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 Post subject: Commitment Fatigue
PostPosted: Sun Dec 19, 2004 8:21 am 
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Joined: Wed May 23, 2001 10:18 am
Posts: 5613
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It would be nice to have what is called in some games as Commitment Fatigue.

Basically, you have all formations Uncommitted at the beginning of a game. As they commit they start accruing Fatigue at a certain rate. Uncommitted units accrue fatigue as well but at a lower rate.

The commander would make the choice to Commit the unit. Folks that send units around to commit his opponent's units so that they accrue fatigue would fail to do so.

The current fatigue rules would be changed a bit.

Movement fatigue: fatigue points would be per the amount of MPs you spend for flat terrain. If you go up a level even if on a road you would spend X2 for that terrain type. Thus ascending a hill to a clear hex would cost you 2 fatigue points in addition to the 1 point you would accrue by entering the clear hex - 3 total. Going through woods would be x1 for their MP rate but swamp would be X2 as would broken hexes. Villages would be X1 as well as chateau hexes.

Battle Fatigue: same as per the current rule.

Fatigue Recovery: a new recovery rate - you would not recover any fatigue below 300 during the day. Thus if you had 450 fatigue points you could recover 150 but no more. That way no differentiation has to be made for battle or movement fatigue.

Reinforcements: while it is up to the judgement of the Scenario Designer as to what level they will have as they arrive they will automatically arrive with the following amount of fatigue points based on this formula:

{[(R1 - 1) + W] 2} + D + = F

R1 = Turn # of arrival

D = Fatigue points added to the unit by the Scenario Designer in the Scenario Editor

W = Combined effects of weather - each turn that there is Heavy Rain the value of W is incremented by 1. It starts at 0). (we dont have weather in the games yet but this is in case it is ever added)

Thus if reinforcements arrived on turn 32 then they would have:

[(32 - 1) * 2] + 0 = 62 fatigue points

(in this case the Scenario Designer didnt add in any fatigue points)

Rather than multiply by 1 I added in some additional fatigue for the rise in terrain, etc.

After that it will be up to the designer. Thus even if they were camped at the edge of the battlefield (which with the big maps is a thing of the past lately) they would have some fatigue for the march onto the board.

A typical day in a battle starts at 0600 or 0700 and ends at 1800 or 1900 depending on the time of year. Thus anywhere from 13 to 11 hours of combat or 52 to 44 turns. By the time the battle was over you would have few units that were committed at the beginning of the battle (as we do most often) able to stand up (Max Fatigue). Thus if you decide to respond to a "radio" call for help on the other side of the Abensberg map your guys would arrive with some fatigue points already.

And you would be rewarded for keeping a Reserve as well conversely.

This is not something I would expect to be added to the engine any time soon if ever. Just a thought.

Oberst-Lt Wilhelm Peters
2nd Kuirassiers, Austrian Army


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PostPosted: Mon Dec 20, 2004 12:21 am 
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Joined: Wed May 23, 2001 2:07 am
Posts: 48
Location: USA
Good thought! It always struck me a bizarre that units in these games could march at top speed for hours, with no consequences at all: no fatigue, no stragglers. Try that in the real world! [V]

<b>Général de Corps d'Armée Bill Peterson</b>
Duc de Zurich, Comte de Besançon
2ème Régiment de Grenadiers à Cheval, Cavalerie de la Vieille Garde
Commander, Ier Corps de Réserve de Cavalerie (<i>Vae Victis!</i>), AdN, NWC


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