elxaime wrote:I have a question about the petit guerre in the SYW. I understand the term and what it means historically. But I am wondering what this means in game terms. Does it mean the light units and hussars moving behind enemy lines to alter the military control of areas along their lines of supply? Raiding depots sounds good, but the depots are usually garrisoned so it would seem to take a larger force than a raid. Cities also tend to have garrisons.
I am just curious as to how good players would simulate le petit guerre in this game? It is fun to get the freikorps and other light units, but I am not sure how best to use them other than reconnaissance (which is very useful and necessary).
Thoughts? In particular I am wondering how the Hapsburgs would proceed, since historically they seem to have been masters at it with their Croats and Hussars and the other nations adjusted to them. And of course the Russians have their Cossacks.
I've been using irregulars similarily to how I play the French in WIA French & Indian War, setting RoE to assault + probe or cautious and evade combat and hitting supply sources. Seems to have less impact in RoP than WIA where the French can completely decimate the Iroquois in the first 2 years by razing all the settlements with Indians/Coureurs, especially as the RoP AI seems to highly prefer building camps over depots. Unfortunately, the Ageod logistics system is just far too abstracted/permissive/painless and the "irregular" units far too regular to adequately simulate the petite guerre/kleiner krieg of the 7YW and interdiction in general. The extreme durability and permanence of the resources and infrastructure of regions fails to impart on the players anything analogous to the widespread and long-term economic devastation that totally ravaged central Europe and exhausted and virtually bankrupted most of the involved states for years afterward.
Ok, light calvary (but not light infantry...) can block supply throughput in a region, maybe they'll pillage it. So what? Just kick them out and the wagons keep on rolling and wait a few turns for the crops to regrow. Ideally, the game could have used some similar mechanics as the superb 7YW boardgame Clash of Monarchs where regions (roughly the same as RoP's Political States) have varying finite resource capacities which accumulate permanent damage from forage/supply raiding that will gradually negate the region's contributing logistical/economic resources and reduce the entire nation's capacity to recruit, replenish and sustain forces for the rest of the war as well as significantly increasing attrition in those regions. The one logistical aspect I think RoP does really well is the lack of automatic garrisons that seemed to have become the norm in later games. This makes you really feel the expense of maintaining secure supply lines in hostile territory and so wonderfully tempts one to put their manpower into frontline units instead and risk disaster. Or at least I like to pretend it's that crucial since, as you point out, raiders have to actually eject the entire garrison out of a depot to actually burn/loot the supply since the wagon
trains apparently fly from region to region. RoP actually has so much missed potential to include some real interdiction due to it's smaller map scale (versus the enormous regions of Napoleon's Campaigns that turns the grand maneuvers of 1813 into the Whack-a-Mole of Nations), and yet the bridges are fireproof.
I really hope RoP is eventually revisited (I'm very glad that it was updated with Austrian Succession scenarios), and at the least includes some of the later improvements to the system, particularly those in RuS where sabotaged railways literally stop armies in their tracks and supply sources are so spread out and depot building so costly that blocked supply lines really do hurt.
Or perhaps I am alone in dreaming of manuals with at least 50% of the contents devoted to logistics.
