Author Topic: ISaW - Morale  (Read 2452 times)

epic

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ISaW - Morale
« on: 04 February 2018, 23:14:47 »
After some further investigation and breakdown of previous campaign fought with ISaW, one rule we totally avoided and/or ignored (mostly due to just plain not remembering it) was morale on the strategic level.  While incorporated at the ACS level for battles, we didn't pursue the strategic level at all.

After now pondering this a bit further, a couple things spring to mind with combat commands if we use morale rules as written.

The first is that the Capellan Confederation with Closed State is well set to not worry too much about desertion in 3025. 
Assuming that all units begin with an average 4 morale, and some begin better, the only units the CC has to worry about initially with desertion are: Green, Questionable Mercenary Combat Commands with normal morale.  Target: 2 with a bonus 2 for being Closed State, bringing target to: 0 with a penalty of 1 for Green, penalty 1 Merc, penalty 1 for Questionable.  Total target 3, then further modified by unit type.  As most main unit types such as mechs have a bonus 1, then a 2 or higher on 2d6 will pass, but the infantry units attached to said merc command will desert on a 3 or less. 

This is problematic for a number of reasons, the biggest of which is the sheer amount of dice-rolling involved.  One could assume that single dice roll suffices for the entire combat command, which then is modified by unit type. 

To wit, then; using the CC as the example currently, remembering that EVERY COMBAT COMMAND within 2 hexes of an interstellar border must make desertion checks every round, we have 3 units especially vulnerable to the morale checks:
Bullard's Armored Cavalry, stationed at Zanzibar. 
Rivaldi's Hussars at Betelgeuse
St. Cyr's Armored Grenadiers at New Roland

Each will make a roll and assuming they roll poorly, could lose their armor support on a roll of 2, and their infantry support on a roll of a 2 or 3. 

However, we must ALSO check for the infantry formations in every other unit that is close to those specs:
Green, Questionable, Merc,

So.  If we have a Green, Reliable Merc, or a Green, Questionable, house force, or a Regular, Questionable, Merc, they could lose their infantry support still to desertion assuming they are within 2 interstellar hexes of a border.  Which... with the CC, is almost every hex of theirs.

This then increases the pool to:
4th Confed Reserve Cavalry
5th Confed Reserve Cavalry
Laurel's Legion
1st New Hessen Irregulars (if they are Questionable loyalty, which I count that they are)


Okay.  So this is now 7 units serving the CC that all could face the loss of their support forces (infantry) if they roll a 2 on 2d6 on the first round.

Notably, the Cap Con due to Closed State gets a bonus of 2 for desertion checks. 

Every other nation does not. 

Statistically speaking, the CC may lose an infantry regiment or 2 in the first round to desertion, assuming morales of 4 (Normal) or better.  If there are worse morales - then the numbers get worse.

Not so bad. 

But now let us take the Federated Suns.   Not having the Closed State faction trait, the FS faces a desertion check for any unit on the border with either the Dragon or the Cappies.   

Their TN - assuming morale 4 (normal) is a 2.  If we assume Regular experience level... Further modifications of either Questionable loyalty or being mercs raising that stat to a possible 4, before unit type.  If it's an infantry unit, that means that the TN will be a 5. 

Veteran, Fanatical will mod it to be better.  Also, some unit type bonus.

Okay, so what this means is:
Valaxa CMM - check to lose infantry
2nd Crucis Lancers - check to lose infantry
2nd Nais Cadet Cadre - check to lose infantry
1st Bell Training battalion - check to lose infantry, armour
Redfield Renegades - check to lose armour, infantry

Kathil CMM - all units check for desertion
Alcyone CMM - check to lose infantry
5th Syrtis Fusiliers - check to lose infantry (but if we assume Michael Hasek Davion is in control here, this shouldn't happen)
1st Kittery Borderers - check to lose infantry
Waco Rangers - check to lose infantry

Sirdar CMM - check to lose infantry, armour
30th Avalon Hussars - check to lose infantry
1th Deneb Light Cav - check to lose infantry
3rd Ceti Hussars - check to lose infantry
Illician Lancers - check to lose infantry, armour
Wylie's Coyotes - check to lose infantry, armour

Ridgebrook CMM - check to lose infantry, armour
8th Syrtis Fusiliers - check to lose infantry, armour (see note though; consider the Hasek situation)

Warren CMM - check to lose all units
2nd Albion Training Cadre - check to lose infantry

This is the Capellan March ONLY.  I haven't looked as of yet at the Draconis March. 

I ... suspect the morale check rule is a bit broken. 
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Alexander Knight

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Re: ISaW - Morale
« Reply #1 on: 05 February 2018, 02:02:33 »
You missed a VERY important step in the Morale Check process.  After a formation suffers a Desertion roll, you then roll for each unit in the formation to see if it deserts, with the TN being the original desertion number.  It is entirely possible that no unit in the formation actually deserts.

So to use your example:
Bullard's Armored Cavalry rolls a "2" for morale check.  It *then* rolls for each armor and infantry regiment, and only loses a tank regiment on a 2 or an infantry regiment on a 3.

epic

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Re: ISaW - Morale
« Reply #2 on: 05 February 2018, 10:05:29 »
You missed a VERY important step in the Morale Check process.  After a formation suffers a Desertion roll, you then roll for each unit in the formation to see if it deserts, with the TN being the original desertion number.  It is entirely possible that no unit in the formation actually deserts.

So to use your example:
Bullard's Armored Cavalry rolls a "2" for morale check.  It *then* rolls for each armor and infantry regiment, and only loses a tank regiment on a 2 or an infantry regiment on a 3.

Okay, that reduces the chances to a great extent.  However... see above still for the Capellan March alone for the FS.  Note that the Cap Con is the best at making morale checks as they are the only faction in 3025 play with Closed State and the bonus 2 for desertion TN. 

That's still a heck of a lot of dice rolls for desertion every round assuming normal morale. Am I going to need an LBX Dice Roller for morale...?  :p
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Re: ISaW - Morale
« Reply #3 on: 06 February 2018, 03:29:20 »
I'd say that you role per combat command, and then if the combat command fails, then you roll per regiment.

 

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