[Consim-l] Fatigue (was At All Hazards... part 2)
Markus Stumptner
mst at cs.unisa.edu.au
Thu Feb 22 02:03:04 EST 2007
On Wed, 21 Feb 2007, Mircea Pauca wrote:
> Very interesting ! Again, I wonder how ergonomic
> this whole fatigue-marking and taking into decisions is.
I had no problem with it. It works because the game is at divisional
level, so there is not a lot of units to keep track of, and the chit-based
activation means you only have to deal with them by corps. It also speeds
up play because fatigue often means you're just not going to go after that
additional attack. Due to the semi-operational scale you are moving and
handling fewer units than even with something simple such as Blue & Gray
or Napoleon at War. It' also that property which makes multi-days
scenarios really playable (which is again where carrying over fatigue and
supply becomes more important).
> It would be great if Fatigue were marked visually linked
> to the map - e.g. add-on markers on each Corps HQ counter...
Well, fatigue is tracked by the individual division, so each counter in
the game would have to carry a marker. Also, the unit strengths are
actually visible and the main fog of war in the game comes from not
knowing how good their standing is in terms of fatigue, supply, and
stragglers (which are kept track of on tracks). Keeping that information
offmap is therefore a good thing. You don't want the other side to know.
My experience is that pretty much every game that has tracks that record
information for individual units (whether using markers, as here, or with
pencils) could also be played with numerical markers under the stacks
instead. It depends on personal preference, and I am firmly in the camp
that wants less marker fumbling overall, which here means that the tracks
are good.
It depends upon degree, of course... I recently played Borodino 1941 by
Clash of Arms and that was a game where ticking off boxes on a roster
sheet for lots of small units cross-attached to every regiment was a major
pain. Conversely, Command's Budapest '45 and Rommel at Gazala game, with
fewer units but lots of steps, made great use of roster sheets. Another
example is keeping track of losses by using individual replacement
counters for each unit. That works fine for the Eagles of the Empire
Napoleonic system (which is also divisional), but it was a painful
shuffling and counter searching process for 1914: Glory's End in Command
Magazine.
In this system, although I've made less mention of it, supply and
stragglers are also recorded on the track (they don't change that much
since they're not so finely graded), so markers on the map would be fairly
inconvenient.
> Are there other games too with Fatigue or a similar concept
> recorded at a higher time scale ? Say days for weeks-long
> operations, not like here, hours for days-long battles...
> It would strike me as very dubious that '80's NATO
> envisioned weeks of extremely hard day-and-night combat
> without thinking how or managing when soldiers could sleep...
> or should there be Amphetamine and Soporific rules ? ;-)
I think most games at the next higher level up already assume that there
need to be rest periods and incorporate them into the pace of the game.
(Zucker's Napoleon at Bay series, which has 2-day turns, gives you higher
straggler losses the faster you march your troops.) It's mostly at the
grand tactical or low operational level where explicit tracking makes the
most sense - these systems have to capture the fact that an army can carry
on over the day (because that's the span of a normal game) but eventually
significantly degrades.
The Gamers' CWB series (brigade level ACW tactical) is a good example -
these cover battles of 1-3 days normally, but for the Seven Days campaign,
special fatigue rules were introduced. (And some hard core fans now use
these rules for all multi-day battles.) The other tactical example I can
think of was Avalon Hill's Gettysburg 77 Advanced Game (a monstrous pile
of rules but it was very good at representing the effect that a fresh
unit, even rather green, could often sweep back a tired veteran unit that
had just conducted a successful assault).
As Bruce points out, "lulls" at operational or strategic level often have
to do with supply or replacement troop constraints.
I have only pushed a few counters in the Central Front series that Bruce
described, but they have this notion of friction which includes fatigue
and general loss of control over time. Another game is SPI's Nato
Division Commander, which was groundbreaking in a number of areas (it's
the first operational game that I know where units have multiple tactical
modes) but was quite fiddly.
> Even the moderately simple Breakout: Normandy has limited
> supply to make units Fresh again, and limited overall impulses.
> So often, if Americans make an all-out effort, the next day they
> have to operate much less and let the British 'work' more...
Yes, one could argue that these effects represent fatigue to some degree
(as well as ammunition supply and being disorganised after combat).
Markus
Last 3 games played: Air & Armor, At All Hazards, Gates of Richmond
--------------- http://www.dbai.tuwien.ac.at/user/mst/games/ ---------------
"Bakayaro! Bakayaro!" ("Stupid Bastards! Stupid Bastards!") -- Admiral
Aritomo Goto's last words to his staff, October 11, 1942
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