Hex of Steel
Murky Apr 12, 2024 @ 5:54am
Morale and Total Victories and supply and Scales
I am still not quite sure about how unit morale works exactly. In similar titles, once unit's morale breaks over certain threshold the unit either engages in a full on rout or surrenders. Here, it seems a lot of units completely ignore the fact they have been almost destroyed several times over and over, yet their fighting spirit and cohesion just keeps on regenerating way too fast which in turn leads to stalemate situations over many turns.

I would be much rather see more realistic application of morale effects including the overall army morale modifier, where panic can spread across larger formations being surrounded, severally damaged and cut off from supply. I'd love to just close enemy in a pocket and let them bleed out instead of just totally destroying every single unit individually, which is enormous grind.

It would be great to actually see enemy supply lines somehow to plan better operations. Once unit is in red, and getting attacked below specific strength threshold and based on their experience they shall have some cohesion coefficient which will decide how like are they surrender.

Also, I am currently playing the Napoleonic mod, which would definitely use lot of these features and some other QoL improvements that can better work with a scale of the battlefield and the range of weapons. When simulating battles like these where one moves around smaller units around relatively short distances, so the range of artillery being able to hit only across 2-3 hexes is ridiculous. The guns shall be able to engage across 100s meters and a modder should also have the option to choose effectiveness of arty based on distance - in this case to be able to utilize canister shots. Infantry in such case should be able to also engage across few hexes with accuracy penalty. This way, modders can zoom and we can have company/platoon sized tactical encounters, to actually better simulate wider variety of encounters.

I would also add a comprehensible visual representation of the range of supply units and commanders effect and as mentioned in my previous post being able to assign units to commander directly to be able to create a corps/divisions out of smaller units depending on the scale. In which case also a whole formation move can be introduced to make game smoother.

HQ units should not be able to capture objectives. In few occasions I have seen AI simply using HQ units in a way they would go around the and capture VPs whilst (but yeah that happened mostly in the pre-WW2 mods where more leaders are used by default).

Let me know what you think.
Cheers
M
Date Posted: Apr 12, 2024 @ 5:54am
Posts: 0