HansBolter -> RE: Fatigue (10/13/2015 9:07:50 PM)
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ORIGINAL: BBfanboy quote:
ORIGINAL: Amoral As far as I understand it, fatigue will only reduce the amount of damage you do. Disruption will decrease your outgoing damage and increase the number of destroyed squads you take. Fatigue affects morale, which influences how hard the troops will fight before fleeing. As you said, this affects the amount of damage they do. Fatigue affects the whole group but disablements affect squads, and usually mean some members of the squad have been killed or all the members are wounded. Think about the effect on a squad if the corporal/sergeant in charge were killed and there was no leader! The notion of missing (killed) members I deduced from comparing the number of fighting troops actually present vs the number of squads X 13 per squad (full complement). And as you have noted, disablement is the precursor to destruction of the whole squad. Once disablements are greater than fully operational squads, the destruction rate goes up sharply. This means that long, sustained bombardments/attacks over several turns are usually required to get significant numbers of destroyed devices, and once they start the end comes much more quickly than the grind down phase! +1 Many times I have looked at the daily effects (reported casualties) and thought any newbie going through this is going to be frustrated with the lack of progress. It's the unseen, unreported effects that really matter here, the daily effort to keep morale low and fatigue and disruption high. You can get a glimpse of what you may be doing to the enemy by monitoring your own troops under similar circumstances. Those daily ground and air and sometimes when it applies, naval bombardments are all working to keep those unseen and unreported effects in play so you CAN wear that large enemy stack down to a breaking point. An additional unseen effect is supply drain. Every time the you bomb form the air an his AA fires it expends supply. Every time you land bombard your opponent burns supply form the counter battery fire. Neither of these are functions a player can turn off. You can't choose to stand down your AA and artillery and NOT fire them to conserve supply. This creates a game mechanism wherein a player can wear down the supply of the opponent. If the opponents supply is limited or even better cut off this can quickly lead to an out of supply situation that turns the tables heavily. Being aware of the unseen and unreported effects is essential to success in land combat.
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