Additional morale and quality considerations

 

Morale checks

Manual checks are made for units during a battle, in addition to but in a similar way to those made by the game engine. These tests fill gaps in the game’s assessment of units’ morale, principally in deciding whether a unit will stand against an attack, make an advance, charge or assault as their commander wishes. The game itself only tests units after combat results are applied to a unit or its immediate neighbours.

1D6 is used and if the modified score is less than or equal to the unit’s quality (Q), it passes the test. The score is modified by:

-1
stacked with a leader in chain of command
-1
Corps commander or higher is adjacent (not at night)
  if either of the above leaders' L is greater than the unit Q, have the unit Q = L
-1
part of a formation in good order, mutually supporting or supported by another formation
+1
facing imminent combat with apparent odds of 2:1 against¹
+2
facing imminent combat with apparent odds of 3:1 against
+1
detached or unsupported
+1
if ammo is low or exhausted
+1
disordered
+1
fatigued to a level from 4 to 6 inclusive
+2
fatigued to a level from 7 to 9 inclusive
+3
fatigued to level 10
+1
is being fired at in enfilade
+2
is being or in imminent danger of being taken in flank
+2
at night
±
other factors as applicable²

¹ Calculation of odds includes the whole formations of friends and enemies, making lone units almost incapable of taking on a brigade or more, but similar-sized formations facing off readily against each other. These odds are always as it appears to the unit concerned, counting enemy units hidden but expected to be present but not unexpected enemies. For example: a regiment of cavalry at Waterloo ordered to charge some British guns may fail to do so because they know there are a lot of enemy infantry over the crest able to outnumber them alone. A division of cavalry will not have this problem.

² This can be as obvious as the terrain, as transient as the weather and as indefinable as the impression these troops have of the battle so far and their prospects.

Post-battle assessments

Leaders

Improvements in the quality of leaders or units should be based on a memorable performance. Memorable means not having to look back through game turns or notes of events to find out if something happened to warrant promotions in quality.  What can be looked up later is which leader or unit was involved in the event that comes to mind. Generally, if the event can’t be remembered and recommended, there can’t have been a notable performance by anyone. Quality and command are as much to do with how the people concerned feel about themselves and each other as it is any inherent ability or training. Eager recruits can do as well as veterans, at least until events prove them wrong and their quality drops again. So units of any quality can be nominated for a change of status.

The criteria for increasing or decreasing these factors are often without clear definition because of the numerous possible combinations of circumstances within which the assessment may be made. The guiding principle is that if it seems appropriate it should be considered.

Leaders' factors

Command:
           L 4 3 0 Marshal Mortier

The command rating ("C") affects ability to stay in command and reorder disrupted units. A=6, F=1, so Mortier's 4 in the OOB file makes his command factor C.

Leadership
           L 4 3 0 Marshal Mortier

The leadership rating ("L") of a leader affects morale and rallying. A=6, F=1, so Mortier is D.

Either "L" or "C" (not both at once) may improve after a battle on recommendation if the leader performed memorably well, particularly in the aspects relating to each of the factors.

Once successfully nominated, a test is made for the leader using a D6 compared to his current factor. A score of the factor +1 is required for an improvement of one level. So, if Mortier caught the attention of the army valiantly leading the attack on an enemy position repeatedly against the odds (and succeeded) he would need a die roll of 5 or 6 to increase in Leadership. Leaders with factors of 5 or 6, being already very rare, I take to be obviously that good and not likely to get any better.

Units

A unit's Q can be improved following a memorable act of good soldiering, bravery, steadfastness or lucky success (morale is partly what the men think their quality is, remember). The unit should not have suffered more than 33% casualties, so retaining much of its unit identity and esprit de corps, though exceptions can be made.
Each unit possible is tested with a D6, requiring a score greater than its Q to increase by 1, to a maximum no greater than 1 above the norm for its type. NHWC norms are given on the Game Files page. After an overwhelming victory a score equal to the unit’s Q is enough.

-1 from the die if Q has already increased in this campaign, per promotion
  Meaning that a unit already promoted is less likely to improve again
+1 if the unit had been previously demoted, prompting a return to its original Q level
 
A demoted unit is more likely to find its old form than a unit is to improve on its basic quality
-1 if after a major or overwhelming defeat    
-1 if the unit suffered 25% to 33% casualties
  Due to loss of unit cohesion and identity

Thus units already elite (Q6) may only improve if taking a leading part in an overwhelming victory (at 1/6 chance) with low losses, whereas low-grade units have a greater chance of improving through lesser victories or lesser chances even in defeat.

Q may drop after a unit has performed badly, such as routing and not fighting again – particularly if not under pressure or having not yet fought, failing to win any melee combats, or being forced from the field, against odds not greatly in its disfavour.

Each unit possible is tested with a D6, requiring a score lower than 10 minus Q to decrease by 1. After an overwhelming victory a score equal to the unit’s Q is enough.

+1 to the die if Q has already decreased in this campaign, per promotion
  Meaning that a unit already demoted is less likely to fall in quality again
-1 if the unit had been previously demoted, prompting a return to its original Q level
 
A promoted unit has to prove itself at its new level and show it is as good as its men think they are
+1 if after a major or overwhelming defeat    
+1 if the unit suffered 25% to 33% casualties
  Due to loss of unit cohesion and identity

 

Nominations

To prevent every player nominating all of their own units on the slightest pretext, nomination of units and leaders is restricted.

A player may nominate for an increase
A player may nominate for a decrease
  • One unit of his own command
  • one enemy leader
  • One leader of his own command (not his own character)
  • one enemy unit
  • One leader or unit in another friendly formation
  • as many friendly leaders and units as he sees justifiable
  • As many enemy leaders and units as he sees justifiable
 

Extraordinary actions may override these restrictions.

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