Excellent effort, Servius. I think this thread deserves a sticky.![]()
Here's a bit on morale and fatigue, though I'm sure there're things I'm leaving out.
Morale and Fatigue
Morale
In M:TW, you do not win battles by killing the enemy soldiers; you win by breaking their morale. All units had a set base morale, anywhere from –2 for some peasant-types up to 8 for knights and some other elite or fanatical units. This morale could be enhanced or depleted by numerous factors on both the strategic and tactical levels. Morale in battle was tracked by several states from ‘impetuous’ to ‘routing’ that were displayed with your unit’s info. You could only guess at your opponents’ state of morale.
(Both Morale and Fatigue are tracked by unit as an average rather than on a by-man basis like valor)
Strategic modifications
Buildings: building religious buildings in a province gave additional morale to any units trained there. The base levels, one or two additional morale, were easy to come by, but to get the maximum bonus (around 6 but different for different religions) required a major commitment and was limited to one province.
Vices/Virtues: your generals could get vices or virtues that would have an effect on their forces morale, such as ‘natural leader’ or ‘coward.’ Sometimes a general with fantastic command would have to stop leading the troops because he was such an inbred, dishonest, impious, merciless pansy that his troops would not fight for him.
Tactical modifications
Morale was tracked continuously during battle and changed due to numerous features, including:
Casualties
Relative numbers
Fatigue
Missile Fire
Other Routing Troops
Elevation
Death of a General
Current fighting condition (winning or losing and how bad)
Threats to Flanks
General’s Proximity
. . . and many others
In battle you had to keep a careful eye on all of your units’ morale, especially the touchy ones, and try to outmaneuver your enemy in such a way as to lower his troops morale, such as a rear attack or a killing blow to the general early in the battle.
Fatigue
Fatigue also played a critical role. A unit’s freshness was displayed on the battle icon by four horizontal bars. At the beginning of a battle the unit had all four bars, and as it became more and more tired, it would lose bars, down to three, two, one, and finally exhaustion at no bars (think Cingular ads). Until it was exhausted, the unit was able to march or run (significant difference), but when exhausted it could only move at a walking pace. If a unit were to stand still and rest on the field, it could recover some of its bars, but usually not more than two once it had gotten significantly fatigued.
Fatigue had an effect in battle indirectly by lowering a unit’s morale, and directly as a unit lost attack and defense ability along with each bar, so that a totally exhausted unit would be fighting at –8 morale, -6 attack, and –3 defense, meaning that fancy knights and other heavy troops could become very vulnerable.
No units started with more or less endurance than another, but the more armor they were wearing the faster fatigue set in, and the slower they recovered. Fighting in the snow and especially the desert increased the rate of fatigue, making heavily armored troops a bad idea for warmer climes, and at great risk when fighting the mostly light troops of Muslim factions.
Ajax
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