CAMPAIGN 4 - EXPLORING THE UNKNOWN
RANGED WEAPONRY: FIREARMS

Purpose
     The purpose of this page is to explain the rationale behind the ai and mi infantry unit types.

Introduction
     The purpose of ranged weapons is to kill the enemy before they get close enough to melee. In the 1300s gunpowder artillery (various sized bombards) was developed to do this, but weighed hundreds of pounds or more and rested on wooden frames without wheels. Once such artillery had been in use for a while, it became obvious it was too ponderous to react to sudden changes in battlefield fortune. Experimentation began on a smaller-caliber weapon with greater mobility.

     NOTE: all units discussed require a Gunnery QR of at least 1, i.e. at least some working knowledge of gunpowder weapons.

Firearms
     This experimentation (investing in Gunnery QR) led to the development in the late 1300s of the handgonne (aka Hand Gonne).

     As shown, the first personal firearms were a miniature cast bronze or cast iron gun barrel attached to a wooden stock by iron bands. Powder and shot were muzzle-loaded and more powder sprinkled into the vent-hole at the rear end. The weapon was held by the handgonner under one arm while the other arm's hand touched the vent hole with something actively burning. The handgonne then discharged, hopefully towards the enemy.
     Accuracy was poor and the barrel fouled after a few shots and required cleaning before further use. Maximum range was about 50 yards. To put this in perspective, remember short bows had a maximum range of 150 yards.

     Handgonnes were not powerful or accurate enough to justify being a unit type. However, designers felt they were onto something, and development (investing in Gunnery QR) continued. In the early 1400s the design was improved to become the arquebus.

     Unlike the handgonne, the arquebus had a curved stock which fit to the shoulder, making the weapon steadier. A smaller caliber and longer barrel improved range to 100 - 150 yards, same as the short bow.
     The arquebusiers made use of another early 1400s invention, the slow match. A slow match was a piece of cord soaked in saltpeter that when lit slowly smouldered. It was carried on a special holder (linstock). When fire was needed for shooting, a few swings would fan the slow match to brightness and it would be touched to the vent-hole. This was more efficient than having to stop and build a fire before each shot.
     In the mid-1450s came the innovation of the matchlock. An armlike device on the side of the arquebus held a slow match and pressed it against the vent-hole when the trigger was pulled. This was much more efficient for an arquebusier than having to manually use the slow match, and allowed both hands for aiming the matchlock arquebus, thereby improving accuracy.

     In Lords4, arquebusiers are represented by ai ("arquebus infantry") units, prerequisite being at least TL 8. Arquebus infantry may be used aboard ships. In Lords4 combat, the smoke and thunder of the arquebuses gives a combat bonus when used against an enemy unfamiliar with gunpowder.

CAPABILITY COMPARISON
Unit Type Cost
(Gp, Nfp)
Strength
(Cbt / Seige)
Max Range
(Yards)
Additional Capabilites
(Compared to Regular Infantry)
Infantry ( i )
3, 1
1.0 / 1.5
150 n/a
Arquebus Inf ( ai )
4, 1
1.5 / 2.3
150 first-round combat bonus
vs. gunpowder-unfamiliar enemy

GM NOTES:
     A few changes have been made to the standard Renaissance UBC, so be alert if you have a Renaissance nation in another campaign.
     In the standard Renaissance UBC, infantry combat strength increases by 50% simply by virtue of reaching TL 8. I believe this increase simulated the addition of arquebusiers among the infantry. Since I felt it more historically accurate to have separate arquebus infantry, in Lords4 those increased stats were assigned to the new ai units, and the infantry kept its pre-Renaissance strength along with its pre-Renaissance weapons mix.
     The other change was to slow down HEI from 8 to 7AP. I don't believe men in heavy armor and carrying pikes or polearms could march faster than regular infantry in hauberks and carrying swords. Maybe as fast due to being elite, but not faster.

The Musket
     Firearms development continued, and the early 1500s saw the introduction of the heavy arquebus (aka musket).
     It was a major improvement, firing larger shot (almost 2.5 oz vs. 1 oz for the arquebus) with greater hitting power. Range improved to ~ 200 yards. It was much heavier than the arquebus and so the musketeer carried a metal forked pole in which to rest the musket while aiming.
     The slow match held by the matchlock still left a lot to be desired, having to be replaced often. In the later 1500s came the innovation of the snaphance. A spring-loaded device on the side of the musket held a flint which
struck it against a rough surface when the trigger was pulled, sending sparks into the powder. The more useful snaphance musket gradually replaced the matchlock version.

     In Lords4, musketeers are represented by mi ("musket infantry") units, prerequisite being at least TL 9. Musket infantry may be used aboard ships.
     In Lords4 combat, after crossbowmen exchange fire and casualties are deducted, musketeers then exchange fire and casualties are deducted, prior to "regular" combat resolution. In addition, the smoke and thunder of musketry gives a combat bonus when used against an enemy unfamiliar with gunpowder.
     Arquebus infantry can be upgraded to musket infantry using the MT (Modify Troops) action in the V6 rules.

CAPABILITY COMPARISON
Unit Type Cost
(Gp, Nfp)
Strength
(Cbt / Seige)
Max Range
(Yards)
Additional Capabilites
(Compared to Regular Infantry)
Infantry ( i )
3, 1
1.0 / 1.5
150 n/a
Arquebus Inf ( ai )
4, 1
1.5 / 2.3
150 first-round combat bonus
vs. gunpowder-unfamiliar enemy
Musket Inf ( mi )
6, 1
2.3 / 3.4
200 first-round combat bonus
vs. gunpowder-unfamiliar enemy;
fires before regular combat

Cavalry
     Meanwhile, cavalry had been lacking practical gunpowder weapon usable while in motion until the invention in the later 1500s of the wheel-lock. Pulling the trigger caused a spring-loaded roughened wheel in contact with iron pyrite to spin, sending sparks into the powder. While it had to be reloaded using both hands, the wheel-lock pistol required only one hand to fire, leaving the other hand free to control the horse. Cavalrymen carried two, sometimes three, pistols already loaded for use.
     It should be noted there is not a separate pistol-armed cavalry type. Pistols were short-ranged and very expensive, and as such only xec units will be considered to have them. (They are mostly for Newfax color, anyway.)

Version 2.1 - February 2009