what use "Broken" status

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Nikademus
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what use "Broken" status

Post by Nikademus »

This (should be) signifigant event continues to confound me.

Recently i had scored an upset victory over an impertinent German Kampfgruppe that just happened to "stray" over our common border (6/41)

After seeing the "Broken" indicator on one of the later AI's turn i once more looked hard to see any real difference in the stance of the surviving troops.

Alas, as usual, i saw none. The stubborn FJ troops, now stripped of their armor support continued to advance towards the objective hexes more convincingly than a soldier in "A bridge too far"

Whats up with this feature? I dont think it's ever worked right in any version of SP. Should'nt the troops be in more or less near permanent rout and start streaming en masse towards their own start lines?
SIdeslip
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Post by SIdeslip »

As far as I can tell, it is a condition that allows you to win when playing the AI when you have all the flags taken. I have played games where I have captured all the flags and the game has not ended so allowing them to counterattack. Other than that I don't know.
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Grumble
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Post by Grumble »

In addition to Sideslip's comments, I would add that "broken" is also supposed to automatically add suppression to the broken side's units, IIRC. As in the "real world", in the case of aggressive, well trained and led troops (like FJ, Rangers etc) it would have some but not much, effect.
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Nikademus
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Post by Nikademus »

Hmm, i thought that exp level might factor however i've seen the same lack of suppression/rout even when fighting lower quality troops too.

They still continue to advance as if "un"broken
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Warrior
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Post by Warrior »

What it means is "Morale Broken." It doesn't mean they're going to roll over and allow you to kill them at your leisure. My comment during many scenario tests was "somebody forgot to tell them they were broken!" :D
Retreat is NOT an option.

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Paul Vebber
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Post by Paul Vebber »

AT the end of the turn there is a series of checks that result in automatic suppression removal (like if you are close to a lot of friendly units especially Command posts) or addition (if you are in a hex on fire).

If you have 2/3 to 3/4 of your force retreated, routed or reduced below half strength, then if your AO fails a morale check vs Die(120), then your side is "broken".

During the end of turn suppression removal/addition al the troops belonging to a broken force add 9 suppression, prior to the end of turn rally, so good leadership acan "work through it" but poor leadership or isolated units will rapidly gain suppression over a few turns, genrealy keeping them at least pinned.

If you hold no objectives and your side is broken, then the game will usually end.
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Nikademus
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Post by Nikademus »

Thanks for the reply Paul.

I'll experiment a little more but from what i've observed so far i think the system needs to be tweaked a bit more. Fighting against even green troops i'm still seeing the majority of the troops continuing to fight towards their objectives when in "Broken" status

Perhaps a greater level of suppression needs to be added, or better, the end of turn suppression removal bonus should be...."suppressed"? :D
gdpsnake
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Post by gdpsnake »

A question:
Suppose you start with 100 tanks. So for morale purposes you have 100 units.
Then, 50 tanks get KO'd and drop crews.
Do you still have 100 units for morale checks (50 tanks + 50 crews) or do you have 50 units (surviving tanks)?
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Paul Vebber
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Post by Paul Vebber »

No, AFAIK crews don't count. But you might want to try it...
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