Leader Stats Summary
Posted: Wed Jan 17, 2024 10:07 am
Dear all,
I took a deep dive into the manual to understand and summarize which parts of the game are influenced by leaders stats. In brackets you can find the corresponding section of the manual to easily find the sources of information.
I hope this helps newer and experienced players as well.
This is my conclusion about what the values influence:
Political
costs to replace a leader (4.13.1., 15.3.1.)
probability of promotion/dismissal/execution (4.13.1, 4.13.2., 15.3.1.)
Morale
Movement (4.8.1.)
Resupply (4.10.13.)
retreat morale losses (12.1., 23.10.4.)
fatigue morale losses (12.1.)
CV in battles (15.3.1, 23.8.5.?)
win/loss credits for leaders after battles (15.3.1., 15.7.)
morale gains for a unit after a won battle (23.12.4.)
rallying of units after a rout (23.12.5.)
Initiative
MPs a unit will have during the turn (4.13.1.)
Ability of ground elements to fire and hit during combat (4.13.1.)
Ability of units in reserve status to commit to a battle (4.13.1.),
Probability to turn a hasty attack into scouting (4.13.1., 15.3.3., 23.4.2.)
Reserve activations (23.7.1.)
Determines which ground elements will be able to fire (23.8.1.)
Admin
Movement (4.8.1.)
MPs a unit will have during its turn (4.13.1.),
Checking for repair of damaged aircraft and ground elements and determining wastage and resupply (4.13.1, 15.3.4.).
Admin checks are also affected by the actual number of support squad (21.2.2.) ground elements in the leader’s HQ (4.13.1.)
Fort level construction (20.2)
Support units construction values (20.2.2.)
Supplies drawn (25.1.3.)
Mech/Inf
Overall combat value (4.13.1, 15.3.5.)
Ability of the ground elements in the units under their command to be able to fire and to hit opposing ground elements (4.13.1.)
Might halve/double CV of a combat unit in battles (23.8.5.)
Range from attached HQs
Leader checks except morale (15.5.4.)
Reserve commitment (23.7.3., 23.7.4.)
Rallying of units after a rout (23.12.5.)
I took a deep dive into the manual to understand and summarize which parts of the game are influenced by leaders stats. In brackets you can find the corresponding section of the manual to easily find the sources of information.
I hope this helps newer and experienced players as well.
This is my conclusion about what the values influence:
Political
costs to replace a leader (4.13.1., 15.3.1.)
probability of promotion/dismissal/execution (4.13.1, 4.13.2., 15.3.1.)
Morale
Movement (4.8.1.)
Resupply (4.10.13.)
retreat morale losses (12.1., 23.10.4.)
fatigue morale losses (12.1.)
CV in battles (15.3.1, 23.8.5.?)
win/loss credits for leaders after battles (15.3.1., 15.7.)
morale gains for a unit after a won battle (23.12.4.)
rallying of units after a rout (23.12.5.)
Initiative
MPs a unit will have during the turn (4.13.1.)
Ability of ground elements to fire and hit during combat (4.13.1.)
Ability of units in reserve status to commit to a battle (4.13.1.),
Probability to turn a hasty attack into scouting (4.13.1., 15.3.3., 23.4.2.)
Reserve activations (23.7.1.)
Determines which ground elements will be able to fire (23.8.1.)
Admin
Movement (4.8.1.)
MPs a unit will have during its turn (4.13.1.),
Checking for repair of damaged aircraft and ground elements and determining wastage and resupply (4.13.1, 15.3.4.).
Admin checks are also affected by the actual number of support squad (21.2.2.) ground elements in the leader’s HQ (4.13.1.)
Fort level construction (20.2)
Support units construction values (20.2.2.)
Supplies drawn (25.1.3.)
Mech/Inf
Overall combat value (4.13.1, 15.3.5.)
Ability of the ground elements in the units under their command to be able to fire and to hit opposing ground elements (4.13.1.)
Might halve/double CV of a combat unit in battles (23.8.5.)
Range from attached HQs
Leader checks except morale (15.5.4.)
Reserve commitment (23.7.3., 23.7.4.)
Rallying of units after a rout (23.12.5.)