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 Post subject: Night Movement Fatigue Optional Rule
PostPosted: Fri Nov 06, 2009 5:38 am 
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Joined: Sun Aug 02, 2009 8:01 am
Posts: 38
Location: Germany
Gentlemen,<salute>

I am playing HPS Gettysburg with enabled Night Movement Fatigue. According to the parameter data, units should suffer 50 fatigue points each night turn they move. In the game I am playing the units that are moving do not suffer his penalty, though.
Any idea what is wrong with the game?

LtCol Michael Gandt
2nd Cavalry Brigade
3rd Cavalry Division
II Corps
ANV, CSA


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 Post subject:
PostPosted: Fri Nov 06, 2009 7:32 am 
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Hi, Colonel,

The penalty doesn't register until the beginning of your next turn. If you moved a unit during a night turn, even just to change facing or deploy skirmishers, and the unit doesn't show 50 more points of fatigue at the beginning of your next turn, then something is wrong and you can follow Bill's advice.

I wish the fatigue accumulated by movement point, like it did in the old SSI games, but it is all or nothing. Another interesting thing is that it does not accumulate for building breastworks. But the night fatigue penalties for movement and melee are crucial in putting them in perspective. Historically, there wasn't much night fighting, and what little there was accomplished little.

It is also a double whammy. Not only do you accumulate fatigue, but you don't recover any if you move. That is very important at night.

MG Mike Mihalik
1/III/AoMiss/CSA


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 Post subject:
PostPosted: Fri Nov 06, 2009 7:50 am 
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Location: Germany
Mike,

I checked it and there is no fatigue at all for movement at night, even in the next turn. It seems this optional rule does not work at all. Can anyone give me the e.mail of Rich Hamilton and John Tiller to folow Bill's advice, please?

LtCol Michael Gandt
2nd Cavalry Brigade
3rd Cavalry Division
II Corps
ANV, CSA


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 Post subject:
PostPosted: Fri Nov 06, 2009 8:11 am 
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Hi,

Try this.

http://www.hpssims.com/Mailer/mailto.html

MG Mike Mihalik
1/III/AoMiss/CSA


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 Post subject:
PostPosted: Fri Nov 06, 2009 8:19 am 
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Location: Germany
Hi Mike,

thank you for the link. I have submitted the question to HPS. When I get a response, I will post it here.

LtCol Michael Gandt
2nd Cavalry Brigade
3rd Cavalry Division
II Corps
ANV, CSA


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 Post subject:
PostPosted: Fri Nov 06, 2009 9:00 am 
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Joined: Tue May 22, 2001 8:03 pm
Posts: 2243
Location: USA
My opponent and I ran into the same problem with a HPS Gettysburg Armededdon scenario and submitted it to HPS Support. Maybe there really is a problem and it isn't just us messing up the file somehow. I told Rich to take his time with ours because we were going to continue to play since the impact was about equal in our game.

Lt Gen Ned Simms
1/1/VIII/AoS/USA
Blood 'n Guts hisself, a land lovin' pirate. Show me some arty tubes and we'll charge 'em.
VMI Class of '00


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 Post subject:
PostPosted: Sat Nov 07, 2009 8:55 am 
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Posts: 140
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The rule is functioning perfectly in a Gettysburg match I'm playing.

Gen. Matt Perrenod
<i>The Blue Ghost</i>
Superintendent, Union Military Academy
1st Brigade, 2nd Division, VIII Corps, Army of the Shenandoah
UMA Class of '01


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 Post subject:
PostPosted: Mon Nov 09, 2009 3:09 pm 
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Joined: Tue May 22, 2001 7:49 pm
Posts: 422
Location: USA
I've got this report so I conducted test tonight with the latest engine in both solo & PBEM mode in Gettysburg. In both cases night fatigue worked as designed.

It should be noted that the fatigue is not applied until the begining of your next turn.


LGen. Hamilton
II Corps
ANV, CSA


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 Post subject:
PostPosted: Tue Nov 10, 2009 9:57 am 
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Location: Germany
Genlemen, <salute>

I followed General Peters' advice and forwarded the question to HPS. Here is the answer from Rich:

"The problem only exists in "phased play", and I only play in Turns, hence not catching it before.
You will most likely not see a fix for this until the next round of updates though, sorry."

I guess the problem exists in all HPS civil war games.



LtCol Michael Gandt
3rd Cavalry Division
II Corps
ANV, CSA


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 Post subject:
PostPosted: Tue Nov 10, 2009 6:57 pm 
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I have to say I use phased play regularly and have not had a problem. I wonder what causes the malfunction.

MG Mike Mihalik
1/III/AoMiss/CSA


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 Post subject:
PostPosted: Wed Nov 11, 2009 8:51 pm 
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Mike,

"phased play" refers to the seperate melee phase optional rule. I am currently also playing 2nd Bull Run (HPS Antietam) where night movement fatigue does not work either, probably for the same reason.

LtCol Michael Gandt
3rd Cavalry Division
II Corps
ANV, CSA


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 Post subject:
PostPosted: Thu Nov 12, 2009 1:13 am 
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Ah!

Thanks for the clarification!

MG Mike Mihalik
1/III/AoMiss/CSA


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 Post subject:
PostPosted: Thu Nov 12, 2009 5:00 am 
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These references to "Turn" and "Phased" are even beginning to confuse me.[:D]

So to be absolutely clear since I have seen the night fatigue work in both Phased and Turn play:

<font color="yellow">Night fatigue isn't working when you play a "Turn" based game with the optional rule "Optional Melee Resolution" in effect. "Turn" based being the system where movement and fire is executed as part of the same player phase.</font id="yellow">

Correct me if this statement is wrong.

LG. Kennon Whitehead
Chatham Grays
1/1/III AoM (CSA)


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 Post subject:
PostPosted: Thu Nov 12, 2009 2:02 pm 
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I had no issues in Turn format - only in phased play.

LGen. Hamilton
II Corps
ANV, CSA


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