Suggested readiness and morale levels

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vettim89
Posts: 3668
Joined: Fri Jul 13, 2007 11:38 pm
Location: Toledo, Ohio

Suggested readiness and morale levels

Post by vettim89 »

When designing a scenario what are some basics as far as initial readiness and morale values. I realize that this is a highly variable equation that takes into account previous combat losses, rest, environment, etc.

My question is what is "optimal" morale and readiness? For example a unit entering battle for the first time say at the opening of a campaign or as a newly arrived reinforcement. Should readiness ever be 100%? What about morale? Would it be proper to integrate some sort of national max morale and readiness? I suspect a conscripted WP rifleman on his best day is not nearly as motivated as a West German Panzergrenadier deployed near his Aunt Helga's farm.

In the scenario I am currently working on I have a Squadron of the 11th ACR in its prewar positions waiting the arrival of the 27th Guards MRD. In my mind the Cav would not be at max readiness and morale as they would likely have been on line for at least several days if not weeks. How much should it be dropped?

Now take the Soviets. They will be entering the battle after a night march possibly under harassment by NATO air and artillery. So I figure they are going to be in a little bit worse of a state than their counterparts.

Just looking for rules of thumb here so as to understand how the game engine looks at such things.
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IronMikeGolf
Posts: 1077
Joined: Fri Mar 19, 2010 7:53 pm

RE: Suggested readiness and morale levels

Post by IronMikeGolf »

If you are simulating a unit that has been in combat for several days, you are in the realm of crafting a story. There is little "reality" to go on, as it would depend on the outcomes of previous engagements on the operational tempo of the unit. And that of sister units, since supporting maintenance organizations have only so many man hours per day to repair damaged items.

You also need to think about whether you are trying to answer a hypothetical question or making a fun scenario to play. Readiness is one aspect you can tweak to achieve play balance for the latter.

Having said that, keep the following in mind: a 75% or higher rating (across the board - Readiness, Ammo, and strength) would be considered a Green status (capable of accomplishing mission). 50-74% would be Amber (can accomplish mission with some difficulty), 25-54% Red (at significant risk to not accomplish mission), and less than 25% is Black (combat ineffective).

I'd start at 6 or 7 and go from there.
Jeff
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