<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Le Tondu</i>
<br />Oh Mark. You really should read your User's Manual for the game. Here is the definition of Fatigue that is clearly available:
<font color="orange"><font size="4"><b>"Fatigue refers to the detrimental effects combat has on the physical condition of the fighting units."</b></font id="size4"></font id="orange">
Note the word "physical."<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
This will be my last post on this subject as we are obviously not going to agree on this point. I am posting only to correct a couple of omissions you appear to have inadvertantly made.
The full quote form the manual (npb help file) should be as follows:-
<i>Fatigue refers to the detrimental effects combat has on the physical condition of the fighting units. This does not refer however to the state of being winded from physical exertion but rather the longer term effects of combat fatigue.</i>
If you then follow the link to the design notes you find:-
<i>Why does it take so long for units to recover from Fatigue? In the Battlegroundä games, Fatigue is used to represent combat fatigue, not the physical state of being winded. As such, the physical effects of combat fatigue are felt long term and do not wear off through simple rest. In many Napoleonic battles, the end of the battle was determined by fatigue and not by losses. In larger battles, commanders had to be careful to rotate their fighting units and not commit any one force too long to battle. Having higher Fatigue recovery rates would permit the unrealistic ability for commanders to rest units for short periods of time and then recommit them to battle, something that was not common historically.</i>
I accept that Tiller uses the word physical in his description which may cause some confusion. He does however, make it clear that he is not talking about being winded, a fatigue arising from over-exertion. What he is talking about is combat fatigue, and that, for me, is psychological stress for want of a better name.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">So, now we have problem. Combat is the only thing that can tire our units and movement does not, even though the <font color="orange">lack of movement</font id="orange"> facilitates the recovery of Fatigue. What's up with that?<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
As above, the units Fatigue is not affected by movement, because Fatigue is a measure of combat fatigue rather than wind.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">I say that we have movement rates that are unrealistic because they're not tied to Fatigue. This is especially true when our units are continually used like we can use them in these games. They give us the ability to go beyond what is possible for horse or human when you consider that they fight one or more set-piece battles on top of moving some very long distances. <hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
There is an element of unreality in the movement, because it is designed to average out over a 24 hour period. If you introduce actual movement rates and resting over night, you will have infantry battalions able to move 14 hexes, (not 14 movement points, but 14 hexes), in a 15 minute turn on the battlefield at the <i>pas de manoeuvre</i> or <i>pas de charge</i> of 120 paces / minute. This would be even worse than the 12 hex maximum used on road hexes at the moment.
On the move these formations moved at a set rate, uphill and down dale. The movement penalty for going uphill for example, does not mean that it took longer since the pace is maintained. The penalty therefore must reflect that the unit, having exerted itself in this movement, was unable to move as far that turn due to physical fatigue. So, for me, the effects of physical fatigue are built into the movement penalties for the units. [As an aside, why does a unit not suffer a movement penalty for going uphill just because it is on a road?].
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">It causes all of us to use our units like they're machines, --which <b><font color="red">is nothing but panzer tactics, IMHO.</font id="red"> </b><hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
I understand your point but can not accept it in a game with a turn based on a 15 minute time-scale. A unit moving at 3 miles an hour could move 12 hexes (not movement points, but hexes) in 15 minutes. Instead they move about 6 cross country, on the flat. So, for 50% of the time they are effectively imobile. At night, it's an even greater period of imobility. If you introduce a new category for recovery from physical exertion, as I stated above, you will have units during the limited day time able to make moves of more than twice the distance that they currently can. In a U-GO, I-GO game format that just doesn't work. Trust me, change a pdt file to give these movement rates and see what happnes. You will find that you are obliged to reduce the duration of the game turn and that will need changes to the fire tables, fatigue recovery rates and so on.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">1. It is clearly a <u>tactic</u> (quoting you, now) <font color="orange"><b>"that would never have been performed on a Napoleonic battlefield." </b></font id="orange"> Just because both sides have it available, doesn't make it any less important an issue.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
If quoting, please include the full quote to ensure that the context is maintained. This would be more helpful than the selection of colours. What I wrote was:-
Panzer tactics are actions like the use of road movement on a battlefield in the direct face of the enemy when, in a turn based game, this enables you to out-manoeuvre your opponent by using movements (that would never have been performed on a Napoleonic battlefield) just because your opponent can not respond.
There was no full stop after battlefield. I am refering to when both armies are arrayed against each other. One side then uses road movement to race around a flank to encircle the enemy, with the enemy unable to respond because of the turn based system. I have no problem with formations moving at this rate if not in the presence of the enemy, in doing so, they run the risk of being caught strung out along the road and if that's not disincentive enough, nothing is.
If the game was adapted by introduction of a further element for physical fatigue, tiredness for clarity, (which I would have found a welcome addition to the HPS engine, but would have required major re-engineering for some of the reasons previously indicated), units would be able to move futher cross-country in a Turn, than they currently can using road movement.
And that would be to introduce the ability to blitz on a scale that exponents of those tactics had only dreamed of previously.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"> <font color="yellow">There. I've just <u><b>expanded</b></u> on the definition. </font id="yellow"><hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
What are you on about? What definition?
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">Panzers (or tanks, or any other machine) usually operate (like people and horses) until they break down due to the lack of maintenance.
I can clearly see that you've never owned or cared for a horse for any extended period of time. What you call "crap" only highlights that fact. A rider has a similar goal whether he is participating in an endurance event or campaigning during the Napoleonic Era. It is to be able to use the horse again. Who knows how long a campaign will last? This same rider certainly would want his horse to carry him to safety should the battle or campaign go bad. So you see, it was in the rider's best interests to make sure his horse was always in a useable condition and not ridden to harm or death. (BTW, lame horses don't take you very far either.)
Sure, some riders did harm their horses. They usually did that in order to shirk away from having to participate in combat. They wanted to be sent to the rear and our games were never intended to model that.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
You misunderstood what I was calling crap. It was not that horses (and men) do not require rest. It was the insinuation that I was considering them to be automatons. As I describe below, the game models movement for a 24 hour period averaged over a number of turns. If you build in night / rest periods to the current engine without a major over-haul, you will end up with units being able to move far further in a 15 minute turn than they currently can - and that would not be a good thing for playability.
You are half right. I have never cared to own a horse; cars though, I have had my share. I think I get the general idea with a horse though: fodder in one end, horse-**** out the other; shoes for certain terrain and a hammer or musket to the head when it is no longer any good.
You look after your horse as best you can in the circumstances you find yourself in and, as you say, the game does not model this, (anymore than it does a brigade commander contracting the Kathmandu quick-step).
But I still can not accept that a cavalry formation could not cover 30 miles in 24 hours on the road, or 15 miles in the same period, across country on the flat. The road distance would have been made in 10 hours of the 24 at a walk rate of 3 miles an hour, leaving 14 hours of the day for looking after the horses, sleeping, resting etc. The game models this by allowing units to move this distance in 24 hours of turns rather than constricting it to 10. Once you start constricting the time you find that the units movement rate increases dramatically to enable them to cover the distances they could really cover in that time, rather than the averaged out distance for a 24 hour period.
As another example of units moving on the march, consider the army corps of the 1805 Grand Armee. These corps turned from the coast to the Rhine and averaged more than 20 miles a day. They did not leave their supply train behind them. The BG game models this as a road move of about 15 miles in a 24 hour period, (with supplies keeping pace), which is somewhat less than they achieved, increasing the infantry to a rate of 30 miles in a 24 hour period, could be sustained for a couple of days with then a days rest for the supplies to catch up. It's not perfect but it's a good enough simulation for me. The alternative prospect of battalions moving around my flank at 16 hexes / turn is an absolute non-starter as far as I am concerned.
I accept that I am unlikely to affect your view of what fatigue represents but I wante dto make clear my position and clarify your abridged quotes which I believe mis-represented my position and statements on the subject.
Regards
Mark
VII Corps
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