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  1. #5
    Member Member fastspawn's Avatar
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    Default Re: morale tables from MTW

    Ok ok, this is for MTW, so it might be different for RTW
    ----------------------
    Basically the battle is fought in turns (which in RTW is 2.5seconds)
    Each Individual soldier is calculated separately and is assigned a Combat Factor, that is (Attacker's Attack Value+Modifications - Defender's Defense value+Mods).
    Combat Factor ranges from -20 to 20
    CF--Kill Chance %
    -20 0.05
    -10 0.31
    - 5 0.76
    - 4 0.92
    - 3 1.10
    - 2 1.32
    - 1 1.58
    0 1.9
    +1 2.28
    +2 2.74
    +3 3.28
    +4 3.94
    +5 4.73
    +10 11.76
    +20 72.84
    As you can see increasing by 1 point increases kill chance by 20%, 4 points doubles the kill chance
    ---------------------------------
    Modification to Attack and Defense Value for MTW (maybe RTW also but i can't be sure)
    Mods To ATTACK
    ----------------
    Charge Bonus (Varies )
    The Push Back Effect (a unit may be pushed back by a charging enemy. This is dependant upon kill chance. A charging striker who pushes back a soldier gets bonuses against that soldier in subsequent strikes. Apparently, in MTW a infantry soldier is pushed back by a cavalry always, unless he faces him with a polearm or spear or pike) (+6)
    Armor Piercing Bonus (Target's Armor -2/2)
    Defender is afraid of Striker (+2)
    Flanking (+5) Charging Flank (extra +2 on top of usual Charging bonus)
    Rear (+7) charging rear (extra +2 on top)
    Supporting Ranks (I am pretty sure MTW and RTW have changed dramatically in this aspect): Charging (+Total number of supporting ranks up to max)
    Not Charging(+ Half the number of supporting ranks)
    Striker is higher than defender (varies on height)
    Defender is mounted in woods (+2)
    Striker is camel in desert (+1)
    (In MTW, the Shield Value is hardcoded into unit stats as a +2 for large shields and +1 for small shields, however in RTW the defense has 3 categories, Armor, Shield and Defense Skill (assume it means agility to avoid getting hit, therefore i would expect that some of the modifications no longer apply and a new method of working out defense is incorporated for positional and situational factors)
    Fatigue: Ranges from +1 - +3
    Striker in Wedge: +3
    Defender in Wedge: +3
    Target is routing: +
    IN Close combat:+5
    Mods to Defense
    --------------
    Striker is afraid of Defender (+4)
    Supporting Ranks: (+ Total Supporting Ranks)
    Defender is higher than striker(varies dependant on height)
    Striker is mounted in woods (+2)
    Strker is camel not in desert (+1)
    Fatigue: ranges from +2 - +6
    Striker in Hold Formation: +2
    Defender in Hold Formation: +2
    Striker is routing +8
    A point in valour (my guess is that somehow the valour system is similar to xp in RTW) gives +1 attack +1 Defense and +2 Morale
    Morale does not affect kill chance at all, what it does is affect chance to rout. Routing soldiers suffer huge penalties (-4 to defense, -8 to attack, +Back Facing enemy)

    The 5 different morale states
    Impetous >10
    Steady 2-14
    Uncertain -5-5
    Wavering -14--5
    Routing less than - 6
    They overlap on purpose. to get to a higher state, you have to surpass the maximum in the category one is currently in. For example if youare at morale level 5 (Steady), and gain 8 morale points at that turn, you get 13 morale, but you have not exceeded he steady condition so you reamain at steady and don't go to impetous.
    However if you are at 8 points (steady) and lose 6 points. You get 2 points of morale which keep you within steady and not dropping you to uncertain.
    These are the Morale factors
    Loose Formation: -2
    Outnumbered 1:2 -4
    Outnumbered 1:10 -12
    (this varies too with quality of enemy)
    Flanked: -2
    Enveloped (both flanks, or flanked and rear):-6
    Being charged in flank:-4
    Infantry being charged in flank by cavalry: -6
    Ambushed in flank: -8
    Generals Death(except in units with highly disciplined trait): -8 for first few seconds, -2 after that
    seeing routing allies: up to -12 dependant on quality of routers
    Casualties:-2 to -12
    Under Fire: -2 (-6 for weapons that cause fear)
    skirmishers being pursued by enemies that run as fast as them: -6 (-12 if no ammo, micromanage u rat bastard)
    fatigue:-3 to -8
    losing:-8 to -14
    flanks protected:+4
    last stand: +8
    general's rally:+8
    No enemy nearby:+4
    enemy routs:+8 (when 2 enemies rout)
    outnumber nearby enemies:+4
    uphill:+2
    winning:+6
    impetous charge:+4
    outnumber 3:1 +4
    Valour: +2 per point of valour
    General Star's: +1 per star for close units, +1/2 per star for all other units. Bodyguards gain an extra +2
    Easy Mode: +4
    Last edited by fastspawn; 10-13-2004 at 16:23.

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