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Old October 11th, 2015, 06:21 PM
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Default Re: Replay

Quote:
Originally Posted by Warnevada View Post
I'm not sure I understand what you're saying.

Which is correct:

1) Near misses can cause casualties but they are not noted in the messages.
2) Routed full strength units may disperse.
1) Near misses on soft elements causes suppression, which leads to morale tests, which can fail and so lead to a worse state (pinned, retreat, rout).
Damage (casualties and direct hits that caused no kills) leads to worse suppression, and hence more likelihood of failing morale tests.
The only status message given in the game is for an actual casualty. However, you can hover the mouse over a target element and note its (possible) changed status after shooting at it.

2) Retreating or routed elements which are at or below the dispersal fraction, can disperse on retreating a hex. Usually it happens on the first such hex at end of turn retreat time, but sometimes it happens on a subsequent one.
The worst case for a routed element at its dispersal limits however is a retreat due to a direct hit (whether it is a kill shot or not) that causes a pull-back manoeuvre. Those elements retreating at end turn due to morale have a far better chance of "holding it together" than one that was forced to retire due to enemy fire but even so sometimes they will dissipate.
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