lhughes41 Posted March 13, 2012 Share Posted March 13, 2012 How long does morale loss do to force march last please? Through enemy turn only or longer? Link to comment Share on other sites More sharing options...
Bill101 Posted March 13, 2012 Share Posted March 13, 2012 It will generally last a few turns, or to put it another way, take a few turns to recover from the loss. But there are a few factors that can distort this: The surrender of an enemy nation - as this will boost your units' morale. The surrender of a friendly nation - it has the opposite effect. Plus the supply status of this unit, and whether or not it is commanded by a HQ. Link to comment Share on other sites More sharing options...
lhughes41 Posted March 13, 2012 Author Share Posted March 13, 2012 Thanks for your reply. I did not realize it would cost multiple turns. And I was starting to get very fond of forced marches :-) :-( Link to comment Share on other sites More sharing options...
Amadeus Posted June 15, 2012 Share Posted June 15, 2012 What about the worth of the morale loss comparing to an operational movement. Is it right that both have the same percentage value? Isn't it more comfortable to travel by train than to make a forced march? Link to comment Share on other sites More sharing options...
Strategiclayabout Posted June 16, 2012 Share Posted June 16, 2012 Hello Amadeus ^^ , Sometimes you just need forced march because there is no railroad around or supplys is too low to allow the use of one (partisans), or you don't have the MPPs, or to advance far behind enemy lines (motorized corps), or to put artillery units in the right spot without losing a turn moving it... . Link to comment Share on other sites More sharing options...
Amadeus Posted June 17, 2012 Share Posted June 17, 2012 Thanks, but that is not my goal what I ask for. I compare the moral loss of operational movement and forced march. I guess for operational movement it is too high. But that is not adjustable, isn't it? Link to comment Share on other sites More sharing options...
Strategiclayabout Posted June 17, 2012 Share Posted June 17, 2012 Ah sorry, my bad ^^ , - I think it's good as it is because when operating units, morale loss lasts only 1 turn if you have an HQ nearby while forced march have more long-lasting effects. It sure is better to travel by train but then you need to reorganize units/logistical supply/command chain, send them to the front and have all heavy equipment follow. - There is also the fact that operating allows for travels of thousands of kilometers while forced march is more in the hundreds. Completely changing geography/climate for a unit, you'll need some time to adapt to new conditions . - Well, maybe we could have a script that increase morale when german units are operated in France (wine sun and women ) but being sent to Russia is always a morale hit . Hope it helps ! Link to comment Share on other sites More sharing options...
Amadeus Posted June 18, 2012 Share Posted June 18, 2012 ...morale loss lasts only 1 turn if you have an HQ nearby while forced march have more long-lasting effects... Really, I always thought it is the same recovering of morale loss. Is this elucidated in the manual? Anyway many thanks...makes some points clearer. Link to comment Share on other sites More sharing options...
Bill101 Posted June 18, 2012 Share Posted June 18, 2012 It's the same morale loss whether they've operated or forced march. However, if you've forced march for more than one turn, then the morale loss will be heavier. In which case, catching the train is definitely a better option. Link to comment Share on other sites More sharing options...
Strategiclayabout Posted June 18, 2012 Share Posted June 18, 2012 @ Bill101, Thanks for your answer , I agree initial morale loss is the same but it seems to take longer to get back for forced march units than for operated units (same for readiness). Example: two german corps I name 1 and 2. Corps 1 begins at readiness 90, morale 100 Forced march Corps 1 ends at readiness 63, morale 46 One turn of rest attached to a 8 HQ Corps 1 ends at readiness 84, morale 76 (R+21, M+30) Corps 2 begins at readiness 85, morale 90 Op move Corps 2 ends at readiness 43, morale 37 One turn of rest attached to a 6 HQ Corps 2 ends at readiness 77, morale 73 (R+34, M+36) So even with lower starting stats and HQ I found the unit operating will got back on its feet quicker. Link to comment Share on other sites More sharing options...
Amadeus Posted June 19, 2012 Share Posted June 19, 2012 Strange, that the resting and recovering is calculated different. Link to comment Share on other sites More sharing options...
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