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 Post subject: Morale Rules
PostPosted: Wed Sep 02, 2009 3:09 pm 
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In Ex illis, Morale works in layers; it’s not simply about fleeing or not... your morale can go from Basic to confident or overconfident if it goes well; or shaky and then routing if it goes wrong. Things to know about morale in Ex illis:

:arrow: Morale is a value calculated over time. When it drops, it does so instantly, but if it receives a boost, it increases progressively.

:arrow: Morale is affected by a lot of factors. We call these factors morale modifiers. The most important one comes from the chain of command (Leadership morale modifier), then, there’s the outnumbering factor in close combat (Intimidation morale modifier) and all other kinds of factors that we blend into generic ones (Special morale modifiers). Casualties fall in this category and are calculated each time a unit loses miniatures.

:arrow: Flanking or rear attack boosts the charging unit's intimidation stat (as well as lowering flanked/reared units' chances to defend themselves).

:arrow: Some units have skills which can give morale boosts or penalties (those falls into the special morale modifiers category).

:arrow: As soon as a unit falls into Fleeing morale state, its turn is hijacked so that the unit flees right away. Its Action Points are then accordingly reset.

:arrow: Shaky morale state lowers the unit’s accuracy by 20%.

:arrow: Confident morale state raises the unit’s accuracy by 20%.

:arrow: Overconfident morale state lowers the unit’s luck by 5% because they let their guard down (lucks and bad lucks are yet to be activated).

:arrow: When morale becomes negative, the unit flees to a friend closest to the board edge or simply closest to the board edge if there are no friend in move range. Eventually, if located on an edge, the unit will simply leave the battle (highly subject to change).

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 Post subject: Re: Morale Rules
PostPosted: Wed Sep 02, 2009 3:30 pm 
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Excellent article. I'm sure there will be plenty of questions over time.

Can we get this Stickyed to the top of the forum for future referral?

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 Post subject: Re: Morale Rules
PostPosted: Wed Sep 02, 2009 3:44 pm 
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Nop. ;)

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 Post subject: Re: Morale Rules
PostPosted: Wed Sep 02, 2009 3:50 pm 
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Thank you so much!

Hopefully the Terrain thread will be up and Stuck as well! ;)

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 Post subject: Re: Morale Rules
PostPosted: Tue Mar 30, 2010 9:45 pm 
Bleeding Edge Knight
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I had a situation in the game where I won the fight and the enemy units fled, I was supported by any other unit, and the following turn my unit fled , there was no other enemies in adjacent tiles,they were not under attack .

so what happend?

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 Post subject: Re: Morale Rules
PostPosted: Tue Mar 30, 2010 10:23 pm 
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I remember that. Both units fled the same tile one after the other leaving the zone empty. Now that was funny.

I think that was just lucifer's cheat codes :lol:

Speaking of morale. How can I regroup a shaky unit? I have attempted to move confident units into the same zone as the shaky one, but there was no effect. Is there a way to rally a shaky unit?

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 Post subject: Re: Morale Rules
PostPosted: Wed Mar 31, 2010 1:33 am 
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we need a hero with the horn of Boramer

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 Post subject: Re: Morale Rules
PostPosted: Sat Apr 03, 2010 10:24 am 

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Has the idea of bannars been thrown around yet if so - sorry.


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 Post subject: Re: Morale Rules
PostPosted: Mon Apr 05, 2010 10:03 am 
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Not sure what your question is. Do you mean the idea that banners will provide special powers or abilities?

If so, this has not been discussed, as far as I know. What are your ideas?

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 Post subject: Re: Morale Rules
PostPosted: Fri Apr 09, 2010 10:40 am 

Joined: Wed Apr 07, 2010 12:40 pm
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Banners were Rally points for warriors to Regroup on, and fight on.

So a Banner could help decrease Morale loss, and if broken help regroup the unit.

Also the Banner could be lost extra points for the capturing unit, less awarded to the loser.

As for Abilities, if kept non Magical
Differing % of Morale Loss

Adding in Magical Effects
% Defense vs Missiles
% Defense vs Magic
% Reduction in Fatigue
% Chance of Stealth (Can only be attacked by adjacent units if roll is under %)
First time unit attacks it gets a increase in weapon Speed
" " Damage

Banner of Illusion
This Banner causes 25 Squares to be filled with Phantom warriors, all shooting at the Tile this Banner is in, has an equal chance to hit an illusion.

If say there were two uints of 10 and the banner, then there would be 20 real and 25 Illusions, giving just over 50% chance that a shot would hit an Illusion.

If there were 75 real folks and 25 Illusion the chance drops to 25%.
Affects Missile and Ranged Attacks only.

And so on.


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 Post subject: Re: Morale Rules
PostPosted: Fri Apr 09, 2010 5:25 pm 
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If there was a banner model for each unit you could buy an as they level up they have more and more options for banner bonuses . Then when you play the first turn the unit comes up with the banner model you pick which banner you will use throughout the game . or perhaps it could be done in the muster page .

Then if they had a tree I would be motivated to buy several models for each army so I could have more defensive or offensive banner bonuses.

I know plastic is always my choose for models but casting in metal is so much cheaper for the molds. Is there 3d printers that can make a master piece good enough to make a master for molding ? So Bastion can release more models per cost?

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 Post subject: Re: Morale Rules
PostPosted: Mon Apr 12, 2010 2:49 pm 

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no banners, please....

I hate it for a guy to not have anything other to defend himself but a flag.

I do not like banners - not with a dwarf, not with a horse,
not on a hill, or if their still.
i would not could not with a bow, or with villiens who have a hoe,
I do not like them on a plain, i do not like them in the rain.
i do not like them Sam I Am, i do not like that banner-man.

(sorry - went to see Seussical the other night.)

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 Post subject: Re: Morale Rules
PostPosted: Mon Apr 12, 2010 8:36 pm 
Bleeding Edge Knight
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I'm of two minds.

I like the idea of using banners to help you rally etc,

I don't like that magical banners and such remind me of WHFB (warhammer)

I would say if bastion could put an original spin on banners than i'm all for it.

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 Post subject: Re: Morale Rules
PostPosted: Fri Apr 16, 2010 4:54 pm 
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Regarding the 3d printer, I'm currently in the process of setting up a company here that will do just that. The printer can do one of a kind models and larger production runs while printing in full color. Terrain elements are also a possibility. Drop me a line or we can spin off a new thread to get some ideas going.

Bryan

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 Post subject: Re: Morale Rules
PostPosted: Sun May 30, 2010 11:47 am 

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This question seems to apply here...we had a game yesterday and my Vileins/peasants were involved in a fight and lost their morale and ran, but instead of runnng toward my side of the table they ran towards the enemies. I thought they always ran towards your deployment zone, any reason you can think this occurred?
Just so you know the fight to place in my second row, far left side. They ran towards the middle when my first row, left box was completely empty. But to where they ran, they had my enemies heavy calvary and light right next to them, third row, second column. Yes, he did send the horsemen in to completely wipe them out. No surprise there.

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 Post subject: Re: Morale Rules
PostPosted: Sun May 30, 2010 11:57 am 
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had that problem too. how is calculated where do you flee? sometimes even if a unit can flee out of the table it flees elsewhere

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 Post subject: Re: Morale Rules
PostPosted: Sun May 30, 2010 4:28 pm 
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It seems so far that units choose the closest board edge to run toward. Running into a friendly units zone if possible. But not at the expense of getting out of there faster.

I've never seen a unit on the edge of the board run toward the middle.

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 Post subject: Re: Morale Rules
PostPosted: Tue Jun 01, 2010 1:45 pm 
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Agreed, it looks like they run away from the bulk of the enemy forces. I have never seen a unit run into or towards a large enemy force.

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 Post subject: Re: Morale Rules
PostPosted: Sat Oct 02, 2010 12:36 am 
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Question:

If your general dies, do units who do not get along with the general's faction still receive a morale penalty? In other words, if the general had a net negative effect on a unit's morale, would the general's death still be a demoralizing event for that unit?

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 Post subject: Re: Morale Rules
PostPosted: Sat Oct 02, 2010 3:23 am 
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Yes I believe so

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 Post subject: Re: Morale Rules
PostPosted: Sat Oct 02, 2010 8:03 am 
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brilder wrote:
Question:

If your general dies, do units who do not get along with the general's faction still receive a morale penalty? In other words, if the general had a net negative effect on a unit's morale, would the general's death still be a demoralizing event for that unit?


I don't think so. In an extreme case, I had some fleeing longbowm rally when william wallace the general died.

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 Post subject: Re: Morale Rules
PostPosted: Sun Oct 03, 2010 4:26 am 
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i think i have read somewher (but i' donit find now where) that a general dying modify moral of the army by 2x the bonus that he give when alive.

So i think that if a general lower moral and dying, some troops could be happy and raise thier moral.

Of course, for the rest and the majority of the army, it was a bad thing and lose moral

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 Post subject: Re: Morale Rules
PostPosted: Sun Oct 03, 2010 7:07 pm 
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Location: Vaucluse (France Sud-Est)
i saw a strange case about retreat path with 1.110 version

on my right flank (A4 box) there was bowmen+decurion under attack by billmen+decurion

my hobilar charged with flank attack and disposed off some billmen

then it was his turn...
my decurion died (lucky strike) as bowmen and hobilar were taking some more loss
=> the two units ran, as you guessed

but not outside the map...

they ran tooward the center where my last good-ordered units and the marenne
where crawling towards the "E" line accross a "fire basket"

at least, a few turns latter, my center vanished under heavy fire
and the two fleeing units reached the top left corner around E1-E2

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 Post subject: Re: Morale Rules
PostPosted: Tue Oct 05, 2010 3:19 pm 
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This thread is outdated, please refer on the wiki for the actual morale modifier of the defeated general:

http://www.ex-illis.com/wikien/Morale#Morale_Modifiers

The Leadership disappear, and then a negative morale modifier is applied for the death of the hero / general.

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