By Jim Arnold
From the earliest records of land warfare until the introduction of breech loading rifles, light infantry acting in a skirmish capacity, had a semi-autonomous battlefield role. The light troops didnt operate within prescribed boundaries. they advanced and retreated on their own initiative and were not subject to nearly the same degree of command control as the formed infantry. Unfortunately, in miniatures games the opposite is generally true. light infantry behave in an optimal manner, capitalizing on each enemy move as if they were in telepathic communication with their commander in chief.
This article will examine the problem of controlling light troops in a realistic way on the wargaming table, present the historical order that governed an adhoc formation of British light companies at Waterloo as an example of the historic flexibility skirmish troops enjoyed, and suggest a gaming procedure to simulate skirmish movement. Although the example is from the Napoleonic period, the gaming procedure is equally applicable to any period that uses light troops in a skirmish role.
In antiquity, the poorest armored troops, either mercenaries or men recruited from the poorest classes, fought with missile weapons including slings, bows, and javelins. their role was to screen their own formed infantry and if possible harass and disorganize the opposing formed infantry. For example, the Greek psiloi, or light troops, protected the flanks of the phalanx and included archers and slingers recruited from Crete and Rhodes. By Roman times many of the light troops or auxiliaries could fight in both formed and unformed ranks. The shower of projectiles hurled by such as the Balearic slingers or Ligurian light infantry would proceed the main assault of the massed legion.
In the Napoleonic era, the role of the light infantry, acting in skirmish formation, had achieved considerable tactical importance. The most active and intelligent men were trained as light infantry. Thus, light infantry became picked troops. Indeed, in the British army the Light Division was considered the elite of the army. The role of light infantry remained very similar to their role in ancient times; harass and demoralize the opposing infantry, shoot down their officers and artillery men, and pave the way for the massed assault of the formed infantry. Furthermore, as in prior times the light infantry dispersed along the battlefront and were not as controllable as the formed units to their rear. They were trained to use their own initiative, responding to their leaders commands as signaled by bugle calls, whistles, and drums.
The following is taken from a letter of Major John Pratt, a lieutenant of the British 30th regiment at the time of Waterloo, as reported in Sibornes Waterloo Letters (letter number 138, page 327; London, 1891.):
There is a game length order any table top general would be proud to write! Several aspects of Major Pratts letter are noteworthy. First, the light battalion he refers to comprised the converged light companies of numerous different regiments and thus were an adhoc formation. Second, although they had a high degree of initiative, they did have restrictions enforced, for example, by the order to fall back in front of a cavalry charge without offering useless opposition. They did not dart all over the battlefield shooting at targets of opportunity.
In Miniatures Gaming
In a miniature game, skirmishers are often overlooked during the order writing stage and thus are moved as an afterthought in a way that takes maximum advantage of the opponents prior movement. To rectify this situation I suggest using an approach originally proposed by John Lang and used in my rules Generalship Napoleonics (these rules are still available from the author - Rte 1, Box 397, Bluemont VA 22012): Organize skirmishers into adhoc units before the game begins on either a brigade basis (as was done in the Waterloo example with all of the light troops belonging to a certain brigade forming together) or a geographical basis (all of the light troops in a certain area, say extending from the village to the stream on the left middle part of the table top). Then, rather tan writing new orders for the skirmish commands each turn, which would be tedious and unrealistic - as skirmishers, once dispersed, were fairly difficult to reach with new orders -write a game length order for the skirmishers.
Such a game length order, again using Major Pratts order as a model, defines the light troops responsibilities, their area of activity, and their responses to various enemy initiatives. The value of this approach is that it imposes a realistic restraint upon the initiative of the skirmishers. If a player has doubt about the allowable move of either one of his own or of an opponents skirmish units, go to the game length orders and let them dictate the move. If there is an ambiguity, exercise the most restrictive option and ascribe it to the fog of war. Imposing this discipline will have the triple advantages of forcing a player to think out the abilities and weaknesses of his light troops, creating a realistic degree of command control over the skirmishers, and ending arguments that may have been caused by unstructured, sloppy movement of skirmishers.
Jim wrote this article quite some time ago, before he was a recognized and much published author of works on Military History. Jim recently wrote The Armies of U. S. Grant published by Sterling and Napoleon Conquers Austria published by Praeger Publishers (A Review of NCA was in The Courier #69). Jim has several other books in circulation. - ED.
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