It would be interesting to hear from the designers what criteria they used for determining movement points per turn? I calculate that Infantry & Artillery units presently 'march' ,under the game engine, at just under 3 miles per hour. This is a very good pace for a body of troops to maintain under normal circumstances.
I don't think it used to be a problem on the old BG games (where most of the scenarios were fairly limited in size, length & area) but we see some some very big scenarios on the HPS games where the maps can be massive. We have seen complaints on other posts recently about early arrival of troops to the battlefield, I think this comes largely from the fact that designers position a unit at the historically correct time and place and then the player promptly moves them like automatons: up & down & across field, valley, hills and forests through the day and night to arrive in perfect order to fight a battle (often several hours earlier than in reality). No one gets lost or takes a wrong turning in these games. No one gets tangled up with units from another Corps, Wagons don't break axles on bridges etc, etc.
I'd like to see added fatigue for movement, but I'm not sure if the game system would really benefit from any tampering with along these lines? It would be a further complication that might open a whole new can of worms.
Lt.Col. Jim Wilkes.
2nd Brigade, Cavalry Division, XX Corps.
AoC. U.S.A.
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