chaos0xomega wrote:Likewise I am a fan of status effects, where they make sense for use. That being said I generally prefer to bundle fatigue, fear, psychology, pinning, motivation, morale, etc. together into a generic "friction" system rather than trying to account for an track all the different of the psyche as separate resources or what-have-you.
It really comes down to the scale of the game. At the strategic level fatigue blends in to logistics and command so that players can't simply move everything its full movement at will (unlike the old Avalon Hill games).
As we get into the operational level, you can start splitting the two, and in pre-motorized systems, you can have rules for forced marches, allowing your troops to be supplied but exhausted.
At the tactical level, it's mostly lumped into morale or simplified to moved/haven't moved.
In all cases, the focus of the game should drive the level of detail for friction, including only the mechanics necessary to affect the core decisions. I've notice a lot of games seem to focus on mastering processes rather than specific strategy. They're basically resource allocation divorced from anything else, with players running cards, pieces and often sideboard tokens to keep them busy. I hate that.
I like the Brigade series (which is a essentially miniatures compacted onto a hex sheet) because unit movement requires orders and units degrade over time due to stragglers. In multi-day battles (like Gettysburg), wrecked formations can recover somewhat if they are allowed to rest in the rear, giving an incentive for commanders not to fight them to the death.
At the operational/strategic level, the "block games" made by Columbia Games use command points to push units around and these are finite and quick to burn, slow to regenerate. One neat feature is that it accurately re-creates the strengths and weaknesses of the various armies. The Germans simply don't have enough command points to sprint to Moscow on a broad front in 1941. The Soviets have massive armies, but initially lack the command to move them.
The Western Allies have much smaller forces, but can keep them at full strength and move them with far greater rapidity due to their lavish supply capabilities.
Though I haven't yet played it, I like the "pinning" mechanic in Bolt Action. That basically sold me on the game because it's such a simple way of doing suppressive fire without excessive dice rolling or markers.