Ranged Weapons - Part 3: Screening

In the last tutorial, we have discussed that units with ranged weapons usually need to get close to heavy infantry to cause significant damage. However, this is to a much lesser degree true when we talk about lightly armored opponents such as skirmishers. They are generally targets which are vulnerable to ranged attacks even across a larger distance, and that means that a large range unit deployed at the flanks of a heavy infantry line covers a significant territory that is difficult for skirmishers to cross.

Likewise, such a ranged unit might be used to target other enemy units with ranged weapons and so suppress their fire.

Slingers

Look at example07.cfg - this is a variant of the battle of Spartan hoplites vs. Athenian peltasts- except that two units of the Spartan phalanx have been replaced by four units of slingers screening the flanks. The Athenian skirmishers now have to approach through a veritable hail of stones which decimates them long before they come into throwing range for their javelins.

In contrast, the Spartan phalanx is commanded to just weather the ranged attacks and then assault the peltasts with full force once they have spent their missiles.

Here is the definition of a slight slinger unit for reference:

unit_type
name Slinger
speed 80
attack 10
armour 2
damage 3
ranged_attack 10
ranged_damage 1
num_shots 50
range 300
shots_per_min 6
projectile_type stone
num_ranks 8
num_files 10

The replacement of hoplites by slingers creates more than 80% victory probability for Sparta - in spite of the fact that the Athenian peltasts advance quite quickly through the hail of stones.

There are a few things you can play around with - exact placement of the slingers, initial firing range, the number of stones they carry as well as whether to retreat them from the battle once their ammunition is spent or not.

Other uses of ranged units

It should become apparent that introducing ranged weapons to a battlefield quickly gives rise to new tactics and counter-tactics. Skirmishers can endanger the heavy infantry, but in turn they can be attacked by slingers from the distance - but they can be distracted by highly mounted archers or chariots.

Infantry usually has only one good option against ranged units - cross the distance quickly and attack hard. This of course is easier for heavily armored units, but then again, they are usually not fast enough. Heavy cavalry of course solves that problem, providing highly mobile yet heavily armored units that can dispense with light infantry quickly.

Before the arrival of gunpowder on the battlefield, it is rare to see ranged units used as shock troops that kill a large number of enemies in a short time. The English longbowmen could fill that particular role though, as evident from the battles of Crécy or Agincourt. Basically this requires weapons which deliver a lot of energy, yet can be fired in rapid succession and have a high range and good drag characteristics to have an effect as early as possible.

Crossbows, especially the arbalests, could deliver a lot of energy, but the need to wind them up made them much slower than longbows and the bolts did not have good drag characteristics. Javelins also can deliver a lot of energy, but to do so takes some time and the low range means that there's usually only a chance for a single volley. Even the first firearms were actually inferior to longbows in the shock value they had - the main advantage was however that they were far easier to operate. While being a good longbowman required a lifetime of training, using an arquebus could be learned in a few months.

Finally, although there has not been an example so far, the simulation can in principle also do rather immobile field artillery pieces like the scorpio or the ballista. Such weapon has a good range, relatively high kinetic energy but a low firing rate.

Continue with Cavalry - Part 1: Shock Attacks.


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