 Morgan had sent out these skirmish units with a rather good plan.  He had them
 move forward in groups of 3.  After the first rifleman shot, the other 2 would
 be able to provide cover against attack while the first one re-loaded.
 
 In the Cowpens OOB file, these skirmish units are scored with rather low morale
 factor - - to reflect the skirmish unit's poor ability to repel bayonets.  Unfortunately,
 by giving these rifle units a low morale factor they are almost as quick to
 "rout" simply because of musket fire.  Historically, however, these units were
 quite resiliant to musket fire.... since they could hide behind trees or rocks,
 while they carefully took aim at their own pace.  Hence, their ability to hit
 targets, while not part of disciplined volleys, was quite high - - and so was
 their ability to withstand return fire.   Even if all they could do was hide behind
 shrubs, their general "invisibility" rendered them difficult to hit due to low
 "target acquisition" by the opponents - - even if their cover was not adequate
 to deflect shot.
 
 So how are all these dynamics to be reflected in a customized OOB and pdt file?
 I wanted to present my thoughts on the matter and see what the learned members
 of the club thought about these ideas.  And then, having the benefit of views from
 more experienced members, I would try to test a modified OOB and pdt file.
 
 Factors to adjust and why:
 1) In order to reduce the tendency to rout due to musket fire, I would increase
 skirmish units to "B", or probably "A".  "A" units are almost invulnerable to
 fear, usually leave a battle only if their general *wants* them to.  And with
 the Quality Fire parameter ON, it would reflect the high effectiveness of
 these rifle skirmish units.
 
 2) However, rifle units are, as we know, terrible at handling melee.
 And so it may (I repeat, *may*) be necessary to keep the Quality Melee
 parameter OFF.  Rifle units are already calibrated to melee poorly, but
 it will take testing to find out whether an "A" rifle unit is still able to
 stave off a melee from a well manned unit.
 
 3) In connection with (2) above, one way of helping to make the
 skirmish units sufficiently vulnerable to melee is to make them rather
 small.  They could be icons of 3, 5, or 6 men each.  And they could
 be stacked into a single hex, or spread around.  Again, testing will be required
 to find out if a 3 man skirmish unit has enough fire power to more or less
 get 1 kill per "volley/shot".  This would represent a 33% hit rate, which
 is the bare minimum for a rifleman firing into a non-eXtended line.
 
 4) At the same time, by keeping a high morale rifle unit in EXTENDED
 order, it helps reduce their vulnerability to musket fire and INCREASE
 their vulnerability to melee....which is exactly what we are looking for.
 But if a 30 man musket unit fires into a 3 man extended order unit...
 will it kill 1, 2 or all 3 men?  If so, it may be necessary to increase the
 size of the skirmish unit from 3 to 4, 5 or 6.
 
 This is where I plan to begin my testing.  But before I begin, does anyone
 have any thoughts about other aspects of a skirmish unit to consider?
 
 Regards,
 
 George Brooks
 Tampa, FL
 
 
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