jackx
Posts: 353
Joined: 7/8/2009 From: Germany Status: offline
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Aye, the game handles overal combat stress/attrition very well with the current system. Those cover normal exhaustion etc. very well. Cavalry, due to its reliance on horses (and due to these usually being scarce, and of poor quality, particularly as wars drag on), can, and did, run into much more of a problem with sheer physical exhaustion. That's why from what I recall, most cavalry commanders tried to keep charges fairly short, not only to maintain cohesion, but also to prevent unnecessary exhaustion, and to be able to retain a semblance of control after the charge. Charging cavalry carreening off to god knows where in pursuit of their opponents was indeed an ever-present problem. Win or lose, cavalry had a tendency to be a one-shot weapon. The point of all this with regard to the game: A system where longer charge distances are rarely beneficial seems to be quite well-suited to portray 18th century cavalry combat. The "losing control" aspect could be reinforced, though - it's often annoying enough if cavalry advances just 1 hex after a successful charge, but that distance could be extended, particularly for low quality/ill-disciplined and arrogant elite units too full of themselves (and no, contrary to the infantryman's common perception, the latter does not refer to all cavalry).
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no truth - no justice all false belief blinded by morality there shall be ... no peace
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