Campaign 1814 Patch 4.00 Changelog *Added Night Movement Fatigue optional rule, with a value of 50 fatigue points. *Added possibility for Artillery units to become disordered due to ranged fire after they reach Medium fatigue.
Campaign 1814 Patch 4.03 Changelog *Adjusted Cavalry Charges – now each hex a cavalry unit moves while in “Charging” mode will add 15 fatigue points to its total. *Adjusted Fatigue calculation when combining skirmish units with their parent battalion. Now fatigue is applied proportionally across the entire unit. See User manual for example. *Adjusted melee modifiers so Defenders now suffer a -10% (High Fatigue) and -20% (Max Fatigue) penalty.
These are the Fatigue issues addressed., and I think they speak directly, mostly, to the issues you raised.
I think they help prolong a battle and encourage players to keep reserves, form double battle lines to rotate fresh units to the front and rest front line units. Other rules modifications that, I feel, give more of an 19th Horse and Musket play are:
*Adjusted Infantry defense. Infantry not in square which is charged by cavalry into its flank or rear will defend at 50% strength. *Adjusted Column Pass Through rule to apply to units in Square formation as well. *Added 3 hex “leash” for skirmishers from non-light/guard/routed units. *Added new Optional Rule - Column Movement Restriction. This adjusts the disorder check so that Infantry in Column formation will Disorder in Forest, Town & Marsh terrain when this rule is selected. *No Detached Melee optional rule introduced. *Movement Threat Disorder optional rule introduced. *Melee across a hexside or into a hex that would cause Disorder results in the same Melee penalty as if the unit was Disordered. *Routed units won't be able to spot enemy units. They are now treated like supply units or uncrewed artillery. *Reduced maximum LOS in some of the titles to 2km (20 hexes). Allows players to sneak around and surprise their opponent and encourage scouting. (I would like to see this for all scenarios in all games, but that is a very big job.)
Are these suggestions frustrating because you can't just launch an attack and expect it to go in, yes, but that's historical. Do armies slow down and need to be rested to "un"disorder, and is it necessary to keep Brigade elements always close to their leaders to help disorder, yes. Will players not like it, probably. Many of our frustrations center around "it slows the game down" or "I'm not in total control of my army", all historical.
Battles were fought where many assaults were needed to be made to take an objective, but that frustrates players, sorry. Here is an example from the AWI: the battle of Bunker Hill.
The Regulars launched three different assaults to take the position. After each failed attempt, THEY RETIRED TO THIER JUMP OFF POINT, to rally, rest and reorder and then tried again. In our games, when an attack fails, we stay right in the face of the enemy and launch reserves, instead of falling back and regrouping, thereby allowing our reserves to stay in reserve and our front-line formations to battle longer. In fact, a failed attack usually finds players staying where they exert an ZOC over the defender so they cannot rally, then the defender swarms the attacker and the attacker fusses and fumes.
Remember, players add the Napoleonic feel, WWII Blitz feel, or Modern 24/7 feel by the way they engage in movement, deployment and combat. If you always push like General Patton, you won't feel like you're Archduke Charles.
_________________ Général de Brigade Amos 1ère Brigade Cavalerie, 3ème Division de Dragons, Réserve de Cavalerie, La Grande Armée
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