As listed
on the HPS Simulations site, Musket
& Pike is a new series that currently includes:
Titles
in this series will share common traits with one another. The following
is an extract from the user documentation.
Sides:
A Musket and Pike Battle is played by two sides. A battle may be played
by one person against the computer, or by two persons using a variety
of modes such as Two-Player Hot Seat, Play-By-E-Mail (PBEM), or Network
Play.
-Game
Scale-
Hexes:
Each battle is played on a map made up of hexagons (hexes). Each hex
measures 100 meters across. Elevations are given in either feet or meters,
depending on the game in the series being played. Each hex contains
terrain which affects movement and combat in that hex.
Turns:
Each battle is conducted in turns each of which typically represents
15 minutes of real time, although this may vary by scenario and may
be 10 minutes depending on the game in the series being played. Each
player has a number of units under their control, some of which are
on the map at the beginning of the battle, while others arrive as Reinforcements.
Units:
Typically, each unit is a battalion of Infantry, a battalion of Cavalry,
or a battery of Artillery. Each Infantry and Cavalry unit has a strength
value in increments of single men, while each Artillery unit has a strength
value in number of guns. In addition there are specialized units such
as Leaders and Supply Wagons. Infantry and Artillery units are capable
of firing on enemy units and each has a range value indicating the number
of hexes that unit may fire.
-Style
of Play-
Turns
vs. Phases: Each battle can be fought in one of two modes.
In the default Turn-based mode, each player moves, fires, and melees
using units under his control in his turn. There are only a few restrictions
on this:
•
After firing, a unit cannot move for the remainder of the turn, but
may melee in that turn.
• After meleeing, a unit cannot move or fire for the remainder
of the turn.
The purpose
of these restrictions is to help ensure that the resulting battles are
fought in a manner similar to historical battles and with less flexibility
that would be found in more modern combat. As each player performs actions
in their turn, Defensive Fire is possible by the opposing side under
the control of the computer. In the Phase-based mode, invoked using
the Manual Defensive Fire Optional Rule, each turn is played as described
in the next section.
Phases: Under the Manual Defensive Fire Option, each
turn of the battle is divided into Phases. A Phase will be under the
control of one side or the other. A complete turn is made up of a total
of 8 phases. Thus the phases will be:
•
Side A Movement Phase
• Side B Defensive Phase
• Side A Offensive Fire Phase
• Side A Melee Phase
• Side B Movement Phase
• Side A Defensive Phase
• Side B Offensive Fire Phase
• Side B Melee Phase
At the
beginning of each Phase (under Local Control) the Phase Dialog is displayed
(see the Main Program Help File). In each phase only certain actions
are possible. Movement is restricted to the Movement Phase and firing
is restricted to the Fire Phases, Defensive and Offensive. The Melee
Phase allows hexes containing enemy units to be assaulted and possibly
captured.
End
Of Game: As each player finishes their turn or phase, they
advance the battle to the next turn or phase by using the Next Turn
or Next Phase function of the Turn/Phase Menu. This continues until
the time limit specified in the scenario at which point the win, lose,
or draw outcome of the battle is determined. Winning and losing are
determined by a calculation based on the ownership of certain Objective
hexes and the relative losses of the two sides.
-Unit
Types-
This section describes many of the various unit types that are in the
game. Understanding the various unit types, their abilities and their
restrictions, is key to successfully mastering the tactics.
Leaders:
Leaders represent individuals that command the various forces.
Leaders are used to improve the effectiveness of the forces under their
command and to support other commanders subordinate to them. In general,
the presence of commanders improves the Morale of units and thus increases
their fighting abilities.
Infantry
Units: Infantry units have a strength measured in number of
men. They have a Quality value which affects their effectiveness in
combat. While some Infantry are capable of ranged fire, other troops
only have weapons which increase their effectiveness in melee.
Cavalry
Units: Cavalry units have a strength measured in number of
men. Depending on their weapon, they may be able to fire on enemy units
while mounted. In addition, Dragoons can dismount and use their weapons
while on foot. Most cavalry can effectively attack enemy units using
melee attacks, especially cavalry charges, although dragoons and irregular
cavalry are primarily used to screen and scout.
Artillery Units: Artillery units have a strength measured
in number of guns. They can be either Limbered or Unlimbered. When Limbered,
they can move but cannot fire. When Unlimbered, they can fire, but not
move other than to change their facing.
Skirmisher
Units: Skirmisher units represent detachments of Light infantry
from a main Infantry unit. Skirmishers are often used to shield a main
position against an enemy attack or to hold obstructed terrain.
Squadron/Platoon
Units: Squadron and Platoon units represent detachments from
a main Cavalry unit. They can be used for scouting or to block enemy
movement.
Supply Wagons: Supply Wagons are used to resupply
Infantry units that become Low or Out of Supply. For each unit of strength,
they can resupply 10 men. They have no ability to attack the enemy but
they can be captured by the enemy.
-Unit
Formations-
This section
describes the various formations that units may have. Each formation
has a purposestrengths and weaknesses in the game.
Line
Formation: Line formation can be used by Infantry and Dragoon
Cavalry units. It has increased firepower over other formations and
is less vulnerable to enemy fire. It is a good defensive formation,
but is vulnerable to enemy Cavalry charges.
Column
Formation: Column formation can be used by Infantry units.
It has increased mobility over other formations, but has less firepower
than Line formation. It is a good offensive formation, but also is vulnerable
to enemy Cavalry charges. Column formation is also the only formation
that Supply Wagons can have.
Block
Formation: Block formation is the best defensive formation
against cavalry charges, but has poor mobility. It is also the only
attack formation available to pikemen.
Mounted Formation: Mounted formation is the standard
formation for Cavalry. The formation has good mobility and can be used
to conduct Cavalry charges. Dragoon Cavalry can dismount and change
into Line formation.
Limbered
Formation: Limbered formation is used by Artillery units and
represents Artillery ready to be moved. While this is the formation
you must use to move Artillery, it cannot fire in this formation.
Unlimbered
Formation: Unlimbered formation is used by Artillery units
and represents Artillery ready to fire. While in this formation, Artillery
units cannot move, but may only change Facing.
Skirmish
Formation: Skirmish formation is used exclusively by Skirmisher
units. In this formation, Skirmishers can move and fire in any direction.
Shortened
Line Formation: Shortened Line formation is the name in this
game given to Infantry and Artillery units in Line formation that have
sufficient strength to go into Extended Line Formation.
Extended
Line Formation: Extended Line formation is used by large Infantry
or Artillery units to extend their formation over more than one hex.
When a unit is in Extended Line formation, it will consist of two counters
in adjacent hexes.
-Unit
Values-
Units
can have special values and attributes which determine which functions
they can perform or how they are rated in the game.
Armor Value: The Armor value is a rating given to a
unit to represent any body armor the men of that unit normally wear.
It is used to determine the lethality of fire against that unit and
to modify melee losses of that unit.
Melee
Value: The Melee value is used to determine how effective the
unit will be in melee combat.
Victory
Value:
The Victory value determines how many victory points are associated
with losses of that unit in determining the win/lose outcome of the
battle.
Can
Block: Signifies that the unit can change into Block formation.
No
Line: Signifies that the unit can not change into Line formation.
Assault
Pen: Signifies that this unit will only have half effectiveness
when meleeing into hexes that contain Trenches or out of hexes that
contain Abatis.
-Special
Units-
In addition
to the standard unit types of Infantry, Artillery, and Cavalry, there
are special unit types that apply. These special types have special
or restrictive rules that apply to them that are described in detail
in the game manual.
Light
Infantry: While a normal Infantry battalion had only a single
company of Light Infantry, certain Infantry battalions consisted entirely
of Light Infantry. These battalions can deploy entirely into Skirmisher
units.
Guard
Infantry: Guard units are usually the best units and generally
have a higher Quality rating than other units. Like Light Infantry,
a Guard unit can deploy entirely into Skirmisher units.
Restricted
Infantry: Restricted infantry are close order melee infantry
which are unable to deploy Skirmishers.
Heavy
Cavalry:
Heavy Cavalry units have increased ability in Melees.
Irregular Cavalry: Irregular Cavalry represents a
type of untrained cavalry that does not have an increased effectiveness
against formed units during a Cavalry Charge.
Dragoons:
Dragoons are a type of cavalry that are able to dismount and
fight on foot. They often represent a type of mounted infantry rather
than cavalry proper and so may not be very good at charging or meleeing.
Horse
Artillery: Horse Artillery refers to Artillery units which
have sufficient horses to carry not only the guns but the crews manning
the guns. This is in contrast to Foot Artillery, the normal Artillery
type, where the crews must march on foot when the unit moves. Horse
Artillery units can fire after moving, unlike normal Foot Artillery.
Horse Artillery is also used in the game to represent ultra light guns.
Pioneer Units: Pioneer units represent units capable
of engineering functions. They can be used to repair bridges.
-The
Campaign Game-
A Campaign
consists of a series of Situations. Each Situation
offers each side in the Campaign a list of Choices.
Each side picks one of these Choices not knowing what the other
side has decided. After each side has selected their Choice,
then the selections are cross referenced to arrive at an Outcome.
An Outcome consists of a Scenario in a Module
and 5 other Situations associated with the 5 possible victory
conditions that can result from a battle:
- Major
Defeat
- Minor
Defeat
- Draw
- Minor
Victory
- Major
Victory
In addition,
an Expected Value is associated with each Outcome
for use by the A/I (Artificial Intelligence).
The Scenario
is fought by the two sides and the Union victory condition resulting
from this battle is used to determine the next Situation according
to the 5 Situations associated with the Outcome. This
process is repeated and continues until a Terminal Situation
is reached which represents the resolution of the Campaign.
(Italics, mine -when used to differentiate between game specific terms,
which may just be the computer nerd in me coming out :-D ).
The Musket
& Pike Campaign Editor supports the creation and modification of
Campaigns for use in the Campaign Series of Musket & Pike
series' games.
-Scenario
Editor-
The Scenario
Editor can be used to create new scenarios and to modify existing scenarios
in the Musket and Pike series of games. The Editor has full support
for all unit placement and modification (such as strength and fatigue
modification) and full support for other scenario features (such as
objective placement). The Editor also supports the creation and modification
of A/I Scripts in the scenarios.
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