Malaria and additional support devices
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Malaria and additional support devices
Scen001
Malaria effects max at 25 fatigue and disruption at 1/3 fatigue in non-base malaria hexes.
Now, these two subunits start with additional support squads in their TOEs. Now, I was just thinking what would happen if you put those two units in malaria jungle hexes. Can they reduce the effects of malaria/disruption on them owing to additional support devices?
Also, if you airdrop lots of supplies on those two units, and thus reach x4 supply required treshold, the units can create now their own replacements from the x4 supplies they carry.
So combining additional support squads with x4 supplies, can the units actually redcuce malaria effects to ZERO fatigue/disruption?
Malaria effects max at 25 fatigue and disruption at 1/3 fatigue in non-base malaria hexes.
Now, these two subunits start with additional support squads in their TOEs. Now, I was just thinking what would happen if you put those two units in malaria jungle hexes. Can they reduce the effects of malaria/disruption on them owing to additional support devices?
Also, if you airdrop lots of supplies on those two units, and thus reach x4 supply required treshold, the units can create now their own replacements from the x4 supplies they carry.
So combining additional support squads with x4 supplies, can the units actually redcuce malaria effects to ZERO fatigue/disruption?
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Re: Malaria and additional support devices
Not sure which version you are playing - new 1128 or previous?
My experience is that malarial effects can vary by hex - some in NE India (Tezpur, Dimapur, Jorhat) seem especially bad. I get fatigue up to 30 and disruption 12. At that point I rest them so I don't know if it could go higher.
Support squads do help reduce the rate of malarial effects as does the standard +10 unit supply. Anything less than that increases casualties. I am unaware of a 4X supply availability resulting in immediate reinforcements. My understanding is that the size of the base and quality of supply routes dictates resupply and reinforcement frequency. And of course there have to be enough devices in the pools vs demands board-wide.
My experience is that malarial effects can vary by hex - some in NE India (Tezpur, Dimapur, Jorhat) seem especially bad. I get fatigue up to 30 and disruption 12. At that point I rest them so I don't know if it could go higher.
Support squads do help reduce the rate of malarial effects as does the standard +10 unit supply. Anything less than that increases casualties. I am unaware of a 4X supply availability resulting in immediate reinforcements. My understanding is that the size of the base and quality of supply routes dictates resupply and reinforcement frequency. And of course there have to be enough devices in the pools vs demands board-wide.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Malaria and additional support devices
I read somewhere that improving your bases can reduce the effects of malaria....GP
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bradfordkay
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Re: Malaria and additional support devices
The original manual only says that "being in a friendly base can minimize the effect of a malaria zone" but I seem to recall that if you build the base up to a combined level 10 (port and airfield) then the effects of the malaria zone are negated. I do know that the troops on any of my malaria zone bases that have been built to that level have extremelt low disruption and fatigue, especially compared to those on smaller bases in the area.btd64 wrote: Tue Apr 08, 2025 4:27 pm I read somewhere that improving your bases can reduce the effects of malaria....GP
fair winds,
Brad
Brad
Re: Malaria and additional support devices
I've never seen/read that anything "negates" the effects of malaria from any material related to game. I would be very interested in a source.
Re: Malaria and additional support devices
Level 9 build (port + AF, not forts) negates malaria effects. That much build in the jungles of Burma and India can take a looooooong time.bradfordkay wrote: Tue Apr 08, 2025 7:32 pmThe original manual only says that "being in a friendly base can minimize the effect of a malaria zone" but I seem to recall that if you build the base up to a combined level 10 (port and airfield) then the effects of the malaria zone are negated. I do know that the troops on any of my malaria zone bases that have been built to that level have extremelt low disruption and fatigue, especially compared to those on smaller bases in the area.btd64 wrote: Tue Apr 08, 2025 4:27 pm I read somewhere that improving your bases can reduce the effects of malaria....GP
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Malaria and additional support devices
BBfanboy wrote: Tue Apr 08, 2025 10:52 pmbradfordkay wrote: Tue Apr 08, 2025 7:32 pmSource BB?btd64 wrote: Tue Apr 08, 2025 4:27 pm I read somewhere that improving your bases can reduce the effects of malaria....GP
Level 9 build (port + AF, not forts) negates malaria effects. That much build in the jungles of Burma and India can take a looooooong time.
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Chris21wen
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Re: Malaria and additional support devices
Malaria was reworked in patch 2. Originally it directly affected morale, patch 2 changed it to fatique. Here are some of the posts.
RE: Malaria and Morale
Post by witpqs » Fri May 08, 2009 2:10 pm
Matrix informed us of the size 10 connection with malaria via the forum a long, long time ago IIRC.
New v1.094b Public Beta Now Available!
Post by Erik Rutins » Wed Nov 25, 2009 3:14 pm
• Code Changes
....
13. Gameplay Change: Malaria effects adjusted
...
RE: Malaria
Post by Chickenboy » Mon Apr 26, 2010 2:09 am
According to BigJ62, and my experiences, disruption and fatigue will approach 6/25, respectively unless the effect of malaria is ameliorated by base size and / or temperate climate.
and finally
https://www.matrixgames.com/forums/view ... a#p3566044
RE: Malaria Zones
Post by Jim D Burns » Thu Oct 23, 2014 11:32 am
A large base is your best defense, but I also find the higher a unit’s morale the less it suffers in malaria hexes. This may be due to the fact it recovers disabled squads faster or it may have a positive effect on die rolls that decide what damage malaria does, I don’t know. So rotate low morale units to temperate areas and get their morale up high before you send them back to the jungles.
Jim
RE: Malaria and Morale
Post by witpqs » Fri May 08, 2009 2:10 pm
Matrix informed us of the size 10 connection with malaria via the forum a long, long time ago IIRC.
New v1.094b Public Beta Now Available!
Post by Erik Rutins » Wed Nov 25, 2009 3:14 pm
• Code Changes
....
13. Gameplay Change: Malaria effects adjusted
...
RE: Malaria
Post by Chickenboy » Mon Apr 26, 2010 2:09 am
According to BigJ62, and my experiences, disruption and fatigue will approach 6/25, respectively unless the effect of malaria is ameliorated by base size and / or temperate climate.
and finally
https://www.matrixgames.com/forums/view ... a#p3566044
RE: Malaria Zones
Post by Jim D Burns » Thu Oct 23, 2014 11:32 am
A large base is your best defense, but I also find the higher a unit’s morale the less it suffers in malaria hexes. This may be due to the fact it recovers disabled squads faster or it may have a positive effect on die rolls that decide what damage malaria does, I don’t know. So rotate low morale units to temperate areas and get their morale up high before you send them back to the jungles.
Jim
Re: Malaria and additional support devices
I recall Alfred asserting the Level 9 elimination of malaria effects. I searched a few dozen pages of Alfred references but could not find it. Regardless, my own observation of hundreds of bases (over several games) is that level 9 (AF + Port) is the key to getting rid of the malaria effects.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Malaria and additional support devices
Yes, I remember it too:
Level 9 (port+airfield), combined.
Basically on land one would need lvl 9 AF.
Level 9 (port+airfield), combined.
Basically on land one would need lvl 9 AF.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


Re: Malaria and additional support devices
From Alfred:
RE: Rain Rain go away!
Post by Alfred » Wed Jan 18, 2012 12:19 am
Ah, but the malaria zone is a static environment which had already been coded by the pre-AE coders.
https://www.matrixgames.com/forums/view ... 0#p2868850
And then from MichaelM in the WitP forums ...
https://www.matrixgames.com/forums/view ... 19#p784819
searching this thread did not find any updates in AE
https://www.matrixgames.com/forums/view ... 1#p3037491

RE: Rain Rain go away!
Post by Alfred » Wed Jan 18, 2012 12:19 am
Ah, but the malaria zone is a static environment which had already been coded by the pre-AE coders.
https://www.matrixgames.com/forums/view ... 0#p2868850
And then from MichaelM in the WitP forums ...
https://www.matrixgames.com/forums/view ... 19#p784819
searching this thread did not find any updates in AE
https://www.matrixgames.com/forums/view ... 1#p3037491
Pax
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Chris21wen
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Re: Malaria and additional support devices
This is dated 2005. In other words WitP not AE.PaxMondo wrote: Thu Apr 10, 2025 2:45 am
......
And then from MichaelM in the WitP forums ...
https://www.matrixgames.com/forums/view ... 19#p784819
....
The closest I can come with any specifics I've already stated but like many aspects of the game the manual in lacking.
As much as I thank people for updating the manual there is much missing, simple basic rules such as malaria affects. Re-read this thread https://www.matrixgames.com/forums/view ... a#p3566044. I use and it is similar to the way in worked in WitP. See the above link.
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bradfordkay
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Re: Malaria and additional support devices
"RE: Malaria and Morale
Post by witpqs » Fri May 08, 2009 2:10 pm
Matrix informed us of the size 10 connection with malaria via the forum a long, long time ago IIRC."
I thought that I had read that at some time in the distant past, but I can confirm what bbfanboy and sardukar have stated: my experience shows that once a base reaches a total of L9 (port + airfield) then the effects of malaria are negated. On bases smaller than that, even if the troops have not been involved in any combat ever, the fatigue levels are invariably in double digits (sometimes approaching 30%) while in bases with a minimum of nine levels the fatigue levels are almost always 3-4%.
Post by witpqs » Fri May 08, 2009 2:10 pm
Matrix informed us of the size 10 connection with malaria via the forum a long, long time ago IIRC."
I thought that I had read that at some time in the distant past, but I can confirm what bbfanboy and sardukar have stated: my experience shows that once a base reaches a total of L9 (port + airfield) then the effects of malaria are negated. On bases smaller than that, even if the troops have not been involved in any combat ever, the fatigue levels are invariably in double digits (sometimes approaching 30%) while in bases with a minimum of nine levels the fatigue levels are almost always 3-4%.
fair winds,
Brad
Brad
Re: Malaria and additional support devices
Yes, after thinking a while on where I saw the level 9 standard, I recall it was 10 but there was much weeping and gnashing of teeth from players on both sides about how hard it was to build to level 10 in those conditions. The level was lowered to 9 somewhere (I think) around the time the air model removed glide bombing and moved the low level bombing altitude from 9999 feet and below to 1999 feet and below.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Malaria and additional support devices
That was right around 2012....GP
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WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command" Gen. George S. Patton
WiS Discord channel coming soon....
Re: Malaria and additional support devices
Playing 1126 with 1128b exe.BBfanboy wrote: Tue Apr 08, 2025 1:58 pm Not sure which version you are playing - new 1128 or previous?




