Further to the questions raised
about the Gauls and tribal foot in Polemos: SPQR on JWH’s Heretical Wargaming blog, which
I wrote about last week, there were also questions raised about the meaning of
recoiling in games and how this might relate to what happens on battlefields.
This is not of course unique to the Polemos games, many rule sets, both ancient
and modern, have some concept of recoiling from the enemy.
What then is a recoil? The basic
idea seems to be along the lines of a unit being attacked and flinching away
from the enemy, usually in a rearward direction. We do read, from time to time,
in battle reports such sentences as ‘the guard flinched from the hail of shot’,
or ‘the cavalry recoiled from the steadfast foot’ or something of that nature.
The idea seems to be that the human beings concerned, collectively, attempted
to reduce the potential harm to themselves by removing themselves from
proximity to the harmers.
In general, in a wargame, this is
handled by a recoil. A unit is moved back a certain distance. This, at least in
more modern rule sets (I’ll pick a set at random, one that I know, say PM:
SPQR) that the base of troops recoiling moves backwards by the depth of the
base, perhaps losing their orders should they have any and breaking the
continuity of the larger body of troops of which they were a part. This has the
effect of removing any support they could have provided for colleagues in
adjacent bases and, possibly, of opening them up to fighting at a disadvantage
because those bases are now overlapped by the base from which the recoilers
have removed themselves.
Thus, I think we can safely
conclude, the recoil is a game mechanism which shows the effects of being on
the losing side of a combat, although not catastrophically or irretrievably..
But it is a wargame rule mechanism. Criticism of the mechanism can suggest that
firstly, the distances involved are too great. A base may well move back the
distance of the width of the unit, but that is not the depth of the base. There
could be some discrepancy here between the base depth and the depth of the unit
as deployed. This is usually rationalised as the base depth as the distance
over which the unit has ‘control’ (whatever that means, hence the scare
quotes); the depth of the men deployed is a whole lot less.
Given that, the recoil a base
depth, breaking any formation, seems rather a large penalty for the adjacent
units. They are now much more exposed and vulnerable than they were because
their friends have just flinched back a sizeable chunk of geography. This, of
course, can have knock on effects and the whole group of bases can, in theory
(although given the vagaries of dice rolling, probably not in practice) , be
recoiled a base depth, hence yielding quite a lot of space to the enemy.
Nevertheless, from small
advantages greater advantages can grow. A unit flinching away can cause,
ultimately, the collapse of the whole body of which they are a part. This,
surely, has to be represented somehow. Furthermore, I think it is reasonably
fair to say that troops in other than larger bodies have more flexibility. Skirmishers,
for example, are more or less expected to do something like recoiling as a
matter of course.
My view on skirmishers is still
evolving. I am less convinced than I was that ancient (or even early modern)
skirmishers formed up in dispersed skirmish lines, reminiscent of modern
troops. Modern troops adopt this formation for very good reasons, mostly dispersal
to minimise the effects of machine guns, automatic weapons and, especially, high
explosive artillery fire. None of these apply to ancient warfare. Thus, I think
that skirmishers tended to be in unformed but fairly close formations, with
groups of men sent out to throw javelins at the enemy, and then run back. The
unit formed a safe place for them to run back to and have a bit of a breather
while someone else had a go.
A skirmish unit, therefore, is
much more likely to recoil a base width or so (DBA has a ‘flee’ move, after
all) than a unit is a formed body. So far as I know this sort of distinction is
rarely made in wargame rules (guilty as charged). However, I realised that I
have, inadvertently, come up with a solution.
The model we are after is that a
unit in a formed body might be narrowly beaten by the force in front of them,
and be forced to carry on fighting at a bit of a disadvantage, but is not
forced back far enough necessarily to break the continuity of the body of which
it is a part. Some advantage is to be given to their opponents, but not a free
hand. On the other hand, isolated or skirmishing units might wish to fall back
further out of harm’s way.
A while ago I posted about
needing recoil markers, and some of you were kind enough to offer suggestions
for what they might look like. I realised a day or two ago that they constituted
the solution to this problem of modelling recoil. As the recoil was marked
anyway (because I need to remember who has recoiled) I can recoil units without
them necessarily breaking formation. This may well obviate the slightly odd
situation I obtained recently where a base of pikes was continually recoiled
and landed up half way towards their base line, still in combat but a long way
from any friends or foes except their immediate enemy.
With the recoil markers, then, a
unit which loses the immediate combat can be marked as being at a disadvantage
for the next round of combat but need not (unless it decides to) recoil the
standard base depth. The continuity of the unit is preserved and the odder
results are removed. The only cost is another sort of marker, which I was using
anyway.
Furthermore, as in the Wars of
the Counter Reformation rules I have a sliding scale of two recoils being equal
to a shaken, I think I can model the general decline of unit cohesion rather
better than I have previously. I’m not sure. Playtesting will tell, I guess.