RE: EP '14 mechanics/balance
Not sure what you mean in regards to reducing fatigue accumulation to 1? But then again I haven't had much sleep lately.
If you mean allowing for more fatigue to be accumulated or at a slower rate, in F14 development I toyed around with ideas where FWWC would have high fatigue thresholds like Napoleonic games (which I think goes to something like 600 or 1000 fatigue(?), I cannot recall exactly) but the opinion from John and myself was that it allowed too much intensity to be realistic, or that it didn't really help.
You could toy around with raising the Fatigue Recovery value from 15 to something like 30 so that units rest faster, and this is entirely subjective. The problem is that this goes both ways - any change here helps the defender and the attacker, and more often than not, it means that the attacker has an even more difficult time because a faster recovery usually just means that the defender can hold the line longer. Essentially the current fatigue accumulation and recovery rates places a greater emphasis on the side that is larger or maintains a reserve (or has reserve forces available for that matter), or is able to concentrate more divisions in one area than the defender can, and intelligently rotates them out. Any other way and I think the defender would be able to pull individual battalions off the line, holding every other hex, and then rest them quickly.
In regards to fatigue in general, I find that the trick is knowing when to just shoot at the enemy and when to assault. Most of the excess fatigue is gained via assaulting, so its best to reserve assaults for cases where you have a lot of units to press the assault in waves, and when trying to take objectives, dislodge pesky field gun units, or when trying to get that elusive breakout. Otherwise, just moving forward and firing on the enemy for several turns usually causes you to accumulate less fatigue and break the defender sooner. Just sayin' for anyone looking for a tip - excessive assaulting will get your exhausted in no time. ;)
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