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RE: Cavalry vs Cavalry bug?

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All Forums >> [Current Games From Matrix.] >> [Age of Muskets] >> Horse and Musket: Volume I, Frederick the Great >> Tech Support >> RE: Cavalry vs Cavalry bug? Page: <<   < prev  1 [2]
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RE: Cavalry vs Cavalry bug? - 7/23/2009 6:03:45 PM   


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I just used the bayonets as an example of what we were first taught or read about combat in the age.

Almost everything that is written in books about cavalry charges is obviously written by people who don't know horses. The larger horses are totally unsuited physically to break into a gallop except for a very short length of time. Even what we read about with normal size horses and charges are incorrect. A steady walking pace with a trot probably 600' away and a gallop at no more than than 300' away would probably be right. The charges that we see in movies etc. are absolutely farcial. You would have a " blown  " horse long before you even met the enemy. Remember you may need your cavalry for more than one charge and also pusuit of the beaten enemy. A thoroughbred who is meant for racing rarely goes over a mile and 1/8 and that is with the lightest load he can possible carry. A larger horse with a large semi-armored cuirasseur on it's back is in a totally different world than the thoroughbred.

I have no sources other than having ridden a lot and owned a horse and had an exwife who was brought up on a large horse farm. I know that I have read the " real " info about cavalry charges and I want to say it was in Chandler's " Campaigns of Napoleon " but I could be wrong on that. I'm sure there were other books also.

(in reply to jackx)
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RE: Cavalry vs Cavalry bug? - 7/23/2009 6:33:06 PM   


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Ok, I misunderstood your intention behind the bayonet part, then - truth be told, I wasn't too sure where you wanted to go with it, and so I just answered in the general direction of that topic.

Good to know that your actual riding/horse experience checks out with the current take in period  history on cavalry charges. A conservative estimate of the horses' abilities also seem justified by the general supply situation... Max charge distance in the game is 600-900 yards with a 150 yard hex scale, and less accordingly with smaller hex scale. Charging from that far away is more or less pointless though, unless you really need the extra movement to say, flank-charge some unguarded artillery - even if you don't get to 100 disruption in the process, which of course ends the charge immediately, the disruption increase usually more than cancels out the distance bonus.

The earlier "cavalry has to charge x distance" quote probably refers to parade/maneuver, and as an indication that the unit is generally battle-worthy, i.e. able to maintain cohesion on the move.


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(in reply to sullafelix)
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