Marching Thru Georgia wrote:
Unfortunately, there is no unit disruption variable in the game. So Norb uses fatigue, which is an indirect use of time, to simulate this while GCM uses time directly. Norb's method has the advantage that veteran, (better conditioned), units will take less time reorganize the unit than it will greener troops. While the GCM method takes the same amount of time regardless of unit quality. I believe Norb's method is a better way to reflect this.
I agree with what you're saying, but only in regard to crossing fences. The GCM doesn't only use time to simulate unit disruption. In fact, in some instances, fatigue has a harsher penalty in the GCM than the stock game. Exhausted units in the GCM are worthless; while in the stock game, exhausted units still shoot pretty good.
No doubt, we who play the GCM aren't interested in spending too much of our 90 minute games resting regiments. However, because of the fatigue penalties in the GCM, it is highly favorable for a player to pull a regiment off the line and rest them before they become too tired. We don't have the time or inclination to play 3+ hour battles like you hits and couriers guys do, so Garnier has made some changes that don't slow down the game but still make conserving your troops energy paramount to success.
Using fatigue like you guys do in the hits and couriers games makes sense; I'm not trying to say the way we do it is better. It just suits our game-play.
Here is the thread on the GCM forum discussing fatigue and Garnier's post about firing penalties:
"Here's the fatigue penalty for each stage:
Rested - 0%
Fresh - 2%
Okay - 8%
Winded - 15%
Tired - 30%
Weary - 50%
Exhausted - 90%
This is just a percent decrease on firepower. So in a situation where a rested unit would get 100 kills, a winded unit would get 85 kills. All else being equal.
It makes the game more interesting than just always keeping every unit at the front firing. Obviously the turnover rate for fatigue (becoming exhausted in 20 min, and fresh again in 5 more min) is much faster than real life, but that's because our battle lengths are compressed things have to go faster. It makes the battles less static." -- Garnier
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