It might surprise some people to
realize that the purpose of fighting snot to kill enemy soldiers. While soldiers
are expected to fight and, in fact, to kill, that is not the main purpose of
their existence and activity. The main purpose of fighting is to smash up the
coherence of the enemy. Once that is done, the enemy will break and become
either extremely vulnerable to further attack and slaughter, or simply run away
in a confused mass.
This fairly simple fact accounts,
for example, for the disparity of casualty figures in many pre-modern battles. The
victors lose few men. The losers lose many. The disparity can be somewhere
around 5% for the winners to 15% for the losers. In one of Montrose’s battles the winners lost
a single man, the losers hundreds. The pursuit was the main cause of the
casualties.
I have been reading Bert Hall’s ‘Weapons
and Warfare in Renaissance Europe’ (Johns Hopkins, 1997), as I mentioned last
time. He starts, sensibly enough, with medieval warfare, and he notes, along
the way, that the basic idea of most offensive warfare is to achieve the
incoherence of the enemy formations. If that can be achieved, the battle is
more or less won.
There are, of course, various
ways to achieve incoherence. One of the main ones is to charge the enemy
formation with big, scary aristocratic cavalry. If they flinch then you have won.
Bodies of infantry on the defensive rely on coherence to see of cavalry
commands. If only a few decide that the future looks rosier in the rear areas,
then the formation can lose coherence and the battle is lost and won.
Another way to smash up the enemy
formation is via archery. Longbows are the only bows to have really a
sufficient rate of fire to achieve this and, famously, the English achieved
this at Crecy, Poitiers and Agincourt. The point here is that the archers were
deployed forward and to the flanks of a solid body of dismounted men-at-arms. The
enemy, for whatever reasons, charged up the middle and were flanked by the
archers and shot up. People under fire tend to flinch away from the cause of the
problem, and so the French knights bunched up. The formation was disrupted. Men
began to fear, at least, suffocation. By the time contact was made the
coherence and energy of the assaulting formation was lost. The front might
still fight bravely and destructively, but their chances of winning had gone.
Of course, the French did not
take too long to hit on a solution to the problem, and spent much of the middle
part of the Hundred Years War refusing to fight battles against English armies
on the defensive. Given that being on the defensive was required for the
English tactics to work, this was very effective. The French would not, and the
English could not attack. The French could then deploy their resources in
sieges and raid, exploiting the fact that the English struggled to hold the
ground.
An alternative was the pike. The
Low Countries guild pikemen had startling success against the French when they
stood on the defensive. Again, the problem they did have was exactly that they
needed to stay on the defensive to maintain coherence against the enemy. Big blocks
of men are hard to move and keep in formation, and pike blocks rely on being
big and in formation. As with the English this became problematic. The French
refused to fight and even tried various ruses to induce the Flemish to attack.
If they did, they were lost.
Finally we reach the Swiss, who
both used pikes in large numbers and had a reputation for attacking at speed.
This seems to have something to do with the nature of Swiss society and
recruitment to the army. Villages fought together, as did urban guildsmen. Training
was undertaken. The Swiss pike block was much more coherent and capable than
any other infantry formation of the era, and it showed. But the point is that
this depended on the social conditions in Switzerland – loyalty to canton, time
to train and, in the final analysis, a lack of decent farmland for the sons of
peasant farmers.
The thing is, much as I rack my
brains, I cannot think of a set of wargame rules that models this lack of
coherence. The older rule sets tend to focus on casualties. We can fudge that
to argue that not everyone counted as a casualty was, in fact, dead, but it is
exactly that, a fudge. More recent rule sets would have bases, say, of French
dismounted men-at-arms recoil at an angle to the incoming archery, or, in
extreme cases, be eliminated. And yet this is not what history tells us
happened.
Now, you might say ‘Well, Polemos
rules do not do that either’, and, indeed, you would be right. We did try to
model unit disruption through the shaken system, and I think that cramping
troops together as they flinched away from incoming fire was not a major part
of the English Civil War, but I do not really think that Polemos, either, could
cope.
Here, I think the problem is the
bases we tend to use. My bases are stiff plastic card. You cannot cramp them
together any more than side by side. It just does not work and anyway, would probably
start to damage the bases if you tried. And yet this cramping is what we find
in the medieval historical record.
Off hand, the only mechanism I
can think of to model this behaviour would be for a flinching unit to move into
another unit and for the effectiveness of the combined base to be reduced by,
say, a half. Then when that base is his, it jumps into the next across and effectiveness
is reduced again. This might model the effect we need, but could be a bit
annoying.
This is not, of course, the only
time when over dense formations were a problem – the French infantry in the
villages at Blenheim were tightly packed and could barely raise their arms, or
so I recall. So I wonder if anyone has any bright ideas for modelling the
effect, or is it just one of those historical things we ignore to get a nice
game?
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