simovitch
Posts: 3880
Joined: 2/14/2006 Status: offline
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I believe that you can go pretty far with modeling some unique national characteristics in the game. Here is a list of the editable traits for each unit, and the unit's commander: UNITS: Experience refers to the amount of combat experience the unit has. Given the relative short period of the battle there is only a very slight chance of a unit’s experience level being increased and no chance of it being decreased (unless the unit gets destroyed, of course). Units with lots of experience are better at retaining and regaining morale, retaining and recovering cohesion, firing their weapons, changing formation and facing, deploying and digging in and processing orders. Training refers to the amount of military instruction and exercising the unit has undertaken. This will not vary during the period of the battle. Highly trained units are better at retaining and recovering cohesion, firing their weapons, changing formation and facing, deploying and digging in and processing orders. Training complements experience. In some ways one can compensate for the other. The best units are both highly trained and seasoned veterans. Fitness reflects the physical stamina and conditioning of the troops. Fit units move faster, tire less and recover freshness quicker. Some elite units, like paratroopers and mountain troops, were extremely fit and are capable of marching further and faster with less sleep than ordinary troops. It is not a good idea to issue orders with the Speed set to Fastest to units with very low fitness. Aggression ( aggro ) refers to how aggressive or assertive the unit is and how much initiative the unit is likely to exercise. Units with high aggro lose less morale and are more likely to fire or attack. Stubbornness refers to how stubborn the unit can be in defence and to how determined the unit can be to fulfil its order. When you need to hold a location under attack, then look for a very stubborn unit. However, these units are not what you want when you want to break contact and withdraw. COMMANDERS: Leadership - refers to the commander’s ability to inspire his troops to follow him in battle and to how well he can organise and deploy his forces tactically – i.e.. fight a battle. A well-led unit is less likely to suffer reductions in morale and cohesion and will be quicker to rally from retreat or rout and quicker to reorganize. Efficiency – refers to how organised and quick the commander is in processing orders. Efficient commanders can process orders quicker and are quicker to react to enemy actions. Determination – refers to how motivated the commander is to fulfil his orders. A determined commander is less likely to abandon a task, more likely to initiate an attack to take the objective or to attempt to blow the bridge he has been ordered to deny the enemy. A determined commander also reduces the probability of a force losing morale or surrendering. Aggro – refers to how aggressive or assertive the commander is and to how much initiative he is likely to exercise. Aggressive commanders are more likely to initiate attacks, less likely to bypass enemy opposition and reduce the probability of their unit suffering morale loss.Note that commanders of units you have directly ordered are restricted in using their initiative. They cannot launch attacks nor bypass. You must order them. Judgement –refers to how sound the commander is at making decisions. A commander with good judgement is more likely to pick the best option, the best assault approach, the best advance route, the best formation, the best facing. He is more likely to break contact at the correct time when ordered to delay and more likely to determine the best time to blow a bridge. Staff Quality – refers to the ability of the HQ staff to turn the commander’s decisions into formal orders and transmit those to their subordinate units, and to their ability to provide accurate intelligence and situation reports to the commander. HQs with high staff quality will process orders faster and will cope well with attached units; HQs with poor staff quality are slow to respond and may have trouble organising their organic subordinates, let alone any attachments.
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simovitch
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