Quaama wrote:
You are, of course, correct in saying that "The fatigue rules are vague to some extent In the Manuals Folder" - I assume you are referring to the main manual named 'user' in the manuals Folder for each game.
However, there is also a file in the Manuals Folder named 'cwb' that may help shed a little more light on the issue in respect to the Optional Rule 'Higher Fatigue Recovery Rates' (afterwards referred to as HFRR).
I read both manuals. And I understand there are black boxes in computer games more or less.
"The fatigue rules are vague to some extent In the Manuals Folder" I mean the concept of the rules, 'fatigue', in specific rules is a little disordered and inconsistent, and works not well enough on some points in games now. It is a design problem.
Quaama wrote:
Ashdoll Ren is also correct in saying that "fatigue is irrelevant to march" and then goes on to mention a need for it. I generally agree that there should be something along these lines but feel that it would be problematic to introduce.
Should such a thing be introduced equally for all or on an army or unit basis? There are many instances where some armies could easily endure forced marches better than others (e.g many of Napoleon's campaigns, Jackson's 'foot cavalry').
Should it be related to unit quality?
Should it be related to the location of the battle? For example, one aid to Jackson in the Shenandoah was his excellent mapmaker who could not only provide Jackson with details of paths unknown to the enemy but their carrying capacity under different conditions.
Should terrain effect it?
Should it be an Optional Rule or built into the game system as a given?
So, in an ideal world we should probably have such a thing but I foresee many problems in introducing it. There are already other, more unrealistic issues, that should probably be addressed ahead of that one. Is it realistic to be able to set up 20 guns across the 125 yard width (of a hex) and begin blasting away? The obvious dangers are apparent to say nothing of the smoke that would obscure any sighting after one firing of such a line of artillery. Is it realistic for units (sometimes very large ones) to utilise the benefits of road movement and then cramming up to a thousand of them (in road column) in a 125 yard stretch of road before setting off again next turn in perfect order to continue to march in road column to wherever they're going? It'd be complete chaos [see here for a (non-JTS/WDS) discussion on road column length (
http://theminiaturespage.com/boards/msg.mv?id=505514)].
I think we'll have to live with no fatigue for marching around the battlefield (although you can't recover from fatigue while doing so [WDS v4.0 excepted]).
Another Optional Rule can also come into play where Fatigue is concerned, Rout Limiting. This is another rule that I've found is checked as a matter of course. Never any arguments, it is just done. I believe that, from a simulation viewpoint, it is better to have it unchecked (although I can recall playing one game where this was the case - at the prompting of my Union opponent). I consider it more historically accurate to have it unchecked. I also believe that having it unchecked often benefits the CSA side over the USA side because the CSA generally has better rated leaders and higher quality units which can assist in rout recovery.
I am also a board wargamer. I think most issues you mentioned have better solutions in the boardgames I've played. At least, better than JTS/WDS. (I have not played a game having special rules for the smoke in the linear tactics era. Or it has been taken into consideration in the firing charts and resolution? But there are some proper restrictions for over-stacked infantry and artillery indeed. Like, you can stack a lot of infantry and artillery in one hex. But only limited little strength can fire because of the front width. )
The unique features of JTS/WDS are automatical calculation and (directly and easily implemented) Fog-of-War. But I think JTS/WDS still have points of absurd in simulation at both tactical level and strategic level. Boardgames do better now. I did worry that board wargames may be replaced by computer wargames. But I don't worry about that temporarily now. JTS/WDS do have the potential to do better than boardgames in all aspects, including playability and simulation. But there is still a far way to go, which really needs much heavy effort to improve.
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Really want to experience Jackson's 'foot cavalry' in games! '其疾如風' (Let your rapidity be that of the wind)
