To Hit or Not to Hit?
Posted: Thu Jan 02, 2025 9:26 am
One of the persistent challenges in designing historically oriented wargames is balancing hit and damage results. This balance is critical; if weapons are too powerful or too weak, the game’s playability and historical accuracy can be compromised. Striking the right balance is an iterative process, often addressed during extensive playtesting.
Discussions with experienced game designers suggest that achieving this balance is one of the most crucial yet nuanced aspects of game design. As someone relatively new to historical game design, I rely heavily on analytical skills—ratios, averages, charts, and mathematical modeling—to bridge any gaps in my experience. While this approach cannot replace deep historical expertise, it provides a foundation for creating credible mechanics.
Although I am not a tactician, my military background provides some useful insights. My role in HUMINT (Human Intelligence) involved field intelligence gathering and later, data analysis—a task I did not particularly enjoy but excelled at. Additionally, my commanding officer encouraged us to use gaming as a way to explore the complexities of military intelligence. This exposure, combined with some knowledge of battlefield psychology—drawn from modern innovations in psychological tools—helps inform the design of my Napoleonic wargame, Ordre Mixte: Napoleon’s Gambit.
The first step in my design process was to research the weaponry of the Napoleonic era, including muskets, rifles, and melee weapons like swords and long knives. This involved not just reading historical accounts but also collecting firing data and examining studies that detailed the mechanics and effectiveness of these weapons. Existing data from tests carried out by the Austrians, British and Russians post 1815 include artillery and musket firing were immensely helpful
I focused heavily on musketry, as it was the dominant infantry weapon of the period. Historical literature and contemporary analyses offered formulas and data for determining musket accuracy at various ranges. After months of study and double- and triple-checking my findings, I distilled this information into usable mechanics for the game.
At 150 yards (approximately 176 paces), a battalion line of infantry firing at a rate of two rounds per minute achieved an average hit probability of 34% under optimal conditions.
For example:
This data illustrates the limitations of musket fire, even under ideal conditions. For perspective, a Russian battalion (post-1808) typically fielded 550 men. A French battalion achieving 92 kills in a single volley could inflict significant damage on a smaller force, but the numbers reveal the inefficiency of musketry as a killing tool. Out of 1,680 musket balls fired, only 285 hit their target, and even fewer caused fatal injuries.
Under actual battlefield conditions, these percentages likely dropped by half, as experts suggest. Using the same example:
This reduction reflects the chaotic nature of combat. Factors contributing to reduced accuracy include:
The data underscores the inherent inefficiencies of Napoleonic-era firearms and highlights the importance of incorporating realistic hit and damage mechanics into historical wargames. By accurately reflecting the limitations of musketry, we can create games that are not only engaging but also historically credible. While my background in analysis and military intelligence provides a strong starting point, the reiterative nature of game design and feedback from playtesting will ultimately determine the success of Ordre Mixte: Napoleon’s Gambit.
I'm probably being conservative in my estimates based on the data of some battlefield accounts. In battles, entire battalions were left largely unscathed afterward, even after taking multiple shots from the enemy. At other times, the opposite occurred. I'll continue adjusting the values of the units in Ordre Mixte: Napoleon's Gambit until I get the best balance I can achieve.
Discussions with experienced game designers suggest that achieving this balance is one of the most crucial yet nuanced aspects of game design. As someone relatively new to historical game design, I rely heavily on analytical skills—ratios, averages, charts, and mathematical modeling—to bridge any gaps in my experience. While this approach cannot replace deep historical expertise, it provides a foundation for creating credible mechanics.
Although I am not a tactician, my military background provides some useful insights. My role in HUMINT (Human Intelligence) involved field intelligence gathering and later, data analysis—a task I did not particularly enjoy but excelled at. Additionally, my commanding officer encouraged us to use gaming as a way to explore the complexities of military intelligence. This exposure, combined with some knowledge of battlefield psychology—drawn from modern innovations in psychological tools—helps inform the design of my Napoleonic wargame, Ordre Mixte: Napoleon’s Gambit.
The first step in my design process was to research the weaponry of the Napoleonic era, including muskets, rifles, and melee weapons like swords and long knives. This involved not just reading historical accounts but also collecting firing data and examining studies that detailed the mechanics and effectiveness of these weapons. Existing data from tests carried out by the Austrians, British and Russians post 1815 include artillery and musket firing were immensely helpful
I focused heavily on musketry, as it was the dominant infantry weapon of the period. Historical literature and contemporary analyses offered formulas and data for determining musket accuracy at various ranges. After months of study and double- and triple-checking my findings, I distilled this information into usable mechanics for the game.
At 150 yards (approximately 176 paces), a battalion line of infantry firing at a rate of two rounds per minute achieved an average hit probability of 34% under optimal conditions.
For example:
- A French line battalion (post-1808) with 840 men would fire 1,680 musket balls in one minute, resulting in 285 hits.
- However, only 10%–12% of musket hits resulted in kills, translating to approximately 92 deaths.
This data illustrates the limitations of musket fire, even under ideal conditions. For perspective, a Russian battalion (post-1808) typically fielded 550 men. A French battalion achieving 92 kills in a single volley could inflict significant damage on a smaller force, but the numbers reveal the inefficiency of musketry as a killing tool. Out of 1,680 musket balls fired, only 285 hit their target, and even fewer caused fatal injuries.
Under actual battlefield conditions, these percentages likely dropped by half, as experts suggest. Using the same example:
- A French battalion firing 1,680 musket balls under battlefield conditions would probably achieve a maximum of 143 hits and 46 kills.
This reduction reflects the chaotic nature of combat. Factors contributing to reduced accuracy include:
- Lack of Rear Sights:
- Muskets lacked rear sights, making precise aiming difficult.
- Shifting Aim:
- The angle of the musket often changed after each reload, particularly in the stress of battle where speed was prioritized over accuracy.
- Visibility Issues:
- Gunpowder smoke rapidly obscured targets after the first volley, reducing visibility and further degrading accuracy.
The data underscores the inherent inefficiencies of Napoleonic-era firearms and highlights the importance of incorporating realistic hit and damage mechanics into historical wargames. By accurately reflecting the limitations of musketry, we can create games that are not only engaging but also historically credible. While my background in analysis and military intelligence provides a strong starting point, the reiterative nature of game design and feedback from playtesting will ultimately determine the success of Ordre Mixte: Napoleon’s Gambit.
I'm probably being conservative in my estimates based on the data of some battlefield accounts. In battles, entire battalions were left largely unscathed afterward, even after taking multiple shots from the enemy. At other times, the opposite occurred. I'll continue adjusting the values of the units in Ordre Mixte: Napoleon's Gambit until I get the best balance I can achieve.