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PostPosted: Fri Dec 24, 2004 9:18 am 
Bill Peters,

I am a HUGE fan of this idea of yours:

"Army morale - we need to have some sort of feature that forces your army to basically withdrawl after it loses a certain percentage (set by the Scenario Designer or in the PDT file) of its manpower. Along with the current Fatigue rules and Command loss penalties it would make the game much more 18th century. When your army demoralizes all morale levels drop by one level. When it breaks no routed unit may rally. The Army would demoralize at 30 percent losses. It would break when it reaches 35 percent losses."

While the ancient officers may have been callous, most generals and
colonels just couldn't accept a loss of more than 1/4th of their manpower in a given conflict. That is why the "victory" of Guilford Courthouse was so devastating to the British.

While they may have won the battlefield, they had lost more than 25% of their manpower, and still had to retreat!

Compare this proposed enhancement with the effects of OBJECTIVES
that are placed in the middle of the battle ground. I won a significant battle during the "end game" phase by taking my men
completely out of reasonable position, in order to obtain
these END OBJECTIVES.

But in a more "realistic" conflict, objectives are more fluid.
And in many cases the objective is simply to reduce the opposing
army to a significantly lower level.... without any concern as
to whether the victory is achieved in the lower end of the field,
or the upper end of the field..... or in the adjoining field.

I certainly agree that these "objective" flags have their place
(for example, in a capture the fort, capture the hill or capture
the city type scenario), an alternate objective of achieving a certain number of casualties would be a great addition to the
game!

Regards,

George Brooks
Tampa, FL


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