How much does CPP increase MP?

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helios123
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Joined: Mon Mar 28, 2022 1:48 pm

How much does CPP increase MP?

Post by helios123 »

The manual states:
The importance of this cannot be overstated. When advancing try to ensure your units retain as many CPP as possible and are in a position to regain as much in the next phase. Overall your units will move faster, especially if there is adequate supply, fuel or trucks.
But how much faster? Does anyone have a rough idea because I don't think the manual gives enough info to quantify this.
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Wiedrock
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Re: How much does CPP increase MP?

Post by Wiedrock »

Living Manual 1.32, p.382 wrote:Determining the Actual Movement Point allowance
The following steps are used by the computer to determine a unit’s MP allowance
during the logistics phase at the start of a turn:
• Start with Maximum MPs (22.1.1);
• Calculate average fatigue of the unit based on the number and fatigue level
of each type of ground element. Reduce the number of MPs by the average
fatigue divided by ten, rounded down;
• Note that the effect of fatigue is cancelled if a unit passes a test comparing
a dice roll to its current level of Combat Preparation Points (23.2.3). In
addition passing this test will remove the need to check for initiative and
administration (as below);

• Check for leader initiative. If all leaders in the chain of command fail the
initiative check, then multiply MPs remaining by 80 percent, rounding down;
• Check for leader admin. If all leaders in chain of command fail the admin
check, then multiply MPs remaining by 80 percent, rounding down. Note
that units that did not move in the previous turn will automatically pass their
next turn’s admin check;
[...]
Living Manual 1.32, p.407f wrote:23.2.3. Effect of Combat Preparation Points
[...]
Note that in addition, CPP can have a substantial effect on the MP of a unit (22.1). If
the unit passes a test comparing CPP to a dice roll (higher the CPP, the greater
chance to pass) then the movement allowance will not be affected by fatigue, or
missed initiative and administration tests. It will still be affected by shortages of fuel,
supply or trucks or having been attacked in the previous turn.

[...]
Bamilus wrote: Mon Apr 12, 2021 12:22 pm Hello,

The manual is great, but to my knowledge there's no single area that summarizes all the effects of fatigue on ground units (I'm excluding air units). So I'm posting a summary here. Please note any corrections or if I missed something. Some of these are redundant but I'm basically paraphrasing from manual.

The tl;dr is: fatigue has a negative impact on MP calculations, by reducing MP by average fatigue level of unit divided by ten (unless you pass a CPP test: die roll of 100 <= CPP), and also negatively impacts CV by 1/3 of fatigue level (as a %. So 100 fatigue = 33% CV reduction). There are other impacts but these two are the biggest.

1. Units take more fatigue moving into enemy hexes versus friendly controlled hexes (administrative movement).
2. Disrupted elements at end of a battle add extra fatigue.
3. CV is reduced by 1/3 of fatigue level
4. Rate of gain for fatigue is influenced by morale and supply level, as well as combat and terrain traversed
5. First winter rules (1 Dec to 31 Mar 42): ground elements can suffer increased fatigue in logistics phase if in blizzard hexes or hexes with snow level of 6 or more. Support elements less likely to take fatigue, infantry elements more likely.
6. Units which miss fatigue rolls can lose morale during logistic phase
7. Commanders impact fatigue rolls via their morale rating.
8. Fatigue negatively impacts unit construction values
9. Support squad elements impact the amount of fatigue added or removed from a unit during a turn (in logistics phase).
10. Support units can gain fatigue, as well.
11. Fatigue impacts MP. In MP calc, average fatigue level of each ground element in a unit is divided by ten. This resulting amount is then deducted from the MP calc. So 60 average fatigue would reduce MP by 6 (60/10). This fatigue MP reduction is canceled, however, if a unit passes a Combat Preparation Points die roll.
12. Isolated units that are low on supplies will suffer additional fatigue in logistics phase.
13. Fatigue impacts amount of retreat attrition taken (when a unit retreats or makes a displacement move).
14. General supplies are used to reduce fatigue in ground elements during logistics phase.
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