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General Liederkranz

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  1. Upvote
    General Liederkranz reacted to Bil Hardenberger in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    Interesting.  Thank you.  I will need to do some tests and consider this.
    Bil
  2. Like
    General Liederkranz got a reaction from Bil Hardenberger in Stealth Bug Fixes in 4.01 Patch   
    I've noticed in the last couple of weeks that the 4.01 patch fixed several bugs I'd seen reported on the forums, even though they weren't listed in the patch notes. In many cases I wasn't aware that BFC had even officially acknowledged them. It's been fun to find these things, so I thought I'd start a thread to compile them. I'm grateful to the BFC staff and testers who have harvested these and fixed them, and I'm curious what others have found! 
    Here's what  I've seen so far:
    1) In CMFB, Volksgrenadier Sturm squads no longer have extra Assistant leaders. Reported and acknowledged after the 4.0 upgrade in 2016, now fixed:
    2) In CMFI, Italian HMG teams no longer carry superfluous US 60mm mortar ammunition. Noted back in 2013, in 2017, and again in March 2019 but now fixed:
    3) In the CMFI Troina campaign, US infantry company MG teams used to have M1919A4s instead of M1919A6s--but no longer. I noted that here in 2017: 
    4) In CMBN, you can now buy Vickers teams in QBs without getting XO teams instead. @Oliver_88 confirmed this. 
    5) Perhaps related to (4), in CMBN and CMFI, CW Vickers platoon 2IC teams no longer have erroneous MG icons, as used to be true (noted here):
    6) In CMBN, the problem with acquiring mortar ammo from CW Carrier Platoon vehicles is fixed, confirmed by @domfluff here:
    7) In CMBN, US MMG teams no longer fire off a rifle grenade as a "parting shot" after an area fire Target Light order is cancelled. I noticed this under 4.0 back in 2017 and I saw it again just now with my version of CMBN 3.0. But it seems to be gone in 4.01!
    8 Another pet peeve of mine, in CMFI 4.0 US units with area fire orders would fire off their AT rifle grenade before their HE grenades, instead of saving it to use against armor. (At least, that's what I observed and noted). Not true in CMFI after the patch! (I also noticed that under 4.0, unlike 3.0, early US rifle squads carried two rifle grenade launchers. This hasn't been changed in 4.01, so I assume it was a deliberate TO&E update.)
    Patch notes themselves here:
     
     
  3. Like
    General Liederkranz got a reaction from jtsjc1 in Building Protection from Tank HE shells?   
    It reminds me of the Critical Hit rule in ASL where a lucky hit can reverse the Terrain Effects Modifier, turning a solid building into a deathtrap. Solid stone walls are great if they're between you and the shell burst, but if you get unlucky and the shell comes in a window then the walls just make the blast worse (or so ASL leads me to believe). 
  4. Upvote
    General Liederkranz reacted to Bil Hardenberger in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    This thread is an offshoot of the Co-op AAR that @IanL and I have ongoing in the CMFS 2 forum.  In that game we tested a set of realism rules we called the Hard Cat Rules.
    Well I have been doing a lot of talking about perhaps adding some rule additions to that basic set and got some great feedback and ideas along the way.  What follows are my extended rules, my intent was to maintain ease of use, and the basic rules fit on one standard page, so they can easily be printed out and referred to during play.  My main goal was to create the feeling of Command and Control without overwhelming the players with spreadsheets or writing stuff down (like my previous attempt).  
    I am looking for feedback and suggestions with these, if you think they are too complex tell me why.. if they don't make sense to you  let me know, etc.
    Here are the basic rules - a formatted PDF Version available at this link This PDF includes all of the latest additions (version 2H) - UPDATED 01JUN22
    Click the image to see full size.

    The following Advanced or Optional Rules also fit on one page, they are on page two of the PDF linked above. 

    Click the image to see full size.
     
  5. Upvote
    General Liederkranz got a reaction from Ghost of Charlemagne in M1 Garand (w/ M7 Rifle Grenade Launcher)   
    That's on a Springfield though. I think @AtheistDane is asking about grenade launchers on Garands. I have no idea what's intended and/or historically accurate, but I just ran through two US infantry Battalions for a May 1944 QB and I also didn't see a single Garand with a grenade launcher.
  6. Upvote
    General Liederkranz reacted to RockinHarry in Building Protection from Tank HE shells?   
    IIRC we have something like that in the game too. Though abstracted I think. Another FUBAR modifier might be a -1 or -2 leader, putting his guys to the wrong windows sort of.   
  7. Like
    General Liederkranz got a reaction from RockinHarry in Building Protection from Tank HE shells?   
    It reminds me of the Critical Hit rule in ASL where a lucky hit can reverse the Terrain Effects Modifier, turning a solid building into a deathtrap. Solid stone walls are great if they're between you and the shell burst, but if you get unlucky and the shell comes in a window then the walls just make the blast worse (or so ASL leads me to believe). 
  8. Upvote
    General Liederkranz reacted to Glubokii Boy in Building Protection from Tank HE shells?   
    I wounder how windows (openings) are treated...Surely the shot could pass through a window every now and then and  explode inside of the building rather then aginst the outer wall...
    Is this modeled or kind of abstracted. If it is abstracted maybe  thats whats happening here...An explotion inside the building ?
     
  9. Upvote
    General Liederkranz reacted to General Jack Ripper in Building Protection from Tank HE shells?   
    Sherman 75mm has a 'Delay and Effect' ability in real life, perhaps this is modeled in the game to some degree?
    There are countless anecdotes about either 'skipping' 75mm rounds off the ground, or using a delay fuse to good effect against hard targets.
     
  10. Upvote
    General Liederkranz reacted to Warts 'n' all in hummm patche 4, I need your opinion   
    There was a problem that effected a couple of the Dutch-style buildings whereby troops would go through the side wall, rather than the front door. There were a few different threads about it at the time.
  11. Upvote
    General Liederkranz reacted to General Jack Ripper in Highlanders! - The battle of Gerbini   
    Yes. Thank you.
  12. Upvote
    General Liederkranz reacted to MOS:96B2P in Foxhole?   
    I had the below paraphrased summary in my notes.  I located the original link (bottom of this post) that I took the information from so it could be viewed in its entirety.  Thought you might find the last paragraph of the attached post interesting.  It is from 2008.   
    CM's Action Spots are squares for the most part, customized shapes in special circumstances.  By default soldiers treat the direction ahead as the threat area. When the unit advances into an Action Spot it chooses positions that would be defensively good if the enemy were directly ahead of it. This can be overridden by a FACE Command.  In this way you can move a unit north and have it set up positions to defend to the south instead of the north.  Flavor Objects provide cover but not concealment. The degree of cover is dependent on what the object is. A soldier will get a lot more cover lying behind some tires instead of standing up behind a sign post 
     
     
     
     
     
  13. Upvote
    General Liederkranz reacted to Kaunitz in Reverse slope/grazing fire.   
    As area fire plays a big part for deliberate grazing fire, I thought I could also point out a few things:
    Lateral aim
    From my experience, when an infantry unit (that occupies only 1 square) is ordered to area-fire on a square, each individual soldier in the unit will select a point within the target-square (which must be visible to him?) and fire at it. Naturally, this means that if the target-square is very close to the unit, the resulting "cone of fire" will be very broad/large. If the target-square is very far away, by contrast, the cone will be narrow. You can try it out very easily in the editor - if you let a unit area fire at a very very short distance (to the adjacent square), the soldiers will be firing randomly somewhere within 180° to their front. In some very rare situations, you might make use of this to affect/narrow or broaden the size of a beaten zone of a MG. By setting the target square closer, you broaden the angle of your fire and vice versa. Note that soldiers do seem to switch their target points within the target square from time to time during a turn. So the soldiers are not firing at a single point for the whole turn.
    Vertical aim: 
    Soldiers who are area-firing aim at ca 1m above the ground. (Depending on the angle between the height of the muzzle and the target point, bullets might travel on much farther after they have passed through the aimpoint) Still you can see some shots going too low or too high. I suppose that this is just due to random deviations from the perfect elevation. Soft factors (unit experience) might play a role here.  Rate of fire:
    Among other factors (clip size/reloading intervalls), the output of fire depends on the distance to the target square. It's because the more distant the target is, the longer soldiers aim before they fire. So, as the duration for the "aiming" action increases, the intervalls between individual shots/bursts increase. Experience and other soft factors (and optics/weapon type?) probably play a role here as well.  
  14. Upvote
    General Liederkranz reacted to H1nd in hummm patche 4, I need your opinion   
    I am actually quite at loss on which version to play at this point for least broken gameplay. Previous version made singleplayer pretty much easymode, all you had to do was send a few rounds at the enemy and they would run away to some hidey-hole and the MP was such a huge forced pause-panic control micromanagement hell that I am not looking forward going back to the 4.00 version. To remember how things were before that, one needs to start remembering stuff from over three years past.. and then there is the fact that If my memory serves, we had to pay for engine 4 upgrades for CMBN. At this point it's probably not unreasonable to wish for BFC to at least acknowledge that there is a problem.
  15. Upvote
    General Liederkranz reacted to Pete Wenman in New file at the Repository: Boderland inc CMBN vehicle pack (2014-10-28)   
    Hope you enjoy it. I was delighted when the Chars became available and allowed this one to become just that little more authentic.
    P
  16. Like
    General Liederkranz got a reaction from Pete Wenman in New file at the Repository: Boderland inc CMBN vehicle pack (2014-10-28)   
    It works, thank you! It's great to see the Chars in action.
  17. Upvote
    General Liederkranz reacted to Pete Wenman in New file at the Repository: Boderland inc CMBN vehicle pack (2014-10-28)   
    @General Liederkranz This should do it for you
    MG Borderland_vp.btt
    Let me know that it works ok and I'll get it loaded at the SD
    P
  18. Upvote
    General Liederkranz reacted to Bulletpoint in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    I like the thinking behind these ideas, but they are not that simple to use, and they are not really enforceable. I've seen good, intelligent, and honest opponents forget way simpler house rules.
    Instead, these good design decisions should be implemented into the actual game system, forming the core of a new, optional difficulty level above Iron. Something which many players have politely requested for years.
    One funny thing:
    This is clearly an oversight by Battlefront. There's a whole realism level (Elite) only dedicated to turning the contact icons into "plain infantry markers" to prevent the player from knowing which type of support weapon is where. But they forgot that we can still click the enemy icon and see if it's a mortar or MG etc...
    This oversight has persisted until the point where people are starting to make elaborate house rules around it - why not just fix it?
     
  19. Like
    General Liederkranz got a reaction from Howler in 4.01 artillery dialog greyed out with mortars on map   
    I just opened up the scenario and it is indeed a 2" mortar. The briefing says no artillery available and this one can't be used for indirect fire.
  20. Upvote
    General Liederkranz reacted to MarkEzra in M1 Garand (w/ M7 Rifle Grenade Launcher)   
    Oh  my mistake... looked a bit more carefully with unit quality and no use of the M1 w/grenade launcher.  I will bring this to TOE/BFC experts for an opinion.  Thanks for posting!
  21. Upvote
    General Liederkranz got a reaction from A Canadian Cat in 4.01 artillery dialog greyed out with mortars on map   
    I just opened up the scenario and it is indeed a 2" mortar. The briefing says no artillery available and this one can't be used for indirect fire.
  22. Like
    General Liederkranz got a reaction from Badger73 in Highlanders! - The battle of Gerbini   
    I don't see the need for snark but in any case, is Steve a good enough source for you?

    "There is no way that a home computer could simulate every last shard coming out of an explosion and then tracking where it goes. It's not only a ridiculously taxing thing to ask of a computer, but also (as you say) totally unnecessary."
    "Probability, of course, has a big say in the matter. The further out a soldier is, regardless of other factors, the less probability there is of being hit. Blocked LOS/LOF, the type of blockage, stance, etc. further reduce the probability of becoming a casualty."
    There is a lot of great info in his comments on this thread:
     
  23. Upvote
    General Liederkranz 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
  24. Upvote
    General Liederkranz reacted to sburke in Highlanders! - The battle of Gerbini   
    Actually all the beta testers and even Steve are just bot programs run by Charles.  I would question my existence but Charles disabled that feature.....
  25. Like
    General Liederkranz reacted to A Canadian Cat in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    Perhaps I should explain here so people get what I am talking about.
    The above is an excellent example of why I don't use them much. The effect of a cover arc in the game is to prevent firing outside of said arc. You almost never actually want that. Here are the two or three times I do use them:
    Circular cover arc to prevent a unit from firing on whatever the spot. Cover arcs are designed for preventing firing. These I use for scout teams, HQ teams, FO teams so they can defend themselves if they accidentally get close but also stop them from firing on anything they spot since I don't really want them to reveal them selves. Circular armour cover arc to prevent a unit from firing on infantry when I would really prefer them to use their assets on enemy armour. For example I give tanks an armour only cover arc that is big enough to cover the whole map. I use this to prevent tanks from fire HE on enemy positions that I already have infantry assaulting - prevents friendly fire casulties. Or more importantly Shreck, Bazooka, RPG and Javelin teams get a circular armour cover arc so they don't shoot at enemy infantry when their real job is to fire on enemy armour. Again I don't want them to fire and reveal themselves unless they are targeting something important. 180 degree cover arc for instances where the face command is not appropriate. Here are two times that might happen - tanks driving West East when the threat is to the North and positioning a heavy weapons team that I don't want to fire right away but I do want to control what windows they setup looking out. Item 3 I consider high risk and I only do that when the risk of not doing so is higher. In both cases I want that cover arc off ASAP and it is always 180 degrees - ish.
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