ORIGINAL: SGT Rice
Unit quality could be made a function of unit history - not the 100 point scales for readiness, morale, fatigue, etc. seen in many games - but a simple, logical progression like: 6-4 black print => 7-4 white print => 8-4 white print as your German infantry succeeds in battles in Poland, France & the Balkans. Another method to accumulate unit quality would be to leave a unit on the spiral for extra "training cycles". This would be especially nice for modeling air unit quality; instead of the stock 6 month production cycle for pilots, players could elect to leave them on the spiral for a second or third training cycle. In 1944/45 the US was deploying new pilots with 18 months flight training vs 6 months for their Axis adversaries; the results spoke for themselves.
I had written a house rule about "experience levels", that I keep ready for MWiF 2 [:D].
Basicaly it is :
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There are 4 Crew Experience levels. The experience level changes during the production step. All units setup at the beginning of the scenarios begin the game at the Normal Experience level :
For the Air Force
Green : Planes are -1 to all factors except range (minimum 1, except for air to air factor whose minimum is 0) on the first turn on the map, until after the first combats (air to air combat or air mission other than rebase or CAP & escort).
Normal : Factors go back to normal the turn after their first involvement in a combat (air to air combat or air mission other than rebase or CAP & escort that produces no combat).
Veteran : Factors are +1 on all factors except range after 5 more involvements in combats (air to air combat or air mission other than rebase or CAP & escort).
Crack : Factors are +2 on all factors except range (maximum double initial factor - or only +1 but roll twice and take the best) after 20 total involvements in combats (air to air combat or air mission other than rebase or CAP & escort).
Crew experience affects the pilot, not the aircraft counter, and goes back 1 level after the plane goes back to the reserve pool, or the plane is shot down in combat.
Example : A Veteran crew would go back to Normal, a Normal to Green, a Crack to Veteran, etc... A Green would stay Green.
For the Navy
Green : Factors are -20% on all factors except defense factor, range, movement & carrier class (minimum 1) on the first turn on the map, until after the shakedown cruise.
Normal : Factors go back to normal the turn after the shakedown cruise. The shakedown cruise is the first naval movement that ends in a sea box section, where the ship returns to base at the return to base step. Movements from port to port would not count as the shakedown cruise. Movement at sea that do not stay at sea until the end of the turn would not count neither.
Veteran : Factors are +20% on all factors except defense factor, range, movement & carrier class after 5 combats in which the ship was involved.
Crack : Factors are +40% on all factors except defense factor, range, movement & carrier class (maximum double initial factors) after 20 combats in which the ship was involved.
Crew experience goes back to Green status after the ship is bottomed. Crew experience goes back 1 level in case of damaged ship.
Example : A Veteran crew would go back to Normal, a Normal to Green, a Crack to Veteran, etc...
For the Army
MAR & PARA and White Print units would begin at the normal status.
DIV sized units and GBA are not affected by this rule.
Green : Combat Factor is -20% (minimum 1) on the first turn on the map, until after the meeting with the enemy.
Normal : Factors go back to normal after the meeting with the enemy. The meeting with the enemy is the first time when the unit finishes the turn in an enemy ZoC.
Veteran : Combat Factor is +20% after 5 combats in which the unit was involved.
Crack : Combat Factor is +40% (maximum double initial factors) (and maybe gain white print status) after 20 combats in which the unit was involved.
Crew experience goes back 1 level after the unit is shattered (or Breakthrough'ed).
Example : A Veteran crew would go back to Normal, a Normal to Green, a Crack to Veteran, etc...
Variant
As a variant, only combat that achieves something allow experience to increase.
Experience acquired through training
Only combat can allow units to reach the Veteran or Crack levels of experience.
Choice A
Units built normally enter the map at the Normal level of Crew Experience.
Units built in 1 turn less duration enter the map at the Green level of Crew Experience.
Choice B
Units built normally enter the map at the Green level of Crew Experience (except MAR & PARA).
Units can enter the map at the Normal level of Crew Experience if 1 extra turn of building time is spent.
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Another system, that I read about, written by Hubert (
IA211@yahoo.fr), a fellow French player from the French WiF Discussion list.
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A solution with "veteran" markers.
Each time you destroy one enemy unit, in air, overrun, land, naval, etc... action, you increase your veteran marker of 1 (Use the pilot track).
At 10, 25, 50 you get a veteran marker in your force pool. It cost 3 BP to build. (Use the pilot track). Lost veteran markers only return in the force pool if the veteran level is high enough. When you reach 50, you stay at 50.
This represents a particular effort made to group the veteran on a special unit to improve its effectiveness, but at a cost. It can also represent special training done by such veteran.
You put this marker on a relevant land, air, or naval unit. The veteran marker can only move to a unit of same type once first placed. The move must be done during the final return to base, and the veteran marker must be in supply.
If the airplane or pilot with the veteran marker is shot down, the land unit destroyed, or the ship destroyed, you loose the veteran marker and 10 points on your veteran track.
A veteran unit can be used in two ways (only one veteran can be used in a given combat step) :
1. It can add or lower any roll of 1 (Like intell, use the same rules).
2. You can sacrifice them, (costing you 10 veteran point), to reroll one time. It can be used only 1 time per combat even if the combat has several rounds and several veterans are presents.
This way you have a nice feature for most part already tested under the Intell rule, and you only have 4 counters per country (3 veteran and a track marker), i.e. 28 counters.
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