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The Variences in Fire and Opportunity Fire

Posted: Fri Nov 22, 2024 8:59 am
by Gene
No question has been asked concerning this particular topic, but we have discussed it off and on in the chats. It came up once more in the Game Designer's chat. Fundamentally we're all on the same page, how opportunity fire is resolved plus a few other related contentions is at heart of the discussions, however.

Let me clarify this first, using a concise summation of the NNNG rules, they state:

Fire Phase
  • During this phase, any unit with its target in range and within its frontal arc may fire. This includes both infantry and artillery.
  • A unit may fire even if it has moved, changed formation, changed orders (unless the tactical order prohibits firing), or has been fired upon in a previous turn. Additionally, a unit may counter-fire during this phase if it is fired upon.
  • Units may fire individually, but supporting units may lend their fire to the main firing unit. Supporting units must meet the following conditions:
    • Be within 1 inch of the main firing unit.
    • Have at least half of their base frontage within range of the target.
  • Only individual units may be targeted during the fire phase. Both the main firing unit and its supporting units fire once per turn.
  • A unit that supports another unit in firing cannot fire independently during this phase, except to counter-fire.

Opportunity Fire Phase
  • Units that have not moved or fired during the turn may wait to fire when a target comes into range and crosses their firing arc. Opportunity fire is resolved during the opposing player’s phase.
  • Eligible units for opportunity fire include infantry formations, skirmishers, and artillery.
  • Opportunity fire represents deliberate preparation and aiming, offering the following advantages:
    1. +1 to firing range for the unit
    2. Minus half to the firing unit’s CE
      • I think an example is easier to understand: A Russian line infantry unit (CE:50, MR: 50, FL 5) stands behind a wall. A French line infantry unit (CE:50, MR:50, FL:5) moves across the Russian's firing arc at 3". The Russian player decides to fire. Modifiers apply. 20 + 50=70/2 = 35. The Russians have to roll a 34 or less to hit the French unit. a 16 is rolled. 35-16= 19/10 is 2 (rounded off). the French infantry sustains 2 hits. Yes, the Russian rolled very well, but chances were that it would've missed the French unit.
  • After using opportunity fire, a unit may:
    1. Counter-fire if fired upon
    2. Retreat 2 inches immediately as a follow-up action


Now, onward... Ho!

Why Include +1 to Firing Range for Opportunity Fire?

The NNNG rules have been sometimes praised for their logical structure and effective gameplay, but the rule granting +1 to firing range for opportunity fire has sparked some friendly debate. The crux of the argument against it is rooted in historical accuracy: could musket-equipped units truly achieve effective hits at such extended ranges, even with additional preparation? Let’s explore the reasoning behind this rule and its inclusion.

Historical Context and Rationale
  1. Can Muskets Hit at Long Range?
    • Historically, musket fire at 150 yards (3 inches in NNNG terms) or beyond was highly inaccurate. Muskets were designed for massed volleys at closer ranges, typically 50–100 yards, where their effectiveness peaked. However, historical records do document instances of musket fire being employed successfully at extended ranges:
    • Stopping charges: Some accounts describe infantry halting enemy advances from prepared positions at ranges of 150–200 yards. While rare, it did happen.
    • Suppressive fire: At greater ranges, musket fire might not aim to kill but to disrupt enemy cohesion and morale.
  2. Was It Pure Luck?
    • Certainly, extended-range musket fire often relied on luck or the sheer volume of shots fired. However, in the controlled circumstances of opportunity fire, where units are stationary, prepared, and able to aim carefully, the likelihood of landing a hit—while still small—improves slightly.
  3. Why Include It in NNNG?
    • The +1 range in the opportunity fire phase isn’t meant to reflect common practice but rather the rare possibility of such an event. It rewards players who prepare their units to fire from a deliberate position, adding nuance to the tactical decisions they face.
    • At 150 yards, a musket-equipped unit is unlikely to score more than 1–2 hits, even with the bonus. This reflects the historical reality of diminished accuracy while keeping the mechanic viable for gameplay.


Game Balance
  • The rule aligns with NNNG's commitment to balancing realism and playability:
    • Realism: The low probability of significant damage at 3 inches reflects the historical inaccuracy of muskets at long range. A lucky shot or two is plausible, but sustained success is not.
    • Playability: Including this possibility adds depth to opportunity fire, making it a viable option for prepared units without making it overpowered.
    • Removing the bonus would eliminate a valuable tactical choice, reducing the diversity of options available to players.

Critics of this rule often ask, "Why include it if it was so rare?" The answer lies in the nature of wargaming itself: to capture the unpredictability of real-life combat while maintaining historical plausibility.

Exceptional circumstances: History is full of unorthodox actions and unexpected outcomes. The rare success of long-range musket fire, whether due to luck, discipline, or sheer volume, is part of the fabric of Napoleonic warfare.
Low impact: Even with the bonus, a unit firing at 3 inches will rarely inflict more than 1–2 hits. This doesn’t guarantee significant damage but leaves room for those exceptional moments that define a great wargame.

The +1 to firing range for opportunity fire isn’t about making muskets more effective than they were historically. Instead, it’s about simulating the possibility, however rare, of extended-range fire being impactful. In my opinion, this rule rewards tactical preparation without compromising historical authenticity or balance. While it might spark debate, its inclusion adds depth and nuance, thus elevating NNNG's gameplay experience.