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JulianJ

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  1. Like
    JulianJ reacted to sid_burn in Tactical Lifehack   
    To honour how badly this thread has been derailed, I present a poem:   I met a traveller from an antique thread, Who said—“Two vast and trunkless legs of ****posting in the BFC forums. . . . Near them, on the sand, Half sunk a shattered visage lies, whose frown, And wrinkled lip, and sneer of cold command, Tell that its sculptor well those passions read Which yet survive, stamped on these lifeless things, The hand that mocked them, and the heart that fed; And on the pedestal, these words appear: My name is Oleksander, Ukranian of ukranians; Look on my tactics, ye Mighty, and despair! Nothing beside remains. Round the decay Of that colossal Thread, boundless and bare The lone and level foxholes stretch far away.”
  2. Like
    JulianJ reacted to sid_burn in Tactical Lifehack   
    To be fair, it takes very little to strike fear into the heart of the ukranian army. Even uttering the simple phrase “that ridge is held by unemployed taxi drivers” is enough to turn the Azov battalion into a quivering mess. 
  3. Like
    JulianJ reacted to niall78 in Learning the ropes of IFV combat   
    I play the Russian side a lot. This is vital information I wasn't aware of. Thanks for the tips antaress73.
    I find all sides ultra lethal in CM:BS. What sees first usually kills or cripples first.
    Modern era requires a bit more patience in general compared to the WW2 titles. Sneaking small forces into positions to try and get spots on at least some of the OPFOR before you advance and being prepared to wait till your force generate those spots. Any major movement without reconnaissance in the battles I play usually end up with my units burning after a few turns. Even as the US non-KIA hits will often degrade an AFVs fighting ability dramatically - I've lost numerous main guns for instance on my Abrams to missile teams I never even spotted during the action.
    I like Bradleys but they die very easy. I keep them well back over-watching from the backfield with their TOWs. I also dismount any forces inside as soon as any type of contact with the enemy is possible. This is vital for any type of APC or IFV from any of the forces in the game I feel. There's an ever present threat of mass-casualties any time a full infantry hauler is exposed to any type of AT fire. Artillery or air-power makes such full haulers dangerous even when traversing non-exposed parts of the map in CM:BS - this is a big difference from the WW2 titles where air and artillery are a lot less decisive.
  4. Like
    JulianJ reacted to A Canadian Cat in CMBS – Issues, Realism and Gaming Deficiencies   
    Cool we have not had a discussion like this in a while. I think many of my comments will not be particularly helpful to you (what I like you don't and visa versa) but some might (I see a few that are just - oh I can explain that). By way of introduction I played the CM1 games AK and BB for only a year or so because I didn't find out about them until CMBN was announced. I played and really liked them while waiting for CMBN and then I finished any on going games and never looked back. I liked CM2 games that much better than CM1 games. I cannot think of any feature in CM1 that I really missed or thought was totally off in CM2. I will be interested in seeing if you remind me of any
     
    I just don't feel this pain at all. In fact if you asked me I would have said I was sure that CM1 used a targeting command too for LOS. Apparently my memory is off. After a while you just get used to right clicking or escaping to cancel. Man I have no idea what cancels a target command it is so much muscle memory now my brain has no idea what cancel is. In other words I got used to it and never notice this difference anymore.
     
    While I never complained about the way CM1 works I have to say *not* having these in the new game makes it better IMHO. If I don't have eyes looking at the right things why should I be rewarded with knowing the status of an objective? I know the answer to that - I should not.
    The less certainty and more fog of war in CM2 games is on of the things I really, really like. I never missed those things.
     
    Time should probably be in the briefing. But you are correct it is not required. Might be an improvement.
    Yeah that compass is not a compass. I ef'n hate that bloody thing - which is why I got a mod and never looked back. Since it is not a compass and you can mod it you can make a higher contrast background for the time and make the "view direction indicator" look like what it is - a view direction indicator :). I am going to have to look up that mod since it was part of a package and I only use that one part.
     
    Yeah. Guys who get buddy aided also disappear. What fun. You are correct it is a bit odd that things are not as consistent but small potatoes? I feel like it is, maybe
     
    You absolutely can do that. Give a unit a move order then select that way point and give it a target, target arc, face command etc. Rinse and repeat and you can do a ton of cool stuff. Having tanks drive along with their turrets pointing to the side is just one cool example.
     
    Those guys are lightly injured. It is in the manual - going to have to look that up later, unless some one beats me to it.
     
    Also in the manual Shaken and Panic are temporary states for when bad things happen to your men. Once that temporary effect ends their condition is reflected by one of the states of OK, cautious, nervous, rattled or broken. That is from memory so I could have the order wrong and be missing something.
    Basically bad stuff happens and your OK troops become shaken. If they get a break the will recover their composure but they might not be OK any more. Dropping out of OK can also happen because they know bad things have happened to their comrades too - the state can change even with out bad things happening to them directly.
     
    Yeah, that is either a bug or they were moving. It is highly unlikely to be a bug. I don't have a direct explanation since there is not enough info there and no game saves to look at but they were moving or under combat pressure and forced to move. Just because you didn't see it doesn't mean it didn't happen.
     
    Yep, an often requested feature. I personally have some desire for an order of battle and maybe even some indication that "stuff is happening" but I really don't want messages that artillery is dropping on unit xyz or similar. That's my opinion obviously.
     
    Yeah, CM2 games do that too. In CM2 games you have to pick an "action square" to target but the shooters spread their fire around. Bullets fall short go long too. In CM2 you definitely can cause suppression of the enemy even with close but not quite targeting. I know you *feel* like you are getting worse fidelity in your targeting but you really are not. CM1 games were highly abstract and CM2 games are really not. So while you might feel like you have more precision in CM1 I can assure you that is not the case at all.
     
    Target vs Target Light does this now. But you are also not totally wrong, especially CMBS where there are sometimes more than two weapons systems and one or more of them have vastly different uses. This comes up and various kinds of solutions have been discussed. For the sake of humans not being able to get even more of an advantage over the AI the stance has been - lets make the Tac AI make as good a choice we can under the guidance of target vs target light and the actual target. Honestly it works pretty well and us human gamers who are micro managers really shouldn't have that control. Those decisions will be made by the crews and they might not make the ideal calls every time. They might even make a better choice than you sometimes. Better to let the TC make their own decision. After all its his crew's life that is on the line
     
    Hummm. Crews forced out of vehicles are still a bit dangerous but that is way better now than it was in CMBN 1.0. Probably still not perfect. Troops firing under an artillery barrage: I cannot say that I have felt that to be an issue. They tend to keep a low profile or run - at least for me.
     
    Yeah sucks to have a crew who knows their day is about to end badly pull back and protect themselves. The short version is this what tankers have said would be the behaviour. Imagine you are the TC and your system just told you that you were about to be hit by an unknown weapon.
    Two important things to know about this:
    1) If the tank crew has identified a target and are engaging it - they will not abandon that targeting they will follow through. Yeah, thanks laser detection system, I already know I am staring down the barrel of that T90- thanks. In other words they know they can do something about this guy who is targeting them.
    2) If the tank crew has a fast move order they will also ignore the warning and continue. The TC has determined that moving to the new location is more important or safer than reacting.
    I think you can use that knowledge and those facts to increase your level of fun.
     
    Yeah I don't think we should know what is going on. Many of the systems that would hit ground targets come from so far away people on the ground might not even hear the aircraft. And those that are delivered close could come from any direction. This guys are flying after all
    Confusing is good. I like it anyway.
     
    That is really mostly for flavour. It is not meant as a detailed communication.
     
    Yep, eventually you will see all the fun stuff coming from the air.
     
    Well I hate it when my guys are hit by artillery. I would not call it ineffective. I have no idea of the correct terminology either. I think we all agree that artillery control is a simplification since it is Combat Mission not Forward Observer.
     
    Yeah, something seems off here. BTRs do not fair well under bombardment. Are yous sure they were OK? They don't have to be burning wrecks to be seriously damaged.
     
    LOL and other people keep saying its too powerful. I have no idea if its right or wrong but BFC pays attention to solid evidence and have made many changes due to our discussions in the past on many topics. You seem to have found a few about artillery effects.
     
    I disagree. I prefer to keep it more confusing. True not as confusing at the real world where 90% of the you have no idea who is shooting at you at all - just that they are over behind that wall.
     
    In the game now. There is white, red and green. Or is one of them yellow? Damn I don't remember who has what colour but the US, Rus and UK are different already. Oh and I think those colours are based on the colours they actually use.
    BTW in the game each round looks like a tracer which is not consistent with real life - this is in the game because it would be to difficult for us to figure out what was happening otherwise.
     
    Yeah I think you are. But I'm no expert either so I'll let someone else make a more definitive statement.
     
    Sorry to hear you are not enjoying it as much. I feel the exact opposite. As soon as I played on game in CMBN I never wanted to play a CM1 game again. And after I finished my commitments I never have. Some of the difference could be comparing a WW2 game to modern combat game. The weapons systems in CMBS *are* way deadlier and you really *do* need to be more careful. But you said you played CMBN so I suppose not all of your disappointment can be chalked up to that.
     
    Again I totally disagree. I forget what 1, 9 and 10 are now so I'll just say that I am happy that BFC continue to make things better in both the UI and the game play. Sure I have my list of things I want worked on too, sounds like mine are different than yours.
     
    Yeah, I feel the exact opposite. I love CM2 games and never want to play the CM1 games again.
  5. Like
    JulianJ reacted to A Canadian Cat in CMBS – Issues, Realism and Gaming Deficiencies   
    If you mouse over the heart in the lower right of the post a coloured green arrow and a blue heart should appear. Click on the green up arrow and you have up voted his post. I still have no idea why there are two ways to up vote but they both seems to end up with the same thing.
  6. Like
    JulianJ got a reaction from A Canadian Cat in CMBS – Issues, Realism and Gaming Deficiencies   
    OK OK! Enough with the brown.....I'll take another look next time I play, but I feel quite strongly that the colour is not what I would describe as mustard yellow. :-)  I get the picture though, so that is er....cleared up.....
  7. Upvote
    JulianJ got a reaction from A Canadian Cat in CMBS – Issues, Realism and Gaming Deficiencies   
    Thanks to everyone who contributed, and particularly to IanL for answering in depth, even if we disagree on several matters.
  8. Like
    JulianJ got a reaction from Rokossovski in CMBS – Issues, Realism and Gaming Deficiencies   
    Thanks to everyone who contributed, and particularly to IanL for answering in depth, even if we disagree on several matters.
  9. Upvote
    JulianJ reacted to Josey Wales in The Relationship between Soft Factors, Morale & Fatigue   
    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.

    Introduction

    Whether 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.


    Morale

    Before 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 Indicator

    The 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 & Control

    C2, 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.

    Leadership

    Leadership 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
  10. Like
    JulianJ got a reaction from Splinty in SGT Erlyenkov - the Wittmann of the Black Sea   
    This T72 tank crew scored 30 victories in one battle:  (all pix have trees removed)


    In case you can't read it: 66 enemy casualties, 26 BMP 2 IFVs, 2 BM OPLOT MBTs, 1 AA vehicle and 1 command vehicle.

    Basically this T72 won the battle on its own.  

    Here's the tank (in a group of trees) on the left, with the things he's killed out in front. I've already given the crew a virtual bottle of vodka. :-)
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