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<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by KWhitehead</i>
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That is true but the HPS engine doesn't reproduce or reward the player for doing any of that. In Gettysburg the world ends at night of the third day. There is no incentive to save or rest your army, only to kill enemy as long as you can get a unit to fire. If they awarded VP for having units at low fatigue or some how rewarded not destroying your army in the process of destroying the enemies things might work more logically.
The system as is rewards both sides for keeping high fatiuge units in the line of battle. While they risk them routing they still serve a purpose. If nothing else the enemy might shoot at them instead of one of your good units. You might even run the enemy out of ammo since they trigger defensive fire just as good as a low fatigue unit. In an attacking stack if you are lucky the enemy defensive fire will be wasted on one of the fillers leaving the troops intended to carry out the melee unhurt.
That is why I have found the fast recovery option actually causes more units to be held out of the line of battle. For a long 2 or 3 day battle there is actually a reward for the player who can better manage his fatigue levels. I have won some battles doing this. Under standard rules there is no reason to pull a fatigued unit out of the line until it routes itself out. The only exception is there are a few Campaign paths where the battles are close enough together that the game doesn't auto recover all your fatigue.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
Hi, General,
Your points, as usual, are well-taken, but only reinforces the opinion (which we both share) that the game engine is more responsible for ahistorical behavior by rewarding it than the player, who is merely using the tools he is provided with to best advantage. In fact, Rich's original suggestion is to tweak the engine to produce more historically accurate results. I would add that most of my comments on this board over the past ten years have been toward this same end, and I believe yours as well; which has led to improvements such as artillery expenditure by tube, embedded melee to prevent blitzkrieg in single turn and artillery capture, which admittedly could use a little more work.
I would have no problem with preventing high fatigue units from entering an enemy ZOC, but I think an exception ought to be made for units who are cut off by ZOC being able to retreat the one hex using weak ZOC. But what might be beneficial would be a voluntary rout button, a "sauve qui peut" such as Col Oates essentially issued at Little Round Top. Building on that, I think the routing routine ought to be changed so that the general direction of rout ought to be selected by the owning player for each unit. Admittedly, this gives more control to the players, but it would prevent units from routing from the frying pan into the fire, something that I don't recall happening in any engagement of the Civil War, but what happens all to often in the games. Another advantage would be you could actually see what units are routing and where, which isn't available right now because the routed units have simply disappeared when you run the playback. That would probably necessitate a separate rout phase at the beginning of the player turn, but would correct an anomalie in the present engine.
As to the fatigue recovery situation, I can't blame you for doing what is optimum to win the game. I am just suggesting that the original fatigue model might be more historically accurate. Seems as though the historical commanders usually ran their units into the ground before committing fresh units, probably because a passage of the lines didn't happen near as smoothly as it does in the game. Having said that, I will probably continue to use the modified fatigue because it's not much fun having a bunch of worthless troops sitting around waiting to recover enough fatigue to be useful again.
Another point you made about high fatigue units in a stack drawing fire; why has it always been you can select a unit in a stack to fire at? You should be able to fire at a stack and all units in the stack share the casualties. I know they used to have that for artillery fire in the Napoleonic games. Why don't they extend that to include all fire?
MG Mike Mihalik
1/III/AoMiss/CSA
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