Experience and morale | Terrain, morale and maneuvering Wargame: AB Guide
Last update: 11 May 2016
Each unit (if lives long enough) learns on the battlefield. It reflects in experience levels of soldiers. Staying under fire or, in general, taking part in fight increases unit's experience. In practice it affects unit's statistics like accuracy, rate of fire and, what is more important, keeping a cold blood in risky situations (better morale regeneration, read more below).
Accuracy growth for particular level of experience may be presented in the following way:
Rookie - none
Trained - 10%
Hardened - 26%
Veteran - 36%
Elite - 60%
The game calculates also influence of battlefield stress on particular soldiers. Left under fire, seeing the dying friends, nearby fire or usage of scary weapon decreases the morale. Those factors cause different emotional states which affect accuracy and firerate as following:
Calm - no changes
Worried - 33% longer reloading
Shaken - twice longer reloading, 36% lesser accuracy.
Panicked - four time longer reloading, 50% lesser accuracy.
Some types of weapons (quickly firing cannons, napalm, rockets) can easily stun or even force the troop to run away. Stunned troops can't receive orders for several precious seconds. Escape makes the panicked troops not only ignore player's orders, but they also try to find their own solution to the problem (what, in general, ends up in getting killed). Skilled stunning enemies let you eliminate theoretically more powerful but inexperienced troops. The higher nailing factor, the faster it make the enemy morale goes down.
What is more, every unit may suffer from additional, critical effects like optics failure and others.
Being under fire or decrease of the morale cause that unit can't use a repair or ammo resupply fir 40 seconds.
In the campaign, access to experienced units is limited by leveling up only on the battlefield. When you make your own deck, you can put in your more experienced units at once. The limitation is a mechanic which makes experience level dependant on the number of people in the troop. If instead of troop of "Trained" you choose a squad of "Elite", your troop will be smaller. So, you can choose a squad of American Riflemen who has 20 sections of "Trained" or the same one, but "Veteran" which has only 12 sections. What is more, some troops may not be chosen under the particular experience level (e.g. Delta Force only Veteran or Elite). Also the choice of bonus while creating your deck increases the basic experience (when you make a particular type of a deck). So the whole trick lies in a proper set up of your forces to ensure both high effectiveness and a lot of people (the more soldiers, the better firepower). You have to also remember about the kind of tasks for the particular type of army. Infantry troop may be larger and less experienced if they are only about to secure e.g. a crossroads where your supplies will be moving at your backs. On the other hand, assault troops should be more experienced. And you have to always avoid totally untrained troops because they lose morale very quickly and are more susceptible for negative effects.
Independently on the bonuses for fire rate from experience, some types of infantry (recon) got an additional bonus to this statistics.
+50% bonus to fire rate in comparison to the regular infantry.
- FR RIMa, Commando-Para
- URSS VDV, Morskaya Pehota
- US Marines, Rangers
- CAN Vandoo, Pathfinders
- UK Green Jacket, Paratroopers
- RFA Panzergrenadier
- RDA Mot.-Schützen, Kommando-Aufklärer
- TCH Vysadkaru, Pruzkumnici
- POL Blue Berets, Parachutists, Assault Sappers
- NOR Stormer
- SWE Fallskarmjagare
- DAN Livgardere, Gardehussare
+100% bonus to fire rate in comparison to the regular infantry.
- US Delta
- FR Légion
- UK SAS, Royal Marines Commando
- DAN Jaeger
- URSS Spetsnaz, Spetsnaz VMF
- RFA Fernspäher
- SWE Kustjägare
- TCH Specialni Jednotky
- RDA FJB-40
- NOR Marinejegeer
You have to also remember that experience has no influence on equipment changes or upgrading, for example, an armor and maximum range. So both rookie and veteran will fire from RPG 7 on a distance of 525 meters.