RE: FWWC - Adjustment to number of turns
This is a good remark, but I'll need to consider a bit more.
However, unless the manual points to that clearly and as a matter of fact once I read that a few years ago I have rarely consulted that since then, sticking to learning on the job and seeing what comes out of that. I used to consider dismounting the cavalry while not on the move and obviously in their night lagers for obvious reasons like keeping that real, but then decided against on certain occasions since , partially due to the reasons described above, I would be missing a turn to mount them back etc. But that's another thing: observing what is happening in my EP '14 campaigns apparently the German cavalry do not gain fatigue at night while mounted - or just at a much slower rate - and moreover they seem to be accepting replacements. Hard to say anything about the Russians, they are mostly to widely spread to remain within their respective HQs' command range, but same for the K.U.K. cavalry in "Saving Silesia". Not entirely sure though, I just seem to be noticing such phenomena or I am just missing the entire picture.
What bothers me more is the ability of infantry battalions to stage multiple attacks a day and then up to another at night including moving to and fro to their jump off points and staging areas which is always a click distance at last each time IICR. With quite a few books on the subject over the last five years I think that wasn't such an easy business with rotating units and subunits into and out of combat within hours. I think the French who reached Mullhouse in 1914 were such exhausted that thy couldn't even put up a decent fight or withdraw in order so they were dropping out like mad on their way back with Germans in pursuit, but also barely able to organize anything like a proper chase and mostly unwilling to do that. Maybe not the most accurate account, but one of my many impressions based on some source materials .
Unless someone can point to deficiencies in my observations and conclusions, I would compare that to the situation we have in MG '44, namely the overpotent Allied paras who are virtually unstoppable even against hard targets - my MG '44 full campaign was the only game out of barely everything which found its way into PC wargaming about MG and I could get my hands on that enabled me as the Allies to actually win it and achieve all of the operational objectives, including the bridge at Arnhem. There were custom remakes of the stock scenarios which were trying to address the issue with fixing them at night to limit their ability to move and strike etc. I then attempted to play the campaign from the German side and was properly wrecked even without a chance to retrace the patch of historic course of events which was described in "It Never Snows in Septemeber" - Germans could not do anything to prevent Allies from doing what they wanted to apart from being a mere nuisance in the background of the whole picture, a dummy enemy at best.
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