Guardsman
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Divisional Composition

Thu Apr 02, 2015 8:48 pm

I know this question has come up many times and there are probably no perfect answers, but what is generally considered to be a good or ideal composition for a Division that is intended for general field use (for example, not a cavalry or siege division)?

Typically, my composition varies according to what I have available and what I think might be needed, but I generally follow the list below:

8-10 Infantry (ideally line infantry)
1 sharpshooter
1 Zouave
2 cavalry
2 artillery
1 Marine / Sailor

That's only 17 elements, but I find that most divisions rarely make it to the full 18 elements, especially as the Union in the early part of the war.

What are the advantages and disadvantages of creating "pure" divisions (ie. infantry only, cavalry only etc) and then putting them into a Corps?

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Jim-NC
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Fri Apr 03, 2015 3:10 am

The General makes 18 elements.

There have been many discussions about this (in the past). A Cav only division could not last in combat, as it doesn't have the hit points to be attacked, but is great in pursuit. Pure infantry is OK, but the sharpshooter helps get that 1st shot. You would need the cannons somewhere else in the stack, if not in the division.
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Gray Fox
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Fri Apr 03, 2015 1:06 pm

You start the game in April '61 with brigades only. A large brigade with infantry, a cavalry element and a battery of artillery or two does better than smaller brigades. So when Divisions become available, people naturally built "mixed" Divisions with infantry, cavalry and artillery too. You can play the game for years with these and never need to give this a second thought.

However, it doesn't take a third thought to figure out that a Division with more infantry is just going to do infantry things better than a "mixed" Division. When the battle gets to round zero, the artillery stop firing, because they would hit friendly troops. Infantry have more hits and 14 infantry absorb more damage than 10. The Division with less infantry will just rout sooner. The Union can easily make 20+ Divisions with 13 infantry types (elite, line or militia upgraded to line), a sharpshooter, a Marine/sailor (which is elite infantry) and two cavalry. The CSA can make 20 Divisions with only one 6-lber and 13 infantry types, a sharpshooter and two cavalry.

Historically, Union infantry Generals didn't know what to do with the artillery battery captains in a Division. The artillery was not positioned where it had a clear line of sight to make an impact in battle. In at least one battle, the gun wagons just got stuck in a traffic jam and were left behind by the infantry. One author is certain that the early Union losses can be directly attributed to poor use of artillery. The fact is that artillery had been massed to fire at the point of decision in a battle since the time of Napoleon, more than sixty years earlier. The Union ignored this, but you don't have to.

Artillery are chosen to fire if they are in the mixed Division, or loose in the stack or in a pure artillery Division. Artillery loose in a stack cost Command Points and don't get a Division commander's Offensive/Defensive bonus. However, an artillery Division solves this. You can have up to 15 batteries for just 4 CP's, you get a Division commander's O/D bonus and you aren't taking up space in the Infantry Division.

Cavalry have the best land detect value. So to get information on the enemy, cavalry do the best recon. To deny the enemy this, your own cavalry need to hunt down the enemy cavalry. If the enemy has only single cavalry elements snooping around, then a cavalry brigade is all you need to eliminate them. If he is using a small Division of 4 cavalry elements, then you may need a full cavalry Division. In the war, the cavalry eventually grew to Corps size in the battle for info. Cavalry can also be used to twist up rail lines, burn depots and destroy small settlements. In battle, if you have more cavalry than the other side, then they can screen your withdrawal and prevent your side losing extra hits, or pursue the enemy and cause extra hits to his force.
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