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PostPosted: Tue Jan 25, 2022 7:56 am 
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Quaama wrote:
Ashdoll Ren said: "I think it already makes the whole fatigue rules invalid and pointless in both day and night turns."

Wow, this is BIG (and horrible) news and, as you also point out, in direct conflict with the manual. It is far worse than the FoW issue because at least that can be avoided by selecting Extreme FoW.

In a recently completed WDS v4 game I checked 4 stacks of units (12 units in total) from the beginning of (say) Turn 25 to the beginning of (say) Turn 26. [I was unable to check the exact fatigue at the end of Turn 15 as that turn is completed and can only be opened with my opponent's encryption key.]

Stack 1 (4 units) - All were at low fatigue, all moved and fired, all recovered fatigue.
Stack 2 (3 units) - All units were at low fatigue, all moved and meleed, all start Turn 26 disrupted with fatigue increase ranging from 18-41 (so it appears 2/3 have probably recovered fatigue).
Stack 3 (3 units) - All units were at low fatigue, all moved and meleed, all start Turn 26 disrupted with fatigue increase ranging from 13-109 (it appears that 1, possibly 2, have probably recovered fatigue).
Stack 4 (2 Units) - All units were at the high end of low fatigue, all moved and meleed, all start Turn 26 disrupted with fatigue decrease ranging from 9-10.

It seems our soldiers have become supermen, able to march around for twenty minutes, fire away at the enemy and even engage in strenuous hand to hand combat yet emerge less fatigued than when they started!

WDS v4 is badly broken. It seems the programmers went for show (graphics that no-one seems to like) over substance and the end result is that we have games that do not even follow the rules set down in their own manual. Shame on you WDS, you should be working around the clock to rectify these problems and not make us wait the standard period of many months to rectify known problems.


I just did a test scenario in 4.0 Gettysburg and I am not replicating this. Fatigue is working normally for me with no perceptible increased rate of recovery.

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PostPosted: Tue Jan 25, 2022 8:09 am 
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Ashdoll Ren wrote:
Quaama wrote:

I had originally read this post as saying that there had been a turn after the movement to enable 'fatigue recovery' and that the unit had simply recovered all fatigue as good luck [Gettysburg Parameter Data would permit a 20% chance night fatigue recovery].

If I'm now reading this correctly you are saying that a unit moved at night during one turn [say Turn 52] and then at the beginning of the very next turn [Turn 53] their fatigue was zero! If so, that is a very significant failure of WDS v4 and in my view ensures that any game that has night turns is a farce.

1. Did you test a number of units and did they all recover fatigue the very next turn or was it only some [20%?]?
2. Does the same thing occur during day turns when (in Gettysburg v4) the fatigue recovery should be a lowly 5% chance?



Tested in a day turn of Gettysburg 4.0. If I am not wrong, units who moved, fired, or meleed (as attackers) last turn can still recover fatigue normally. (Though units who built breastworks or were fired upon the last turn can't recover fatigue.) I think it already makes the whole fatigue rules invalid and pointless in both day and night turns.

Here's the original text from the manual.

Manual wrote:

Recovering Fatigue
A unit may be eligible to recover Fatigue at the beginning of a player’s Movement
Phase provided it has not Moved, Fired, participated in Melee, or been Fired upon
with any effect
from the time of the player’s previous Movement Phase.

For each such unit a random value from 0 to twice the applicable recovery rate,
determined by Parameter Data associated with the current battle, is subtracted from
the unit’s Fatigue value. See the Parameter Data Dialog in the General Help File for
the recovery rate values.



BTW, I think the '5%' and '20%' of 'Recovery' in the PDT is not the possibility of recovery, but a baseline value. I guess the recovery function may be like this.


The Reduced Fatigue = (Recover Rate) * (Random Factor) * (Additional Multiplier)



I guess the Recover Rate means 5% or 20% of Max Fatigue (900), in other words, 45 or 180 fatigue value.

Random Factor is a random value between 0 and 2.

If checking Higher Fatigue Recovery (Optional Rules), there will be an Additional Multiplier. Low fatigue gets a '5x' bonus. Medium fatigue gets a '3x' bonus.


Hi Ashdoll,

two things:

1. I tested fatigue recovery without the optional rule and I am not seeing increased fatigue recovery. I am also not seeing ineligible units recovering fatigue. In your example, did you have the optional fatigue rule on? I only see what you described as plausible with that rule on.

2. I don't think your fatigue formula reflects what is written in the manual or what I have seen by experience. Even units at maximum fatigue recover only about 5 fatigue per day turn. If I had to guess, the percentage is not actually a percentage as implemented but rather a a flat 5 or 20 fatigue points. We should open another thread to test this topic like we did with some other ones.

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PostPosted: Tue Jan 25, 2022 8:30 am 
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Last thing: writing as someone who has been on occasion disappointed by the JTS/WDS titles I have bought (looking at you, Naval Battles Midway), I really don't think these issues are a big deal.

1. LOS: Just play with extreme or don't cheat. Normal LOS in 4.0 works almost like extreme FOW anyway. This bug has such a minor impact. If people in this club claim they are too lazy to fire their units individually in order to maximize the effects of their offensive fire, then they are too lazy to hunt around the map with "Highlight LOS" on looking for units. People who would exploit that bug are penny wise and pound foolish.

2. Fatigue does seems to be working normally, at least for me. I think people are going off without knowing how the game mechanics are supposed to work. Even if fatigue doesn't work, then you have a civil war game that at the moment does not model the affects of battlefield fatigue. No biggie.

3. There is an LOS bug in the game with turn-based defensive fire is more significant than the current LOS bug. Yet I have not seen it mentioned on the forums even though it is fairly obvious when it pops up. I have great doubts that anybody's enjoyment of the game is being impacted by it or any other bug in the game. (I won't explain the bug. It's not something exploitable. I passed it on to JTS with a save file.)

WDS updated the game and introduced some minor bugs and changes that people are not a fan of. As the Germans say: Wo gehobelt wird, fallen Späne. Things will probably get fixed or changed based on the feedback.

4. If people are really annoyed by trenches, then the club should just produce a few standard pdts that can by used by agreement or in tournaments. For example, we could standardize the weapon values across all scenarios and create a pdt for scenarios with trenches and one without trenches. That would be a relatively easy fix that we can implement on our own.

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PostPosted: Tue Jan 25, 2022 10:50 am 
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Hi Logrus,

Ok, I will check it tomorrow and post in a new thread.

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PostPosted: Tue Jan 25, 2022 1:53 pm 
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Everybody keeps saying to just use EFOW and problem is solved. Some of us strongly dislike EFOW so that is not a solution for us.

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PostPosted: Tue Jan 25, 2022 2:09 pm 
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I look forward to seeing the results of Ashdoll Ren's latest tests. If Logrus Pattern is correct it could be the optional rule that is at fault here for v4. For the record, the battle [[WDS Chickamauga although I suspect if the problem is in one title it's in all of them] where I looked at fatigue recovery did have the optional rule checked. It's an optional rule I always have checked, probably out of habit. In the interests of overcoming the problem, and better simulation, it seems like a habit I should break.

In terms of trenches, I think that is easily overcome by the players adopting a house rule for their games. Such action would still leave it open for those who want to play what-ifs and see what would happen if there were battlefield trenches in the early/mid war years to do so.

FoW remains an unsolved problem with the only viable option seeming to be to not use it and use EFoW instead.

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PostPosted: Tue Jan 25, 2022 5:21 pm 
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nsimms wrote:
Everybody keeps saying to just use EFOW and problem is solved. Some of us strongly dislike EFOW so that is not a solution for us.


What don't you like about it? The LOS aspect or seeing less information on enemy strength?

I am curious because I have thought it would be interesting to design or play a wargame that emphasized very realistic FOW. For example, only seeing the hexes on the map that are within LOS of your units. Everything else blank. Etc.

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PostPosted: Tue Jan 25, 2022 7:39 pm 
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Fog of War is important and factual.

In the Corps a we had a SPOTREP we would call in on enemy locations and size. IF you saw enemy in the field you would call in or report first the general size of the unit or enemies (ie. 1XX), Activity: In the open, in defended positions etc.... , Location: grid or coordinate style for call of fire or in general reference to your know position, Identification of the Unit if possible based on standards or other ID markers, TIME in which enemy was spotted, Equipment: that may be important (i.e. artillery, trucks, anti-tank, tanks, etc.) and final Remarks that may be important: direction of travel, etc.

In any case, I think the EFoW does a fine job in the games we play. Logrus, your idea of using a more defined FoW would be interesting to, especially in a meeting engagement type action, where you may not even be able to see the terrain, without actually seeing it.... neat idea!

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PostPosted: Tue Jan 25, 2022 9:52 pm 
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I dislike both the loss of LOS from any hex on the map and the lack of intel on the enemy strength. Both go too far in my opinion and so I would rather play with JTS 3.0 version. The quest for realism is admirable but will never be totally achieved. For example, you can stick a one man unit five miles out on your flank and the rest of your army instantly sees what he/she sees and I can't ever visualize them fixing that. If you like EFOW, then that's great and I don't want to take it from you. I also don't want my JTS 3.0 LOS/intel taken from me either.

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PostPosted: Wed Jan 26, 2022 12:24 pm 
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Correction: I am also seeing the fatigue bug too.

https://www.wargame.ch/board/acwgc/view ... 99#p120299

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PostPosted: Sat Jan 29, 2022 2:15 pm 
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It appears in at least some of the Forgotten Battles scenarios the PDTs are markedly different to what I have been used to. More likelihood that you can fire at an adjacent unit and not hit anything.
Easily modified I know, but it did take me by surprise!

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PostPosted: Sat Jan 29, 2022 3:01 pm 
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In case of FB I won't wonder if this was purposely done. With battles more or less all over the US and over the course of the war it's unlikely that all should use the same.

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PostPosted: Wed Feb 02, 2022 4:00 pm 
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In Gettysburg 4.0 some of the supply units have unit pictures that look like infantry instead of a wagon. Has anyone noticed this? Has it always been that way? Is it in other titles?

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PostPosted: Wed Feb 02, 2022 11:45 pm 
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Logrus Pattern wrote:
In Gettysburg 4.0 some of the supply units have unit pictures that look like infantry instead of a wagon. Has anyone noticed this? Has it always been that way? Is it in other titles?

I don't know if it has always been that way, but it has for quite awhile.

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