Morale

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This article is still a stub. A cleaner, more detailed article will be developed.


  • Morale represents the overall mental state of your troops during combat;
  • Each unit has a bank of "Morale Points" which can be lost or healed based on a variety of factors;
  • As a unit gains or loses Morale Points, it changes its Morale State. These Morale States give bonuses and penalties to the unit;
  • When a unit drops below 0 Morale Points, it becomes Broken. Broken units will Rout next time a friendly model dies in their zone;
  • If a unit routs outside the board, it is removed from the game;
  • Generals can perform a Rally to stop units from routing.


Contents

Basic Morale

Units Basic Morale
Arbalestiers 70
Billmen 80
Franc Chevalers 90
Hobelars 80
Longbowmen 80
Mangonel 70
Serjants 80
Mendicum 80
Soffrances 70
Vileins 70
Ympes 80
Evocati 90
Nephilim 90
  • Each unit has a starting morale value called Basic Morale. This value is similar to the starting HP, but for morale purposes;
  • If you attach a Hero to a unit, their Leadership will modify the unit's basic Morale;
  • If a General is present, his/her Leadership is applied to the whole army;
  • If a Hero or a General dies, their Leadership bonus is transformed into an penalty;
  • If a unit receives Leadership by more than one Character (Hero and General), the final Leadership perceived is the total of all Leaderships available.

Morale States

See also:List of Morale States
  • Each unit has a psychological model represented by a Morale Type. This model is represented in the form of a "Morale Bar" on which the unit travels as it gains/loses Moral Points. Most units use the "Standard Type", but some special units have alternative psychological models.
  • The Morale Bar is segmented into compartment called "Morale States" (the bar's different colours). For example, the Morale States of Standard Types are:
    1. Overconfident when Morale value is between 180 and 240
    2. Confident when Morale value is between 120 and 179
    3. Neutral when Morale value is between 60 and 119
    4. Shaky when Morale value is between 0 and 59
    5. Broken when Morale value is between -1 and -60
  • Each Morale State have their own Stats modifier which gives bonuses or penalties to the unit.


Morale Modifiers

  • Two types of modifiers can have an effect on a unit's morale during the game: dynamic modifiers which fluctuate throughout the game, and static modifiers which, once applied, last for the whole game.
Intimidation resultMorale modifier
0.25 -60
0.33 -40
0.5 -20
0.66 -10
1 0
1.5 +10
2 +20
3 +40
4 +60


Dynamic Modifiers

  • Each friendly casualty the unit witnesses causes a morale penalty. The exact calculation is:
Moral penalty = (Bulk of casualty/Total friendly bulk in the zone)*80
  • Intimidation represent how the unit percieves its own chance of coming out of the melee victorious. It can be either positive or negative. The calculation is done as follow: Total Intimidation of every friendly miniature in the melee / Total Intimidation of every enemy miniatures in the melee. The result is then crossed in the following table.
  • Leadership is considered to be a dynamic modifier since the unit loses the bonus when the leader dies.


Static Modifiers

  • Flanking and rearing units cause a permant morale penalty on the victims. The calculation uses the same mechanics as the Intimidation (see table above) but is based on a per-unit basis rather than the Total Intimidation in the zone and where:
    • the Intimidation value of the charger is doubled in the case of a Flank;
    • the Intimidation value of the charger is tribled in the case of a Rear charge.
  • A leader's death (either Hero or General) who was giving positive Leadership to a unit creates a permanant negative modifier equivalant to the previous Leadership bonus.
  • Routing models who end their turn in a zone with friendly miniatures in them cause morale damage to their allies. The calculation is:
Morale penalty = Point value of the fleeing unit / Total point value of the army X 100
  • The effects of a Rally are considered Static Modifiers.


Units MrlS
Arbalestiers 100%
Billmen 100%
Franc Chevalers 80%
Hobelars 100%
Longbowmen 100%
Mangonel 100%
Serjants 100%
Mendicum 100%
Soffrances 80%
Vileins 133%
Ympes 100%
Evocati 80%
Nephilim 80%
Emissarius 80%
Heroes MrlS
William Wallace 80%
Decurion/Centurion 80%
Dismounted Baneret/Baron 80%
Knight Baneret/Baron 80%
Lucifer 0%
Marrenne/Maistresse 100%

Morale Sensitivity

  • Every time a new modifier is calculated, it is multipled by the unit's Morale Sensitivity.
  • Hardened warriors tend to have a lower Morale Sensitivity than those who have been less exposed to the brutality of melees.
  • Morale Sensitivity increases by +20% for every threshold of Fatigue and/or Veil that the unit reaches.
  • Leadership bonuses or penalties are not affected by Morale Sensitivity.


Routing

  • If a unit becomes or was already Broken and witnesses a casualty in its zone, it will become Fleeing.
  • If a unit is already Broken and suffers any static negative morale modifers, it will become Fleeing.
  • While fleeing, the unit will try to either run toward a Hero or the nearest battlefield edge. If it reaches the battlefield edge, it is removed from the game.
  • If a fleeing unit reaches a Hero, it will gain this Hero's Leadership bonus (if positive).


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