As I said in the Ilipa post I wrote an article about wheeling units in AMW for Slingshot. This is over 10 years old now, but I found it and it still makes sense to me. For those of you who never read it first time round, here it is:
Introduction
How much can units wheel or turn in good order? In many ways
this question is almost as important in rule sets as the combat mechanism. It
crystallises what the rule designer thinks about how historical armies
manoeuvre. The less manoeuvrability the designer allows, the more the initial
set up of the armies becomes important. Taking restrictions to extreme levels
means after set up the game runs on auto pilot. Most designers aim for a
balance between initial set up being important and allowing plays to react to
what is going on.
Empirical data for how ancient armies turned is difficult to
obtain. attempting to extrapolate from contemporary examples such as
re-enactment groups or modern formal drill falls short for several reasons. For
example, did ancient armies use cadenced step of any type? This is common to
most modern mass manoeuvring by armies, but unlikely to have been used by
ancient armies[1]. Secondly,
the most troops you are likely to see in one place performing formal drill
would be for the Trooping of the Colour. Interesting it may be – after all the
lines are rarely absolutely straight - , but hardly comparable to a Macedonian
phalanx with 5,000 men in it.
The rules for units turning in AMW are both delightfully
simple and infuriatingly vague[2].
The rule says:
Turning. If a Warband, Auxiliary Infantry, Elephant, Heavy Infantry
Heavy Archer, Heavy Chariot, Scythed Chariot or Heavy Cavalry unit wishes to
deviate more than 30degrees from a straight line, it must use up half its
movement allowance to do so,
i) Light Infantry, Light Chariots and Light
Cavalry may turn without penalty.
Looks easy, but what exactly does this mean? Neil has issued
some clarifications, - for example all turning is by wheeling, plus units may
perform a 90 degree turn to line up with an opponents flank, DBA style. His
approach, - that games are played by consenting adults for fun as opposed to
competition gamers aiming to extract every iota of advantage from overly
precise rules – means that he is comfortable with a simple outline rule, allowing
reasonable chaps to fill in the gaps in
needs be.
However, this rule leaves a lot of room for discussion and
quite a few gaps to be filled in. I fear I am entering into territory that Neil
didn’t consider when writing and play testing his rules.
Firstly I have to say that I am with Neil in that all
turning should be by wheeling. Crab-like incline movements are difficult to
order and achieve in a controlled way by massed units. The fact that Hoplite
formations naturally deviate from the straight and narrow is irrelevant as this
arises from the nature of the formation and is neither desired nor required.
About Face
Although it isn’t said explicitly, I think this is covered
by the rule. I’d say that it is a deviation of greater than 30 degrees, and so
takes half a move. That seems to me to be fair, and in line with what a lot of
rule writers and wargamers expect. I think it is generally accepted by the
players of AMW as well, so it can be safely left outside this discussion.
Wheeling
It is in respect of wheeling that I think I may part company
from what the writer does in practice, and what players may want to see.
However, I have tried to apply a logical, mathematical approach to the subject,
in order to see where it gets us.
I haven’t played the game with Neil, but I’ve heard an
account recently of how he managed a game on the SoA stand at a show, so I
think I have a grip on what he actually does. As I understand it Neil allows
the 30 degree wheel before the unit moves. So, for example, a Heavy Infantry
unit wheels, and then moves a further 8cms.
For 90 degree wheel the unit would turn 90 degrees, then
move 4cms, being the remaining half of its movement allowance.
All
of this seems very fair and logical.
However, in practice both of these increase the movement speed of the
wheeling unit considerably. This means units go faster when performing a
complicated manoeuvre rather than moving in a straight line.
Let
us assume that we are using 15mm figures on a standard 40mm bases, giving an
80mm frontage. If the unit is wheeling, then one corner remains in position,
and the outer corner moves. For a 30 degree wheel we can calculate how far the
outer figure goes before it commences its standard move, by the simple
application of π. As you all remember from your geometry classes in school the
circumference of a circle is calculated by 2πR, where R is the radius of the
circle. As the unit has one corner pinned, and the outer corner moving the
frontage of the unit is the radius of circle being described by the unit’s
movement. i.e. The movement of the outer corner of the unit form part of the
circumference of a circle, - in fact 30 degrees of the full 360. So, put
simply, the outside of the unit moves 2 x 3.1416[3] x 80mm x (30/360) = 41.88mm[4].
Let’s call it 40mm to keep it simple.
This means that our heavy infantry man on the outside of the
unit now moves 12cm in the turn, - 4cm from the wheel, and 8cm of normal
movement. In practice this means that if you want to charge a unit just outside
of 8cm to your front then you can if you wheel first.
I can’t believe that is the intention of the rule.
The 90 degree wheel is more problematic. That gives a c12cm
move distance for the outer man, to which a heavy foot unit would add 4cm for
the remaining half of the movement allowance. That’s a total of 16cm, twice the
normal move rate. Do the calculation for the 25mm figure bases and it gets even
worse. I’ve done the sums for all the move distances for affected units in the
tables below, using 15mm basing (NB Light units are unaffected, as they get to wheel
for free anyway).
30 Degree
Wheel Move Distances
|
||||
Troop Type
|
Movement per turn
|
Wheel distance
|
Total
|
%age increase
|
Heavy Cavalry
Heavy Chariots
|
20cm
|
4cm
|
24cm
|
20%
|
Elephant (one base)
|
12cm
|
2cm
|
14cm
|
17%
|
Warband,
Auxiliary Infantry
|
12cm
|
4cm
|
16cm
|
33%
|
Heavy Infantry,
Heavy Archers
|
8cm
|
4cm
|
12cm
|
50%
|
90 Degree
Wheel Move Distances
|
|||||
Troop Type
|
Movement per turn
|
Wheel distance
|
Half Move
|
Total
|
%age increase
|
Heavy Cavalry
Heavy Chariots
|
20cm
|
12.5cm
|
10cm
|
22.5cm
|
12.5%
|
Elephant (one base)
|
12cm
|
6cm
|
6cm
|
12cm
|
0%
|
Warband,
Auxiliary Infantry
|
12cm
|
12.5cm
|
6cm
|
18.5cm
|
54%
|
Heavy Infantry,
Heavy Archers
|
8cm
|
12.5cm
|
4cm
|
16.5cm
|
106.25%
|
Both these tables show that the wheeling rules distort
movement distances, but they also throw up a bizarre effect. The elephant,
which sits only one base wide, loses out compared to everyone else. Surely the
narrower a unit, the faster it should wheel?
Is that what was intended? It may look okay on the table
top, but it certainly isn’t logical.
A More Logical
Approach
I take as my starting position the view that making large
bodies of formed troops do anything other than move forwards and backwards in
straight lines is very difficult. Lightly formed bodies are more flexible, but
they still have issues when changing direction.
It is my conclusion after quite a few playtests that the
movement that is part of the wheel should be deducted from the actual move
distance allowed. For example, a heavy infantry unit can wheel 30 degrees,
which takes 4cm. It can then move forward 4cm, being the residual amount of
their move distance.
Wheeling over 30 degrees now becomes a more complicated
calculation. If any wheel over 30 degrees means using half your movement
allowance it implies that movement is at half speed. So, after the first 30
degree turn which takes 4cm, any subsequent increment of 30 degrees must take
twice as long, - ie 8cm. This means that the maximum wheel per move varies by
unit type. See table below
Maximum
Wheeling Distance, 15mm figures on 40mm frontage bases
(Heavy
Units)
|
|||||
Troop Type
|
Movement per turn
|
30 degree wheel
|
Residual move
|
Extra wheels @ 8cm per 30 degrees
|
Total max wheel
|
Heavy Cavalry
Heavy Chariots
|
20cm
|
4cm
|
16cm
|
60 degrees
|
90 degrees
|
Elephant (one base)
|
12cm
|
2cm
|
10cm
|
37.5 degrees
|
67.5 degrees
|
Warband,
Auxiliary Infantry
|
12cm
|
4cm
|
8cm
|
30 degrees
|
60 degrees
|
Heavy Infantry,
Heavy Archers
|
8cm
|
4cm
|
4cm
|
15 degrees
|
45 degrees
|
This seems to me to give a more reasonable feel to what is
possible in a move. It increases the differentiation in unit manoeuvrability. With
Heavy Infantry now taking two moves to turn through 90 degrees, Heavy Cavalry
becomes the weapon you use to attack your opponent’s flanks.
Lights at the end of
the tunnel.
I said above that light units were unaffected, because they
get to wheel for free. However, they are not immune to the bonus move distances
that the wheeling rules give them. See the tables below.
30 Degree
Wheel Move Distances – Light Units
|
||||
Troop Type
|
Movement per turn
|
Wheel distance
|
Total
|
%age increase
|
Light Cavalry
Light Chariots
|
24cm
|
4cm
|
28cm
|
17%
|
Light Infantry
|
12cm
|
4cm
|
16cm
|
33%
|
90 Degree
Wheel Move Distances – Light Units
|
||||
Troop Type
|
Movement per turn
|
Wheel Distance
|
Total
|
%age increase
|
Light Cavalry,
Light Chariots
|
24cm
|
12.5cm
|
36.5cm
|
52%
|
Light Infantry
|
12cm
|
12.5cm
|
24.5cm
|
104%
|
Some of these compare unfavourably to the move bonus Heavy
Units are getting, especially Heavy Infantry. Even more reason to introduce a
more logical approach to wheeling units.
If you apply the approach I have been arguing for above to
light units, but don’t make the wheels after 30 degrees subject to the half
speed suffered by heavy units, you end up with the following table for maximum
wheels during a turn:
Maximum
Wheeling Distance, 15mm figures on 40mm frontage bases
(Light
Units)
|
|||
Troop Type
|
Movement per turn
|
30 degree wheel
|
Total max wheel
|
Light Cavalry,
Light Chariots
|
24cm
|
4cm
|
180 degrees
|
Light Infantry
|
12cm
|
4cm
|
90 degrees
|
Light units come out of this slower than in the game as
written, but relatively more effective compared to Heavy Units. Remember they
can still about face for free, and now Light Cavalry are the only unit type
that can wheel 90 degrees and still move. They also are now able to face the
opposite direction and end up in a different place.
Conclusion
Whilst I’m not suggesting that the wheeling rules as written
are broken, they do not stand up to detailed, logical examination. This may be
the case for other rule sets such as DBA & DBM or even FoG, but I couldn’t
say for definite. My experience of Armati is that it does not have this
distorting affect and the wheeling rules are consistent. I just don’t like them
very much.
The biggest problem the current rules would give you against
a “gamey” opponent is the crabbed charge move for the likes of Heavy Infantry.
By applying the approach I have given here that issue goes away, as wheeling
move distances will now always be the same or less than the standard move
distance for all unit types.
Of course, if you find the various adjustments to awkward to
do in your head and you don’t want to cut up your copy of Slingshot and paste
the tables above into your rule book there is a simpler way. Just don’t let
heavy units wheel and charge into contact.
[1] This is
a moot point, with no hard evidence either way. I firmly believe that a phalanx
must have marched in step in order to do any close combat manoeuvring.
President Steele is immensely sceptical and holds a view tending more towards
large crowd movement.
[2] There
are four sets of similar rules in AMW, - Biblical, classical, Dark Ages &
Medieval. This analysis uses the Classical rule set unit descriptions and
attributes. The wheeling rule is common to all of the sets in AMW.
[3] 3.1416
is the value of π, for those of you who
were asleep in class that day. The
ancient Greeks actually used 22/7 in their sums, so I suppose you could use
that instead to be more culturally relevant!
[4] For 25mm
figures on 60mm bases the sum is 2 x 3.1416 x 120mm x (30/360) = 62.83mm.
It could be argued tribal and warband units can't wheel in the accepted sense.
ReplyDeleteI could understand Roman and Macedonian infantry counter-marching to face the other way or even wheeling.
I remember reading that the Macedonian infantry put on a marching display and the enemy on the hills surrendered, but I can't remember who they were. That Phillip 2nd had them drilled to a competent level
I think there is a good case for saying the more disciplined a unit is the easier it is for it to change facing or wheel about in an effective way.
DeleteA logical analysis and reasonable conclusions.
ReplyDeleteI’ve always had issues with non-formed troops wheeling or turning 90 degrees so they maintain the same frontage. I’d reason that each individual would end up just turning on the spot so the whole unit new frontage would be its previous depth. Further movement would then be slow to start with as the laggards at the back of the flank now found themselves at the front and hold back a bit until the braver chaps overtook them, unless they were heading away from a threat.
I don't think I agree with you on this. Tribal cultures, - notably Highlanders in the modern era - have their best armed men at the front. It is important that they remain at the front as they are the leaders and most effective fighters. It would make them quite clumsy as they turn and try to keep this formation.
DeleteI think we end up at the same point. Turning/wheeling ‘unformed’ bodies of men is cumbersome- more so than with formed, disciplined bodies. Unless the warrior society has some form of training as a body, an order to go to the right or left will lead to a chaotic movement which will take some time to resolve.
DeleteWe are not too far apart. I think that the about face order is likely to be more problematic than with disciplined troops, and may be better done as a 180 degree wheel. Now there's a thought.
DeleteInteresting piece. Perhaps take a step back and consider the point onto which AMW falls on the gaming spectrum. If you believe AMW represents a precise historical simulation with the granularity you give it then your analysis may be appropriate.
ReplyDeleteIf on the other hand, AMW provides an historical abstraction of a combat model then, perhaps, this level of precision regarding wheeling mechanisms is below the level of abstraction?
If the latter, a unit could vary by up to 30 degrees on either flank and still be considered “in position” as our eyes interpret. Therefore, the first 30 degree wheel is without cost since the unit may be actually up to a 30 degree variance from where the table suggests.
I think whether it is a precise simulation or an abstraction you still have to deal with the issues that the sparse wording in the rule book gives you. The consequence is that I suspect (in fact in some cases I know) that there are people in many places playing the rules slightly differently. It is okay for Neil to write the rules as he does, and people seem to like his approach, as do I, I just thought at the time that there was a need for people to be aware of some of the consequences of not being thorough when writing sets of rules.
DeleteAnd, based on what is in AMW, Neil does claim a historical warfare model for each of the periods, so I think it tends towards a simulation than a complete abstraction. He deals with this in 19th Century Warfare by claiming everything is completely abstract, effectively, which does cause problems unless you just close your eyes to the issues and enjoy the fun.