|You'd have trouble charging with cavalry here.|
It's the Thames.
In it he examines the effect of powder-smoke and dust on the battlefields of what he calls the 'Horse and Musket Period'. He says:
"The wargamer should view every action of the period as being fought, after the opening rounds had been fired, in a November fog with swirling, eddying clouds of smoke and dust blinding and choking friend and foe alike so that they intermingled, unable to distinguish ally from enemy, whilst targets disappeared in a cloud of smoke after each volley."
He then looks at ways in which the effects of this can be simulated in wargames and comes up with a mechanism involving infantry units acquiring a smokescreen of cotton-wool balls as they shoot and cavalry being able to charge longer distances to contact units hidden by such, with a risk of deviation. It even involves a special measuring stick, cut from dowel and painted in different zones. Very retro.
After reading the chapter I got to thinking - should the wargamer view every action of the period as Don describes it above? Is he correct in his assertion? And, if he is, do any games allow for this fog of war? Do the various rules for PIPs or initiative rolls or card-based activation cover it in an abstract, but sufficient way?
As my wife would say, what do you think?