I've been pondering a particular idea about how to create a more effective Fog of War with the existing OOB's.
As you know, during fog of war, you are limited to knowing
only the following:
1) the number of men within 10 (x, 1x, 2x, 3x and so on).
2) whether a unit is disrupted or not.
3) and what type of unit (bayonett/musket, rifle, cavalry, and so on).
and most importantly...
4) the QUALITY OF THE UNIT!
(Fatique, however, is NOT revealed in the Fog of War.)
While it can be argued that the enemy would be able to see
the difference between a DISRUPTED UNIT and a non-disrupted unit,
it is quite another thing to say that the enemy can tell at 100
yards which unit is an "A" unit and which is a "C" unit!
The way to eliminate such "powers of perception" from at least one scenario (dedicated purely to tournament/competitive purposes) is to make ALL the units the SAME quality!
Whether they were all A or all B (or C) wouldn't really matter.
BUT.... units could vary by having their fatique levels set at
various (and hidden!) levels with the scenario editor!
Imagine this scenario:
A wall of "B" units is coming towards your "B" units.
You know that you have a certain number of highly fatiqued units,
as well as completely fresh or zealous units. And while shielded by trees or a ridge, you have arranged them according to your battle plan.
The oncoming enemy have ALSO arranged their various HIGH and LOW fatigue units according to the enemy plan of battle.
And then you engage! This is POKER translated into the war game!
You can't tell which units will rout first, except that some units are more tentative than others... and that some of these units may be LOW FATIGUE units ready to pounce at the soonest opportunity.
For a player who doesn't like the consequences of disruption in this engine, there could be an ALL A UNIT scenario. And for those who think the disruption sub-system is "simply fabulous", there could be another scenario with ALL B units or ALL C units.
For those who see combat as a lot of strategy mixed in with a lot of luck.... this is the best way to introduce more "Poker" into scenarios that are typically rather predictable because experienced players know exactly where all the weak and strong units are.... and will always know because of the Fog of War doesn't extend to quality of units.
Naturally, this approach to "ALL A" or "ALL B" units is best applied to BALANCED oob's, since the existing scenarios were designed to give the Americans LOTS of low-quality units ... up against a less quantity of HIGH QUALITY British units.
Regards,
George Brooks
Tampa, FL
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