(06-06-2022, 11:30 PM)krmiller Wrote: Have not really installed the new demo but the download has the Users Manual that is in the game so regarding your question on how Morale checks are done you'll find the answer there, 3.47 Morale page 50.
In the Started manual there is an explanation of the unit display.
Have not used the EFOW much so I'm not sure about the lack of info on the captured guns, in the games without EFOW when you use captured guns it requires a friendly unit in the hex and you normally see the number of guns and all captured guns are rated F for Quality.
As to the two officers, Brigadier General Perry is the brigade commander and his Command Rating and Range are used for controlling the brigade. Col Lang is what you would call a supernummery, he was actually a regimental commander in the brigade who took over the brigade when Perry was a casualty, he commanded the brigade at Gettysburg while Perry was recovering. If you check you will see he has no Command Range and as long as Perry is on the map his only value is to assist units recovering from Rout or leading Melee for the 10% bonus an officer gives a Melee. Should Perry become a casualty Lang would take over the brigade if available rather than an Unknown officer. Such spare officers are indicated with the Yellow highlight to their brigade and status.
Perry must be out of Command Range of his Division Commander, thus the Detached status. See the Command section of Users for the effects. Since Lang has no Command functions his Detached status is not considered.
Hi krmiller, thanks for your detailed response on how multiple leaders work. I'm surprised there's no mention (AFAIK) of this important mechanic in the manual - I didn't even know that leaders were replaced when killed. When I checked the OOB I saw both leaders were at the same level so I assumed they both had the same capabilities.
I presume the "spare" officer cannot assist with undisrupting units because he has no command range?
Regarding captured guns, I tested the scenario with FOW (not EFOW) on and the same thing happened: I captured the gun but could not see it stats nor access the back of the unit card (e.g., to check which kind of gun it was). This data was available, however, to the original side even after the gun had been captured. In other words, the original owner of the gun remains the owner of the gun card throughout the scenario and can see its fatigue, for example. Not a big deal but I have to wonder if this is intentional.
Regarding Morale: the manual does explain the factors intervening in determining a unit's morale, but I was looking for a way to just look at the value instead of trying to deduce it by piecing the different variables together. Is it B or F? The game knows, it just won't tell me
Finally, regarding the effect of firing on a column, I found a similar question on a different thread for a Musket & Pike game: apparently the "Enfiladed" status is not being applied to infantry in columns, so there is no effect on the target's morale (and the OP was able to tell because that game does have an ENFILADED status marker).
Not sure if this is intentional, or maybe the pertinent section of the manual needs to be clarified? (By comparison, the Nap games to not apply an "enfilade" status on infantry columns, instead fire upon a column is increased by a fixed 25%).