To add some more flesh to the bones for you guys who like to know about engine changes, here are the new features that are included
over and above the features added in the France 14 1.03 update that was discussed back in April
https://www.theblitz.club/message_boards...?tid=66134
1) Added Magnified 2D view with 2x sized graphics.
2) Change so that Interdiction attacks have twice the chance of Disruption and can cause the loss of up to half the movement allowance in movement points.
3) Added a range 1 hard target artillery fire modifier (see Users Manual under Firing).
4) Added Quality Fire Modifier Parameter Data Value which applies to quality A and B units.
5) Added new Fragile Morale feature which applies to Austro-Hungarians and Russians. Under this rule, Detached units have 2 subtracted from their morale when rallying instead of 1, and units which much retreat after an assault are automatically eliminated. However, this does not apply to A and B quality units.
6) When units are combined, the combined unit takes on the average of the fatigue of the individual units by strength.
7) Disrupted units have full movement allowance during day turns, 2/3 at night.
8) Disrupted units take 3x normal movement to move closer to spotted enemy unit.
So some more flesh on the important points that effect EP14.....
5) The Fragile Morale rule will obviously be a major factor for the Russian/ Austro-Hungarian player to consider, the 1.03 F14 update introduced the Optional Surrender rule as default meaning that any broken units that could not retreat were eliminated (surrendered), this takes things a step further for these two nations meaning that any units (C quality or worse) that cannot retreat after losing an assault are eliminated (surrendered) , as 95% of Russian units are C or D quality then the Russian player must do everything possible not to allow his forces become trapped and if they do so it will take the German player a fraction of the time and fatigue to mop them up than it would have done before this rule was introduced.
Testing showed that it was taking far to much time and effort to mop up trapped Russian forces in campaigns were the average Russian surrendered once command and control broke down and his position became hopeless.
6) This was a change that I pushed for, ever had a part of a unit with such high red fatigue that you could not recombine it with its parent units without raising the parent units fatigue to high red levels as well? With this feature the fatigue is averaged out across the entire unit, be aware that if the high fatigue unit you are combining is also disrupted, it will disrupt the whole parent unit also, so this is not a sneaky way of lowering your fatigue and recovering from disruption!
7) and 8) A major change, the F14 1.03 update gave broken units full movement points in order to allow them to withdraw to the rear and encouraged players to not "stand and die" to cover for slow moving broken units. This change goes one step further and gives disrupted units full movement points on day moves and 2/3 movement points on night moves, once again along with the change to broken units this should encourage players to withdraw when appropriate as the broken/disrupted elements of their forces can now retreat away at normal speeds.
Part 8) was added to prevent part 7) allowing disrupted units advancing at full movement speeds, in most cases you will only be able to move them one hex forward against spotted enemy units.