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Combat Explained

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How to initiate a battle?

A pitched battle is initiated when the following conditions are met:

  1. There are at least two opposing stacks in the same region (subregion: region, not structure)
  2. An “offensive” or “assault” command posture has been assigned to at least one of the stacks
  3. The player(s) with the “offensive” or “assault”-stack(s) must have detected the enemy stack(s)
  4. An army-stack cannot initiate a battle if there are other friendly troops present (including an unescorted Supply unit or solitary captured Artillery for example).

A siege-battle is initiated when the following conditions are met:

  1. There are at least two opposing stacks in a region. One of the stacks is positioned in the sub-region “structure”. The other (opposing) stack(s) are positioned in the sub-region “region”.
  2. An “assault” command posture has been assigned to at least one of the stacks in the sub-region “region”.
  3. If the structure features a fortification-level, the structure has to be completely breached, i.e. the number of breaches must equal the fortification-level.

Depending on your settings (Options/Game/Delayed Commitment), it might take some days until a battle is commenced.

(Note: Do not order a synch-movement for a strong army-stack and a weak column-stack in order to attack. The weak column-stack might initiate battle and withdraw before the army-stack moves in to support?)


Commitment of stacks

Stacks are sorted in 3 types: Aggressive/Offensive, Defensive, Passive. A stack of the first type in the region of battle is picked in a pure random manner and then will seek a target. It will choose first a non-moving enemy stack of first type which is not already significantly threatened (meaning the enemy stack is attacked by a number of friendly line elements which is less than 150% of the number of line elements it has). If there is none, then a non threatened, moving stack will be picked.

If there is none, then the procedure will be repeated by seeking a non threatened defensive enemy stack (first non-moving, then moving). If there is none, then the procedure will be repeated by seeking a non threatened passive enemy stack (first non-moving, then moving). if there is none (meaning all enemy stacks are 'threatened'), then one at random will be picked.

This was for the first stack picked. What about the next? If the stack is already engaged by an enemy, it will fight back against him, and that's it. If this stack is in defensive/passive posture, it will also activate all others friendly stacks (of all friendly factions present) of the region compartment (i.e if the combat is still involving only stacks outside the structure, only these).

If the stack was not yet involved and should (i.e Defensive stacks can wait for their release), then it will first help a threatened stack, if there is none, it will pick a target, as it was done for the first stack of the battle.

In the case of Army HQ, they never attack by themselves, and always fight in support of another stack.

Correlatives: It is possible that a very small stack target a large one, or the reverse. This is working as designed, and represents the randomness of battles, where a small force will be under the brunt of the attack, or where it is on purpose delaying a large force while others troops attack the enemy elsewhere on the battlefield.

Marching to the sound of the guns

When a column-stack or an army-stack is engaged in battle, other column-stacks (or the army stack) which are part of the same army and which are positioned in a region adjacent to the region where the battle takes place, may enter the battle and support their fellows. Therefore, the columns or the army in the adjacent region must not be in a “passive” command posture (and it must not have an “evade fight” order) and they must pass a “march to the sound of the guns”-check. This check is made prior to each round of combat. A new "marching to the sound of the guns"-test is necessary prior to each round. So it can happen that a stacks supports another stack in battleround 1, but fails its test for battleround 2.

(?? - actually I wonder as there are "xy supports Xy"-messages for each round of battle - so it seems that marching to the sound of a guns is checked for each round?)

All stacks eligible to march to the sound of the guns have to test individually. The base chance of joining a battle is 100%. This probability is modified by the following factors:

  1. -10% for each day of marching that the supporting stack would (theoretically) need in order to enter the region where the battle takes place. All factors affecting the stack’s movement speed apply (e.g. cohesion, weather, activation status of commander, etc.). E.g. when the battle takes place in a mountainous region, the chance is reduced. Stacks moving at cavalry-speed are more likely to enter the battle (except in bad weather).
  2. +10% if it is the army-stack which has been engaged by the enemy in the adjacent region.
  3. +25% if it is the army-stack that marches to the sound of the guns.
  4. +5% for each point of strategic-rating of the army/column-commander who tries to march to the sound of the guns.
  5. -10% if the stack that tries to march to the sound of the guns is in a “defensive” command posture.
  6. -1% for every 5% of enemy control in the regions. Both, the region where the battle takes place and the adjacent region are taken into account – the enemy military control in both regions is added together and then divided by 5.

When a stack succeeds its march, it participates in this round of battle as if it was in the region where the battle takes place, but it does not actually move there. The stack does not suffer any river-crossing penalties, but on the other hand, it doesn’t profit from any entrenchment levels either.

When the side of the supporting stack withdraws from combat, the supporting stack does not withdraw to a random friendly region, but stays in its “starting” region?

When a stack fails this test, it will not participate in this round of combat (but it will try again in the next round - if there is one).

Sallying out from a structure

work in progress

Stacks with different command postures in battle

work in progress

Commitment of elements

Combat-elements and support-elements

AGE Engine games differentiate between two types of elements: combat-elements (infantry, cavalry) and support-elements (artillery, supply wagons, commanders, pioneers, sappeurs). You can always check this information in the element-panel.

Frontage and Allocation of Elements to Battle

See: Frontage


Sequence of battle

A battle lasts up to six rounds per day, and it may continue for several days. The first battle-round (="hour 0") on each day has an increased starting distance (see below). Rounds 2-6 always start at distance 1. Prior to each round, a side may withdraw and thus put an end to the battle. A rout may also happen during a round of battle.

Combat Mechanics

The success-chance of an attempt is probably one of the most complicated formulae in AGE Engine games.

The Battle Engine will be called BE hereafter.

Who fights?

The first step calculated by the BE is which armies are initially involved in the fight, and which ones are not. This is determined by the posture of the various armies and where they are in the region (in or outside of a structure).

The first armies to fight are the ones in Assault/Offensive posture, outside the structure. There are several priority criteria, for example non-moving armies are chosen first, and then those which are not too "busy" (already fighting).

If there are not enough opponent armies on offense, then ones on defense and finally ones in passive posture will be added to the fight.

A note on defensive armies: If one of your defensive armies is picked, then all others are committed (they do not engage themselves one by one), for a given region sub-location (outside structure or inside). This can lead to a multi-round commitment where at first only your armies in offensive posture fight, and then, if you are overwhelmed, your armies in defensive posture join the battle.

If there is no opponent outside the structure and you have an army in assault posture, then the same process is used except you will be fighting outside the structure.

Who retreats?

Now that we know who will exchange blows we have sufficient information to have the BE decide if one side wants to retreat. This is done at the faction level, but each army, if the retreat is decided, will have to make a successful retreat roll to end the battle. Next comes a 2-step process:

  1. Decide if a faction wants to retreat. This is determined by the ratio of power of the fighting armies, modified by the aggressiveness of the Commander in Chief (the highest ranking, most senior leader in the battle), and if some entrenchments are set.
  2. If the faction wants to retreat, then each army will roll for a retreat, the dice being modified by various parameters (how big or sneaky is the army, if you have some cavalry, if the opponent has some, etc.)

On to the battle!

Ok time, to actually fight. Well not yet... Before starting an hour of battle, the BE will pick a subset of your unit to actually fight. Why a subset? Because you can’t really expect to have 70,000 men actually fighting on a beach if you land or assaulting a fort at the same time or even firing all at once in a dense forest. This is where the Terrain Contingencies kick in!

Combat Range

The distance at which the two opposing forces begin combat operations is referred to as the ‘initial combat range’. The initial combat range used to resolve the first round of combat is determined according to the type of terrain in the region and the local weather conditions. It is greatest (opposing forces start farther away from each other) in cases where a battle is fought in Fair weather over terrain that is open—thus allowing for long range spotting with unobstructed fields of fire.

After the first combat round of a battle is fought at the initial combat range, the range decreases (by one range) each subsequent combat round until physical contact between the two opposing forces is made. Only elements that are considered ‘in range’ will be able to fire in a given combat round. (Elements that are unable to fire due to range may still suffer casualties from the enemy’s return fire.) Once opposing forces make physical contact (i.e. a range of Zero), the combat range remains face to face until the conclusion of the current day (six combat rounds). If a battle is renewed on a subsequent day, the initial combat range is recalculated and the closing procedure is repeated.

Commander’s Note: Combat range is an important consideration. A force with superior firepower will benefit from
combat fought at longer distances while a force with superior melee power will want to look for opportunities
to engage the enemy ‘up close and personal’.

Terrain Contingencies

Example:

Nine regiments of regulars can fight at the same time in clear terrain. Add to that a bonus for each point the Commander of the army has (either in offensive or in defensive, depending on the posture chosen) and another bonus based on the rank he has (so a 3 stars leader can always field a good amount of regiments in plains, even if he won't use clever tactics!). The 2 leader bonuses only apply on clear terrain.

The other terrain are simpler to deal with: there is only a TC amount to consider. Take wilderness for example: 3 regiments of regulars will fight at a given time there (the elements will be rotated after each hour of battle, so you can wear off the enemy), but 10+ Indians tribes/rangers/partisans can be engaged (that's theoretical, you will have a problem finding this number of units in your OOB, but it's to show that you can inflict very serious losses against an enemy in superior numbers, depending of the terrain).

If a unit is appropriate for to a terrain, only a few terrain contingency points will be used, so you can pile on more of them, or have some more room for costlier units (e.g. 3 Indians tribes + 2 militias).

Just use common sense, and it will work: dense terrain are not fit for regular units, but are the realms of lighter ones. A fort can't be assaulted by too many men at a given time, etc.

Range, Initiative, Rate of Fire

Each element (a company in BoA eg) chosen to fight for a given round (= hour) of battle has a range associated with it. Some terrain and climates reduce range to the point that the fight will only start at range 1 (very close contact but not assault range). On the other hand clear terrain and fair weather allow maximal range, and thus favors artillery and such.

Each element also has an initiative that can be improved by some abilities or by experience, and can be degraded if the army is under commanded. High initiative will help the element fire first, if at range, but not always as there is some luck involved too.

Each element has a Rate of Fire, the number of time the element can fire in a single round. There is a penalty of 1 if the element is under commanded, and another penalty if shaken. There is always have a minimal RoF of 1 (to prevent endless, bloodless ranged combat...).

Shaken

An element is considered shaken for a given round if it has sustained losses and fails a morale check. To pass a moral check you have to roll a 10-sided dice equal or less your TQ (troop quality). This is where some abilities shine, like Militiaman that gives +2 to the troop quality of militia. When the losses start to pile up moral checks are required, and this can make a tremendous difference in the outcome of the battle.

Excluded elements

Elements are also excluded from acting in the following cases:

  1. Ships without enough ammo (land units can still fire but with a penalty)
  2. support element in close combat (artillery, e.g.)
  3. leaders
  4. embarked troops


Firing (or assaulting)

Each time an element acts (firing or assaulting) these parameters are determined:

Command bonus

Each point of ability in offense, defense or assault from a leader gives a 5% bonus. Subtract the appropriate ability value of the enemy leader (offense or defense or assault) from your leaders combined ability results the command bonus modifier. If the number is negative 0 is used instead. For example, if you have a leader with 3 in offensive ability and your element fires against an element commanded by a leader with a 6 defensive ability, your command bonus modifier is 0, not -3 x 0.05. Command bonus is also altered by the command penalty for under commanded armies.

Wind gauge bonus

applies only to fleet combat and provides an advantage in combat for the side that gains this.

Battle bonus from an ability

The battle bonus is a very versatile ability that can be given to any unit, not only to leaders, by the scenario maker. This ability can boost the fire value, assault, rate of fire, initiative, protection and/or troop quality. Some examples: Militiaman is a battle bonus ability, as is Artillerist or Cavalryman. These abilities can be tweaked to be restricted to some units, terrain, areas, etc… Cavalryman is a bonus only given to cavalry units in clear terrain for example.

Some abilities accumulate while others do not. In BoA these abilities have been set so that even if the leader having it is not the commander in chief, they work. This means that cavalry in Washington's army (an army commanded by G. Washington) benefits from the Cavalryman ability given by a subordinate leader that is also part of THAT army.

Terrain bonus and penalties

Terrain can alter the fire, assault, troop quality and protection values of units. If your army is in defensive or passive posture, you get the defensive side of the terrain matrix. If your army is in assault or offensive posture, you get the offensive side. Note that some terrain still heavily favors some units, even in offensive, and heavily penalize some units, even in defensive. For example when you set an ambush, your party is in offensive, but still get huge bonus for irregulars in offensive and in forest/wilderness etc. If you are the owner of the structure and the fight is taking place in it, you always get the defensive matrix and the attacker gets the offensive matrix. Tip: Set units in forts to offensive posture unless they are heavily out-numbered or leaderless.

Entrenchments

Entrenchments give a bonus (2 points) of protection for each level (in BoA level is restricted to 1) and a penalty in assault to the attacker.

Crossing/landing penalties

If your army is crossing a river or landing on a beach, you get a penalty.

Failed Retreat & passive penalty

If your army attempted (and failed) a retreat or is in passive posture, you get a penalty (they do not accumulate though and, in this case, only the highest one is used)

Lack of ammo or food penalty

self explanatory

Forced March penalty

self explanatory

Supply bonus

If your element is firing (not assaulting) an army with a supply unit that has some ammo left, or in a region with a depot with some ammo left, you get a +10% bonus to fire (fire x 1.1)

Ranged combat

Who goes first?

Now that all elements have been deployed on the battlefield, the initial distance between the two armies is determined.

Bad weather and difficult terrain reduce the initial distance (for the exact values refer to the xls-file mentioned above under 3.2.).

Once the initial distance is determined, it is reduced by 1 point per "phase"/distance.

An element is eligible to fire when the distance reaches its range. E.g. an artillery-element will open fire at a range/distance of 4, whereas infantry opens fire at 3. Most of the time, several elements will be firing at the same distance (e.g. all infantry elements).

In this case, the order of fire is determined by the initiative-values of the elements: elements with higher initiative are likely to open fire before elements with lower initiative (there is a random factor involved though!).

When the initial distance is lower than the range of an element, it will of course have less attempts to shoot at the enemy (good for cavalry).

Note that it is very useful to have elements with "skirmisher"-ability in your brigade, as they give a +1 initiative-bonus to all elements of this brigade (even when the "skirmisher"-element is not deployed on the battle field!).

Target-selection

Basically, an element may target any other enemy element on the battle field (which means that both elements have to be committed in this round).

Note that the elements belonging to one unit (e.g. a brigade) always target enemy elements of one enemy unit.

The selection of the enemy unit depends on the weight (total hits of the unit time their combat signature (maybe this refers to the distinction between combat-elements and support-elements, so that support-elements are less likely to be targeted?) of the enemy units. This means that the elements of your unit are more likely to target the elements of a big brigade than to target a separate unit (with less hits).

Example:

Let’s say there are two big enemy brigades on the battlefield (each has 25 elements for a total 250 hits per brigade) and one separate unit of 5 elements (50 hits). Each of your units (e.g. a brigade) will have a 9% chance to target the separate enemy unit, a 45% chance to target enemy brigade A, and a 45% chance to target enemy brigade B. So it can be a good idea to use separate units. But beware: When a whole brigade targets a separate unit, this unit is likely to be completely destroyed. When a brigade is targeted, the hits are likely to be spread among the elements in the brigade. Note that it can happen that a very, very unfortunate big brigade targets a unit with only 2 elements (and a total of 4 hits remaining). Is this case, most of the big brigade's fire is wasted as it can only "kill" the 4 hits remaining.

An element that has been targeted by an enemy element is likely to fire back at this element (if it has not fired already: "firing back" does not mean that it gets additional attempts!) I guess that this is not true for artillery-elements.

Artillery-elements always target the “biggest” (hits remaining?) enemy element on the field of battle? (unless the artillery is part of a brigade - in this case artillery targets the biggest element in the unit (e.g. a brigade) that has been targeted by the brigade which the artillery is part of)

Attempts to hit the enemy

When an element is eligible to open fire (according to range and initiative) and has picked an enemy element as its target, it has several attempts to shoot and hit the element.

The number of attempts is determined by the “rate of fire”-value of the element. E.g. Prussian infantry gets three attempts, Austrian infantry only 2.

An element that is shaken or which is part of an under-commanded stack has its rate of fire reduced by 1 (but never to 0!: (see below). An element can shoot as many attempts as stated in its "Rate of Fire"-Value at EACH distance (in range). So, in a battle starting at distance 3, a Prussian element will have 9 attempts, whereas an Austrian element will only have 6 attempts.

Effects of weather and terrain

See Effects of weather and terrain

Combat Probabilities

The base is the offensive fire, defensive fire or assault value, times 0.04 (4%), and altered by the various parameters. Each point of protection reduces the % chance by 4% too.

For example:

English regular (Fire 9) commanded by a leader with a 3 rating: 9 x (1 + 3 x 0.05) x 0.04 = 0.414 (41.4%)

If the element passes it’s roll against this probability the opposing element take a certain amount of hits equal to the damage value of the firing unit (ranges from 1 to 3). The receiving element doesn’t fire back immediately! It will fire only when it’s turn has come.

Assault

Assault combat refers to the type of combat that occurs when opposing forces make physical contact and engage in hand-to-hand fighting. The principal weapons used in Assault combat are the saber and bayonet. Unit cohesion and morale is particularly important in determining who stands their ground and who runs away.

Assault is handled differently. To assault, the attacking element must pass a troop quality check, if failed nothing happens. What's more, the one who has the highest troop quality further reduce the probability of the opponent to score some hits. Finally, assault is a 2 sides affair: if the acting element assaults, the receiver always strike back.

When the range is close, troops with the highest quality have very big chances to inflict extreme losses. In BoA the English regular has a tendency to have a higher troop quality compared to the American militias, this is why American losses tend to be rather heavy if the English assault (if the battle is not too unbalanced in favor of the Americans that is...).

Assault Combat Initiation

Assault combat occurs automatically when the combat range between opposing forces decreases to Zero (0). Once combat reaches a range of Zero (0), it does not increase on subsequent combat rounds. Thus, if a battle reaches a range of Zero on the second combat round of the day, it will remain at Zero for the remaining combat rounds in the day.

Assault Combat Resolution

Each element participating in Assault combat is given an opportunity to inflict casualties on enemy elements. Assault combat is conducted simultaneously (i.e. no casualties are suffered until all elements have engaged in combat). Elements engaging in Assault combat use their Assault Value. An element’s Rate of Fire is not a consideration in Assault Combat; each element gets one opportunity to engage in Assault combat per combat round.

Assault Combat Effects

Casualties Strength point losses from Fire combat are assessed according to the type of element that is doing the assaulting and the size of the assaulting element. Battalion-sized infantry and cavalry elements that score a hit during Assault combat generally cause the target element to lose one (1) strength point. Elements containing multiple battalions can cause up to three (3) strength point losses per hit. An element that loses its last remaining strength point is eliminated.

Assault Combat Effects

Cohesion Cohesion point losses from Assault combat are assessed according to the type of element that is doing the assaulting and the size of the assaulting element. Generally, a hit during Assault combat inflicts between nine (9) and fifteen (15) points worth of cohesion damage. Each Assault round cost 2 cohesion points to the attacker and 1 to the defender.

Special Assault Actions (Cavalry Charges & Forming Squares)

Cavalry was a potentially deadly weapon on the Eighteenth Century-era battlefield. Only highly disciplined bodies of troops could withstand the shock effect of seeing hundreds of horses thundering toward them. Yet, while cavalry charges could be devastating, they were difficult to coordinate and vulnerable to steadfast ranks of enemy bayonets. In addition, cavalry was very rare in numbers and use in the wild terrains of North America.

Cavalry Charges

Once a Field Combat has reached a combat range of Zero (0), a Force containing cavalry elements is checked to see if it will mount a ‘cavalry charge’. The chance of mounting a cavalry charge is determined by the Discipline Value of the cavalry being checked. This check is modified by the Leader’s Offensive Rating. The leadership bonus is applied fully if the Leader in direct command of the charging unit/element or is halved if the Leader providing the bonus is commanding the entire Force. If successful, cavalry units are considered to have charged the enemy elements they are in contact with.

Forming Squares

If an opposing force mounts a cavalry charge, defending line infantry elements have the ability to ‘form squares’. To Form Squares, the defending elements must pass a Form Squares Check. The chance of Forming Squares is determined by the Discipline Value of the defending infantry elements being checked. This check is modified by the Leader’s Defensive Rating. The leadership bonus is applied fully if the Leader is in direct command the defending element or is halved if the Leader providing the bonus is commanding the entire Force.

Cavalry Charge Resolution

A Cavalry charge attacking defending elements that have not ‘Formed Squares’ inflicts a 50% increase in damage (i.e. damage equals 150% of normal). A Cavalry charge that attacks infantry elements that have ‘Formed Squares’ results in normal damage being done to the defending elements. The return damage done to cavalry elements that charge defending elements in ‘Squares’ is increased by 100% (i.e. damage equals 200% of normal).

Finalizing the action

If the element kills the defender, you get VPs and the attacking element gains experience. If a leader is commanding the winning element, a fraction of the experience thus gained is also given to the leader. If the defender was commanded, a fraction of the experience is subtracted from that commanding officer amount.

If you benefit from the Petty War rule and have lost an irregular, you give one additional VP to your opponent.

The battle proceeds like this, range by range, hour by hour, element by element, until one side successfully retreats, is destroyed or 8 hours have elapsed. Each hour enables some "unit rotation" meaning that battered units have a tendency to be replaced by fresh ones, if you have units in reserve (when terrain contingency prevents you from deploying and using all your army in a given hour).

Ending Field Combat

Field combat is concluded in a variety of ways:

  • a Force is successful in withdrawing from combat,
  • a Force is defeated in combat and forced to Rout,
  • the battle ends in a Draw at the end of the current game turn if neither side withdraws.

Pursuit of Routing Force

A Force that is routed suffers additional losses in the form of “Pursuit” casualties. (Pursuit casualties represent losses due to the chaos and disintegration of an army running away in the face of an organized enemy force). Pursuit casualties are increased if the non-routing force (i.e. the winner of the battle) contains a significant number of cavalry units.

Effects of Battle on Leaders

At the conclusion of every battle, each Leader who participated in the combat is checked to see if he has become a casualty. Lower ranking officers are more likely to be personally affected than are higher ranking officers. Leaders of 3-star rank have lower probability of becoming a casualty; however, ALL Leaders, regardless of rank, may become a casualty if their immediate subordinate unit is eliminated. Leaders that survive the battle may gain experience based upon their ratio of losses suffered/losses inflicted (even Leaders on the losing side). Leaders may also gain or lose Seniority depending on whether they won or lost the battle. Winning Leaders are sometimes granted additional Special Abilities as well.

Effects of Battle on Unit Experience

Units participating in combat gain experience regardless of whether they won or lost the battle.

Effects of Battle on National Morale

The winning side gains NM according to the losses inflicted on the opposing force. The losing side loses NM equal to the losses suffered in combat.

Effects of Battle on Victory Points

The winning side gains Victory Points according to the losses inflicted on the opposing force. The losing side neither gains nor loses Victory Points.

Who Wins, Who Loses?

The "Victor" in a battle is determined by "Battle Points".

  • You gain 'Battle Points' at the end of battle. If you hold the ground, you gain 5 points. If you don't hold it (it means you don't have fighting units with a posture which is not passive), you lose 5 points.
  • You gain one battle point for each NM you gained. Same for losses: you lose one BP for each NM lost
  • If your side is routed, you lose a further 5 BP.

Then there is a check for who got the more BP. It now means, and this is important, that victory in the AGE engine is not only considering who is holding the ground. If you 'win' a large Pyrrhic victory, then you'll still be declared as the loser!

Commander’s Note: Victory in a battle is determined primarily by the losses suffered and losses inflicted.
It is possible to be considered the victor in a battle even if a Force withdraws if it inflicts serious
losses on an opposing force.

Morale

Just as National Morale is an indication of a nation’s willingness to continue a conflict, unit morale is an indication of a unit’s willingness to remain in combat. Basically, units that are successful in combat and suffer few losses tend to remain effective for longer periods of time. Units that suffer high casualties in combat tend to Rout (i.e. leave the field of battle). If enough units rout, panic can spread throughout an entire force causing it to ‘break and run’. A Force that is routed from battle is susceptible to suffering additional casualties from ‘Pursuit’.

Morale Checks Prior to Combat Round

At the beginning of every combat round, elements that have suffered losses (in any preceding combat round) must pass a Morale check. Morale checks are performed using the element’s Discipline value. If the element passes the Morale check, it may continue fighting normally. If an element fails the Morale check, it is considered ‘Shaken’ and has its Rate of Fire and Assault Value reduced during the current combat round.

Morale Checks During Combat Round

Elements that suffer losses in a combat round (due to either Fire or Melee combat) must immediately pass a Morale check. Morale checks made during a combat round use the element’s Cohesion value. The Morale check is modified:

  • if the checking element is Militia fighting in their own home area,
  • if the checking element is defending in fortifications (or trenches),
  • if the checking element is defending a symbolic objective (i.e. home capital),
  • if the checking element has previously suffered losses.

If an element passes the Morale check, it may continue fighting normally. If an element fails a Morale check during a combat round, it is considered ‘Routed’. Routed elements (and units) are considered to have left the field in panic and may no longer participate in the battle.

Morale Checks and Cohesion

The moral check is based on the current cohesion compared to the max cohesion, modified by losses taken.


Rest: work in progress

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