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Josey Wales

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Everything posted by Josey Wales

  1. I've no preference over fronts, its just that I got into the CM2 games a bit back to front as I had lost touch with the series after Africa Korps. I came across Fortress Italy a few years ago by accident and it took me a while to realise that it was from the same series as the CM1 games. I then got Final Blitzkrieg as it was the latest release and am slowly working my way through the rest of the series. CMBN is next as it appears to be the most widely played and popular. Once my finances have recovered and time allows then I'll get Red Thunder.
  2. @Pericles thanks for posting these vids here, I'm sure it's helped raise my profile on YouTube so much appreciated. And thanks for the link to your AAR's, I'll take a look. @Mord I'm glad you're enjoying the AAR's and many thanks for the high praise. I only own CMFI or CMFB at the moment but intend to purchase CMBN and all the modules as soon as I've finished editing part 2 of my current AAR, which is taking longer than usual due to RL commitments. I like to show the close in detail that the game designers and modders so painstakingly create and then pull back out every few minutes to keep the viewers up to date with the big picture, cheers. @SLIM thanks for the heads up. I need to find sometime to look at your latest vids.
  3. Ha, well 'farigue' is when you travel a long way before you get tired. And ':eadership' is what an assistant leader provides when the leader is killed.
  4. @Hilts @Erwin Co HQs & Bttn HQs have the same effect on a squads Morale as a Plt HQ in that being within a close C2 link (Close Visual/Voice) does provide resistance to the impact on Morale caused by Combat Shock provided that the squad is in the same Company for a Co HQ or the same Battalion for a Bttn HQ. Co XO's and Bttn Ops do not share a C2 link with squads and therefore provide no benefit under normal conditions. However should the Co Commander be incapacitated, then the XO steps into that role and can then provide the C2 link and provide resistance to the impact on Morale caused by Combat Shock to subordinate units within close C2 link. In the testing that I undertook, Bttn Ops do not seem to step into the Bttn Commanders role should he become incapacitated. @Warts 'n' all The 21 shall be remembered, their sacrifice shall not have been in vain.
  5. @BletchleyGeek You're welcome, thank you. In regards to the split teams, my initial tests show seems to indicate the Morale state of the squad is averaged out between the teams. I had gotten a conscript squad into Rattled and then removed them from contact. They had taken 4 casualties. I then split the squad into 3 teams. 2 remained Rattled and one was Broken. The Broken team was a 5 man team but had suffered all 4 of the casualties. I put the squad back together and its Morale state was Rattled. I then ran them around to get them to sustain another casualty and then removed them from contact. They were now Broken. I split the squad up again and now I had 2 teams that were Broken and one that was Rattled. The Broken teams had suffered 4 and 1 casualties and the Rattled team none.
  6. I ran a test where a Veteran platoon with +2 Leadership and +2 Motivation got whittled down to 5 men per squad before overcoming the threat. The persistent Morale state for all the squads was Nervous at this point. The next few turns were spent providing buddy aid so that all 21 of the casualties had been dealt with. The squads then spent the next 90mins recovering within close C2 of their Plt HQ and were still Nervous at the end of that time. The conclusion is that providing buddy aid to fallen team members does not have any effect on Morale recovery. So far nothing has been seen to improve any Morale state which has been arrived at by the impact of Combat Stress.
  7. @BletchleyGeek If you watch my first post video you see a unit recovering from Panic back up to Nervous. I think you are focusing on the state as opposed to the impact on Morale that caused the state to be arrived at. The 2 ways that morale can be impacted are not mutually exclusive. The unit in your video has indeed been impacted by Combat Stress. In addition it is also being impacted by Combat Shock. If we look at the video, to start with its not clear how much of each impact is affecting the unit, we just see a Rattled state, a casualty and some moderate to heavy suppression showing in the Suppression Indicator. As we continue to watch, the Suppression indicator reduces and the Morale state increases to Cautious (albeit briefly) If we pause here we can say that Combat Stress is causing the unit to be Cautious. However it was the combined effect of Combat Stress and Combat Shock that had caused the unit to be Rattled. To throw in some arbitrary numbers and approach it from a maths perspective. The unit was suffering a persistent impact on its Morale of -10 from the casualty build up within the unit (Combat Stress). In addition the unit was also suffering a temporary impact on its Morale of -20 from the incoming fire causing suppression (Combat Shock). Therefore the total impact on Morale is -30 (Stress & Shock combined). Once the suppression affect wears off, the -20 impact goes away but the -10 impact from the persistent effect is still there. The unit will never get into a better Morale state than Cautious, because the Cautious state had been caused by Combat Stress. If we run the video a bit more we see the Morale state change again to Nervous although there has been no increase in the Suppression Indicator. We can assume that another unit closely connected organisationally to the one shown has taken 1 or more casualties, thereby increasing casualty build up which has a persistent affect on Morale (Combat Stress) dropping the shown unit into the persistent state of Nervous. The unit will now never recover to any state better than Nervous because it is Combat Stress which has caused it to arrive at this state. To continue my arbitrary number example, the persistent affect on the units Morale is now -20 due to the casualty build up. However the impact from Combat Shock is 0 because no suppression is incoming. Therefore the total impact on Morale is -20. The unit can then of course come under fire again and move into Rattled as a result of Combat Shock. However, providing there is no casualty build up from the incoming fire, then the unit will recover to Nervous again once the suppression has worn off.
  8. @BletchleyGeek Your original comment implies a couple of things which have not been observed; 1. That units can recover from Rattled over a period of 20 to 45 mins suggests that the effect on Morale from Combat Stress caused by casualty build up wears off over time. 2. That this only happens with Rattled if the unit has not previously become Panic'd To clear any misunderstanding, I have not claimed that the Rattled state cannot be recovered from. I have only made this claim about the Broken state. What I have said is that any state (other then Shaken, Panic'd or Broken) cannot be recovered from if the state has been arrived at as a result of Combat Stress. This includes the Rattled state. In other words it's the factors that cause the state to be arrived at rather than the state itself that determine if the unit will recover to a higher state. If the state is caused by Combat Shock (suppression) then it will recover. If the state is caused by Combat Stress (casualty build up) then it won't.
  9. @BletchleyGeek You seem to be saying that your example invalidates my findings? If you are trying to make the point that a persistent morale state can be recovered from then it would be simple to prove. Just show a unit moving from Rattled to Nervous without a change in the suppression indicator (or change in Leadership modifier - see Leadership). In the example you showed it can be seen that the suppression indicator drops off before the morale state moves from Rattled to Cautious thereby indicating that the morale state of Rattled was caused by the suppression. This is in line with my findings (see Combat Shock) and so nothing requires refinement based on your example. In my original post videos, units are also seen recovering from Rattled back up to Ok or Nervous, but this is because the suppression (and thereby Combat Shock) has worn off.
  10. @BletchleyGeek The Morale state of Rattled shown in the video is due in part to the suppression (Combat Shock) and not completely due to casualty build up (Combat Stress) Once the suppression is lifted, the unit returns to Cautious. The unit only recovers to Cautious and not OK because of Combat Stress suffered due to casualty build up. I'll wager that another unit within the Plt takes a casualty which is why the persistent Morale state then drops down to Nervous. Either that or there is some hysteresis in the system between cause and effect. The important thing to be clear on is the difference between Temporary Morale State due to suppression (Combat Shock) and Persistent Morale State due to casualty build up (Combat Stress). Units in a Persistent Morale State due to Combat Stress (casualty build up) cannot recover to a higher state, however units in a Temporary Morale State due to Combat Shock (suppression) can once the suppression has lifted as shown in your video.
  11. Thanks BletchleyGeek, much appreciated. I've looked into your point about Rattled units recovering and I'm afraid to say that I cannot observe it. In the example below I have a Veteran squad with +1 Leadership, +1 Motivation and within C2 link of its HQ. I get it into a persistent Morale state of Rattled with a combination of casualty build up from the other 2 squads in the platoon and casualty build up from the squad itself. The squad at no point becomes Shaken or Panic ('ked) even though it was also suffering from the impact of Combat Shock on morale, it never dropped below Rattled. The timer started once the suppression wore off and the unit was ordered to hide behind the wall to ensure no further incoming fire. Although difficult to see in the image, the countdown timer is at 1hr 22 mins. At the 2 minute countdown mark the squad is still Rattled. A full 1hr 20mins after they first become Rattled. Again, this is a Veteran unit with +1 Leadership, +1 Motivation and within C2 link of its HQ. There is also no LOS to any enemy and no incoming fire for the same duration. This result is repeatable and it makes no difference if I move the squad and its HQ to the other side of the map after the contact, there is still no recovery from the Rattled state. I even ran a longer test and after 3 hours, no recovery was seen. Conclusion; Rattled is a persistent Morale state in the same way that Ok, Cautious, Nervous and Broken are and that these states, once reached as a result from Combat Stress, cannot be recovered from.
  12. I've copied my original post from the FGM over to here; http://community.battlefront.com/topic/125728-the-relationship-between-soft-factors-morale-fatigue/
  13. The Relationship between Soft Factors, Morale & Fatigue Preface Hi all, I'm pretty new to the BFC forums but I've been milling about over at the FGM for a little over a year. I recently created the below post and it received a lot of positive feedback to the point that it has now become one of the sitcky threads over there. I have been prompted to post the thread here and after a conversation I had in another thread on this forum, I thought that by placing it here, then non-FGM members can have a read through without me having to copy and paste snippets from the original post at the FGM. IntroductionWhether selecting unit attributes in a quick battle or whether in game wondering if you should use your +1 Leadership squad or +2 Motivation squad to assault a farmhouse. it can be difficult to make an informed decision due to the fact that there is not a lot of information in the manual which explains how the attributes of Experience, Leadership, Motivation and Fitness (hereby collectively known as the 'Soft Factors') affect certain game concepts such as Morale, Suppression, Firepower and Fatigue.The forums can be slightly misleading as some posts describe exactly how something works whilst others are more how people feel something is working and it can be difficult to separate the wheat from the chaff.The information below is based on a painstaking process using the editor to separate out the impact of different factors by isolating them and testing them under different conditions. By isolating and testing these factors, the mechanics behind the concepts of Morale, Suppression, Accuracy, C2 and Fatigue start to reveal themselves and after several red herrings, dead ends and lots of repetition the information below has been teased out from the game. 2 videos accompany this post to explain some of the findings, however all of the findings can be backed up by video evidence.The editor used was the one for Fortress Italy v2.00 Engine 4.0.SPOILER ALERT - if you prefer the murkiness of not knowing how the Soft Factors affect gameplay then please stop reading.Having said that the following information does not quantify the game concepts affected by the soft factors but instead generalises as what is likely to happen within a certain concept under certain conditions to units with high and low values for the soft factors.MoraleBefore being able to explain the characteristics of the 'Soft Factors', it is imperative to understand how Morale works in the game.Morale reflects the psychological state of a unit and determines its ability to respond to orders and fight.Morale states from highest to lowest are; Ok > Cautious > Nervous > Rattled > (Shaken) > (Panic) > Broken States shown in brackets () are temporary states.The states Ok through to Nervous are simple gradations and a Nervous unit will not behave differently from an Ok one. Rattled troops which become Pinned (or highly suppressed) will dash for safety, even if they are stationary when they become Pinned (or highly suppressed).Shaken troops will cower in their current position in the hope that the pressure will ease. They will not respond to orders or fire their weapons.Note: Shaken troops observed running for cover have been Pinned (or highly suppressed) in the Rattled state prior to becoming Shaken.Panicked troops will try and run away from the perceived threat to save their own hides. They will not respond to orders or fire their weapons.Shaken and Panicked states are temporary and will eventually revert back to one of the other persistent states depending on the situation and the Experience, Leadership and Motivation of the unit.Broken troops will respond to orders but are 'Brittle' and will quickly become Shaken or Panicked if fired upon. Broken troops will remain Brittle for the remainder of the battle irrespective of their Experience, Leadership, Motivation and Fitness.Morale is affected by 2 conditions of the battlefield and each of these conditions impact on Morale in different ways. 1. Combat Stress Combat Stress has a persistent impact on Morale and is caused by casualty build up. Casualties sustained reduce the Morale of the unit for the remainder of the game and is therefore known as a persistent effect. Morale affected in this way cannot be regained (except under one specific condition - see Leadership). The impact of Combat Stress depends on the number of casualties sustained over time and the Experience, Leadership and Motivation of the unit. Not only does taking casualties effect the Morale of the unit directly impacted, other units organisationally closely connected are also affected in the same way but to a lesser extent. The persistent Morale effect of casualty build up only effects other units via organisational connection regardless of geographical proximity. Example 1 - 1st and 2nd Sqd of 1st Plt are separated by 500m. As 1st squad sustains casualties and suffers a persistent Morale impact, 2nd Sqd will also suffer a persistent Morale impact even though it is 500m away and has no LOS to 1st Sqd. Example 2 - 1st Sqd of 1st Plt is within 10m of 3rdSqd of 2nd Plt. 3rd Sqd of 2nd Plt receives incoming fire and half of the unit is wiped out and the Sqd is instantly Shaken. 1st Sqd of 1st Plt receives no impact to their persistent Morale state due to the fact that they are in a different Platoon. 2nd Plt would have to take far more casualties before any of 1st Plt become affected. The way that Combat Stress is distributed to other units is vertical between different platoons and companies although it is horizontal between units of the same platoon. 2. Combat Shock Combat Shock has a temporary impact on Morale and is caused by suppression. Suppression has a temporary impact on Morale and the affect is removed once the suppression is lifted. The duration the unit remains suppressed for depends on the amount of incoming Firepower, the immediate casualties sustained, Experience & Leadership of the unit. The temporary impact on Morale of being suppressed depends on the amount of incoming Firepower, the immediate casualties sustained and the Experience, Leadership & Motivation of the unit. Suppression IndicatorThe Suppression Indicator is not merely a measure of incoming fire, more accurately it represents the units perception as to how much danger it is in based on the incoming Firepower, the immediate casualties sustained, and the Experience, Leadership & Motivation of the unit.Inexperienced, poorly led and unmotivated units suffer the greatest Morale impact from being suppressed whilst inexperienced and poorly led units can remain suppressed for sometime after the last shot was fired in their direction. Pinned If the Suppression Indicator becomes full the unit becomes Pinned. Stationary Pinned (or highly suppressed) troops will return fire but will not respond to movement orders until the suppression has reduced. Troops which become Pinned (or highly suppressed) whilst moving to a waypoint will attempt to dash for cover. If no cover is nearby, they will hit the deck. Rattled troops which become Pinned (or highly suppressed) will dash for safety, even if they are stationary when they become Pinned. Experienced and well led troops recover from being Pinned quicker than inexperienced or poorly led troops. C2 - Command & ControlC2, or Command and Control, reflects the effect of having a unit being able to receive orders from and deliver information to its HQ team.Being within a C2 link does not provide resistance to the persistent impact on Morale caused by Combat Stress.Being within a close C2 link (Close Visual/Voice) does provide resistance to the impact on Morale caused by Combat Shock - troops within C2 range of their HQ unit are less affected by the temporary impact of suppression upon Morale as they are less stressed by being shot at and the immediate impact of seeing team/squadmates killed & wounded is reduced.More experienced units pass on information to their buddies and superiors quicker than less experienced units. This includes verbal, visual and radio communications.The range of visual and audio C2 is fixed for all Soft Factors, Morale and Fatigue states but will vary by terrain. In open ground; : Voice range < 50m (unless the HQ is hiding in which case voice range drops to <25m) : Close visual range <100m Experience Experience reflects the amount of training and combat experience the unit has.Experience levels from least experience/training to most experience are; Conscript > Green > Regular > Veteran > Crack > Elite Experience has 6 characteristics which impact on the unit; 1. Spotting - troops with higher experience are able to spot enemy contacts sooner than less experienced troops. 2. Firepower - higher experienced troops will engage at longer ranges and have greater accuracy than less experienced troops. They therefore tend to cause more casualties to the enemy than their less experienced counterparts during a firefight. 3. Resistance to Combat Stress - more experienced troops are less affected by the psychological impact of losing team/squadmates. This characteristic is cumulative with Leadership and Motivation. 4. Resistance to Combat Shock - experienced troops are less affected by the temporary impact of suppression upon Morale. They are more used to being shot at and better desensitised to the immediate impact of seeing team/squadmates killed & wounded than less experienced troops. This characteristic is cumulative with Leadership and Motivation. 5. Suppression Recovery - experienced troops recover quicker from being suppressed (including being Pinned), they realise when the incoming fire has shifted away from them sooner than less experienced troops do. This characteristic is cumulative with Leadership. 6. More experienced units pass on information to their buddies and superiors quicker than less experienced units. This includes verbal, visual and radio communications. LeadershipLeadership reflects the quality of NCO's or other team leaders in the team or squad to organise and support the troops. Leaders can be of varying quality.Leadership is shown as a simple modifier ranging from; -2 > -1 > 0 > +1 > +2 Note: A Leadership modifier only applies to the unit with the Modifier (like all other modifiers). In other words it does not filter down to sub-ordinate units (see HQ Leadership Modifier Example).Leadership has 3 characteristics which effect unit behaviour under duress; 1. Resistance to Combat Stress - better led troops are less affected by the psychological impact of losing team/squadmates. This characteristic is cumulative with Experience and Motivation. 2. Resistance to Combat Shock - well led troops are less affected by the temporary impact of suppression upon Morale. The NCO's are better at encouraging the troops under fire and getting them to remember their training when faced with the immediate impact of seeing team/squadmates killed & wounded. This characteristic is cumulative with Experience and Motivation. 3. Suppression Recovery - well led troops recover quicker from being suppressed (including being Pinned), they realise when the incoming fire has shifted away from them sooner than poorly led troops do. This characteristic is cumulative with Experience. Unlike the characteristics denoted by Experience, if the Leader of a team or squad is incapacitated, the Leadership value of the unit will change to that of the next most senior member who steps up as the Leader. This value can go up as well as down, for example, a unit with a +1 Leader incapacitated and replaced by a -1 Leader will suffer a hit on Morale which may be enough to cause a persistent drop in the unit's Morale state. Similarly however, if a -2 Leader is incapacitated and replaced with a 0 Leader, the unit will receive a boost in Morale which may be enough to cause a persistent increase in the unit's Morale state. Note: In Engine v4.0 manual page 68 it states that a Leadership bonus will help "direct fire to be more effective". However, this has not been possible to reproduce using various tests. Whereas the difference in accuracy between Crack units and Green units is repeatable and obvious, the effect of Leadership on accuracy is not apparent. HQ Leadership Modifier Example Reading some posts, there is a lot of confusion over how this Modifier works with HQ units. So I will clarify it here. The Leadership (Ldrshp) modifier for all units (from Btn Hqs through to Plt Hqs down to squads and teams) only effects the unit that the modifier is for, in the same way that a -2 Fitness modifier only effects the fitness of the unit that the modifier is for. In fact, it helps to think of the Leadership modifier in the same was as the Fitness modifier. An unfit Plt HQ does not make all of the squads in that platoon unfit aswell. So a squad with a -1 Ldrshp modifier is not offset by the +1 Ldrshp modifier of its Plt HQ. The squad will still suffer the penalties of having -1 Ldrshp. So how does having a Plt HQ with a poor leader affect the performance of the Platoon? This is best illustrated with an example; Lt Bike is the Plt Leader of 1st Plt. He has a Leadership modifier of -2. All 3 of the squads in 1st Plt are Regulars with average ability NCO's so no Ldrshp modifiers for the squads. For reference 1st Plt HQ is also Regular. 1st Plt are on a patrol and 1st Squad makes contact with an enemy force. After a couple of minutes, the casualties from 1st Sqd begin to mount. Not only does this have a persistent Morale affect on 1st Sqd, it also has a persistent Morale affect on the other 2 Squads and the Plt HQ because of their close organisational link. However, because the Plt HQ has Lt Bike with his -2 Ldrshp modifier, it suffers a greater impact on Morale than 2nd or 3rd Sqd does from the build up of 1st Sqds casualties. After another minute of combat, the persistent morale states of the Platoon are; Plt HQ - Rattled 1st Squad - Rattled 2nd Squad - Nervous 3rd Squad - Nervous As the combatants manoeuvre for position, the Plt HQ comes under fire. As the HQ team is already Rattled, it doesn't take much suppression to drop their Morale state temporarily into Shaken. Now that the HQ unit is Shaken, the C2 link between the HQ and the 3 squads is cut. This makes the squads more vulnerable to the Morale effects of suppression (see C2 - Command & Control). As 1st Squad is already under suppressive fire, its Morale state instanteously drops from Rattled to Shaken because of the loss of the C2 link (see C2 - Command & Control). The HQ will take longer to recover from the supression than it normally would for a Regular unit because of its -2 Ldrshp modifier, meaning that as a consequence, the C2 link is broken for longer. So we now have the following situation after 5 minutes; Plt HQ - Shaken 1st Squad - Shaken 2nd Squad - Nervous 3rd Squad - Nervous If we rewind the clock and give Lt Bike +2 Ldrshp modifier, then re-run under exactly the same circumstances the situation would have been after 5 minutes; Plt HQ - Nervous 1st Squad - Rattled 2nd Squad - Nervous 3rd Squad - Nervous This is because the Plt HQ would not have been so affected by the casualty build up of 1st Sqd so that when the HQ came under some suppressive fire, it was still in a high enough Morale state not to become Shaken by it and therefore the C2 link between the HQ and the Squads and the benefits it brings (see C2 - Command & Control) would still be intact. Motivation Motivation reflects the units dedication to the cause and their willingness to sacrifice themselves for their squad mates and commanders.Motivation from best to worst ranges as; Poor > Low > Normal > High > Extreme > Fanatic Motivation has 3 characteristics which effect unit behaviour under duress; 1. Resistance to Combat Stress - better motivated troops are less affected by the psychological impact of losing team/squadmates. This characteristic is cumulative with Experience and Leadership. 2. Resistance to Combat Shock - highly motivated troops are less affected by the temporary impact of suppression upon Morale. They are less psychologically affected by being shot at and better desensitised to the immediate impact of seeing team/squadmates killed & wounded than their less motivated counterparts. This characteristic is cumulative with Experience and Leadership. 3. Resistance to Panic and Breaking - highly motivated troops can be Shaken but are less likely to Panic and try to run from the fight to save themselves. They are also more likely to recover to a positive morale state after being Shaken than less motivated troops and are less likely to become Broken and Brittle. Fanatic units will not surrender. Fatigue Fatigue is the physical effect of running around and using up energy.Fatigue states best to worst are; Rested > Ready > Tiring > Tired > Fatigued > Exhausted Tired troops cannot Fast Move.Fatigued troops cannot Fast, Assault or Hunt Move.Exhausted troops cannot Fast, Assault, Hunt or Quick Move.More tired troops do not move slower than less tired troops moving at the same movement command, ie Unfit troops moving at Fast Move, cover distance at the same rate as Fit troops moving at Fast Move, they just won't be able to keep up that pace for as long.Keeping troops stationary recovers their fatigue relatively quickly. Hiding troops has no additional benefit.Troops will recover fatigue whilst at the Move but it is at a slower rate.Experience, Leadership and Motivation do not effect Fatigue states or recovery times.Fatigue has no effect on Morale either from Combat Stress or Combat Shock.Fatigue has no effect on accuracy nor the range at which targets are engaged at. Fitness Fitness represents a units physical resistance to Fatigue.Fitness states from best to worst are; Fit > Weakened > Unfit Fitness has 3 characteristics which effect unit behaviour under physical exertion; 1. Fitter troops tire less quickly from Fast Move (sprinting), Slow Move (crawling) and Quick Move (jogging). 2. Fitter troops recover from tired states sooner than less fit troops. 3. Weakened and Unfit troops recover fatigue on the Move extremely slowly. Closing All of the conclusions made above have been arrived at through thorough isolation and testing procedures which can be backed up by video evidence.There is more stuff in the CMx2 engine to dig up than what has been uncovered here but for now I'm unable to go further into this rabbit hole.Hopefully the information presented here clears up some of the historical confusions that have been around on the various forums. It may also affect the way in which unit purchases are thought about, and hopefully it allows players to make better informed tactical decisions and enhance the way their game is played.Josey Wales updated 24/09/17
  14. Hi Michael, although the Ldrshp modifier of the HQ unit does not directly affect the squads/units below it, having a good or bad Lsrshp modifier for a Plt HQ for example does have an indirect impact on the Plt's performance. The key element to maintain, particularly between a Plt HQ and its subordinate squads, is C2. Not only for the information sharing aspect which @MOS:96B2P has looked into and posted an excellent insight into how information is distributed, but also because units within Close Visual or Voice range of their HQ receive a bonus against the temporary impact on morale caused by suppression. An HQ with a poor Ldrshp modifier is more susceptible to becoming Shaken or Panic('ked) than one with a good modifier. Once an HQ is in the Shaken or Panic morale state, the C2 link to its' subordinate squads/units is lost and the bonus that the subordinate units would have been getting against the temporary impact on morale caused by suppression is lost for the duration that the HQ is in the Shaken or Panic morale state. This means that the subordinate squads are now more susceptible to being temporarily reduced to a lower morale state than they would have been if the C2 link was still in place.. Additionally, units with a lower Ldrshp modifier recover from suppression at a slower rate than units with a higher Ldrshp modifier. So a Plt HQ with a low Ldrshp modifier is not only more susceptible to becoming Shaken or Panic('ked), it will also stay in that state for longer than a HQ with a higher Ldrshp modifier. This in turn means the C2 link to the subordinate squads/units is lost for a longer duration. Experience also provides the same benefit in terms of temporary impact on morale caused by suppression and the time in takes to recover from suppression. Motivation also provides the same benefit in terms of temporary impact on morale caused by suppression. However, motivation provides no benefit in recovery time.
  15. Thanks all for the feedback. @RepsolCBR another excerpt from my sticky at the FGM to answer your questions; "1. Persistent Impact on Morale - casualty build upThe 1st condition which affects Morale is the build up of casualties. Casualties sustained reduce the Morale of the unit for the remainder of the game and is therefore known as a persistent effect.Morale affected in this way cannot be regained (except under one specific condition - see Leadership). The impact of this depends on the number of casualties sustained over time and the Experience, Leadership and Motivation of the unit.Not only does taking casualties effect the Morale of the unit directly impacted, other units organisationally closely connected are also affected in the same way but to a lesser extent. The persistent Morale effect of casualty build up only effects other units via organisational connection regardless of geographical proximity.Example 1 - 1st and 2nd Sqd of 1st Plt are separated by 500m. As 1st squad sustains casualties and suffers a persistent Morale impact, 2nd Sqd will also suffer a persistent Morale impact even though it is 500m away and has no LOS to 1st Sqd. Example 2 - 1st Sqd of 1st Plt is within 10m of 3rdSqd of 2nd Plt. 3rd Sqd of 2nd Plt receives incoming fire and half of the unit is wiped out and the Sqd is instantly Shaken. 1st Sqd of 1st Plt receives no impact to their persistent Morale state due to the fact that they are in a different Platoon. 2nd Plt would have to take far more casualties before any of 1st Plt become affected. The way the persistent Morale impact from casualty build up is distributed to other units is vertical between different platoons and companies although it is horizontal between units of the same platoon." Another controversial point I know, but it is what has been observed and can be backed up.
  16. Hi all, first time posting on here. An excerpt from my sticky post over at the FGM entitled "The Relationship between Soft Factors, Morale & Fatigue" ; The Leadership (Ldrshp) modifier for all units (from Btn Hqs through to Plt Hqs down to squads and teams) only effects the unit that the modifier is for, in the same way that a -2 Fitness modifier only effects the fitness of the unit that the modifier is for. In fact, it helps to think of the Leadership modifier in the same was as the Fitness modifier. An unfit Plt HQ does not make all of the squads in that platoon unfit aswell.So a squad with a -1 Ldrshp modifier is not offset by the +1 Ldrshp modifier of its Plt HQ. The squad will still suffer the penalties of having -1 Ldrshp. This finding, along with others, have been painstakingly teased out of the game through isolation of factors and thorough testing. Although some of my findings are controversial and go against what some people think is happening, each of the statements I have made in the post can be backed up by video evidence and indeed I have one on this very subject;
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