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yamato2cz

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morale is affecting how fast UNIT regains ORG.

ORG is practicaly "second health bar" influencing how long can unit stay in battle,
or atleast i hope so?

also, is there something, exept armor, defensiveness and.. attackness. that blocks/slows down both casualties and org lose?
 

fredgiblet

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Org is more like ablative armor. Strength is the actual health of the unit as measured by warm bodies. Org is their will to fight. Once the will to fight is broken the unit retreats. For land units unless they're surrounded or overrun it's uncommon for them to actually DIE in a fight.

Morale doctrine upgrades should reduce org loss, or more accurately increase it's regeneration, unless I'm mistaken.
 

marxianTJ

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Basically you want to think of ORG as stamina and STR as health - like some RPGs handle it. You use your org to fight mostly, but sometimes you're dealt an especially heavy blow that hurts your actual health. It's fairly rare for units that are being reinforced to actually lose all of their STR unless they're surrounded.

There are a few ways to reduce manpower losses (str damage).

1. Piercing (TFH). If any brigade in your division has some degree of piercing advantage over whatever it is fighting your troops will take SIGNIFICANTLY fewer losses.
2. Terrain bonuses and forts (certain terrain heavily favor the defender and inflict heavier damage on attackers - and sometimes this varies by brigade type).
3. Air attack - air attacks can inflict *heavy* STR damage on units so it's best to make sure you have *some* sort of way to clear the sky.
4. Terrain types and attrition - certain terrain types will actually cause your units to die because of how inhospitable they are.
 

yamato2cz

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Basically you want to think of ORG as stamina and STR as health - like some RPGs handle it. You use your org to fight mostly, but sometimes you're dealt an especially heavy blow that hurts your actual health. It's fairly rare for units that are being reinforced to actually lose all of their STR unless they're surrounded.

There are a few ways to reduce manpower losses (str damage).

1. Piercing (TFH). If any brigade in your division has some degree of piercing advantage over whatever it is fighting your troops will take SIGNIFICANTLY fewer losses.
2. Terrain bonuses and forts (certain terrain heavily favor the defender and inflict heavier damage on attackers - and sometimes this varies by brigade type).
3. Air attack - air attacks can inflict *heavy* STR damage on units so it's best to make sure you have *some* sort of way to clear the sky.
4. Terrain types and attrition - certain terrain types will actually cause your units to die because of how inhospitable they are.
on the other note. how combat events work? are they tied directly to leaders? or will units without leaders use some more advanced tactics? like blitz, backhand blow and other stuff.
 

Kovax

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Higher ORG will obviously take longer to deplete. Units with extremely low ORG, like Nationalist China's troops against the Japanese (primarily due to an extremely low Officer Ratio), will quickly run out of ORG and retreat. Units like Germany's, with high ORG initially, and additional ORG bonuses due to officers and other effects, will hang in there far longer despite heavy incoming fire. A high Officer Ratio (above 100%, and ideally 140%, beyond which it makes no further difference) is extremely important. Note that ORG regeneration is percentage based, so a high maximum ORG will regenerate points more quickly than a low ratio with the same Morale.

The odds of selecting a combat event are based on the skills (and traits) of the commander in charge of the battle, compared to those of the opponent. If you've got no commander, that obviously places you at a severe disadvantage against any unit with a commander in selecting combat events.
 

yamato2cz

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Higher ORG will obviously take longer to deplete. Units with extremely low ORG, like Nationalist China's troops against the Japanese (primarily due to an extremely low Officer Ratio), will quickly run out of ORG and retreat. Units like Germany's, with high ORG initially, and additional ORG bonuses due to officers and other effects, will hang in there far longer despite heavy incoming fire. A high Officer Ratio (above 100%, and ideally 140%, beyond which it makes no further difference) is extremely important. Note that ORG regeneration is percentage based, so a high maximum ORG will regenerate points more quickly than a low ratio with the same Morale.

The odds of selecting a combat event are based on the skills (and traits) of the commander in charge of the battle, compared to those of the opponent. If you've got no commander, that obviously places you at a severe disadvantage against any unit with a commander in selecting combat events.
what if, hypotheticaly speaking, no commanders were present? like, at all. in whole game?
 

yamato2cz

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ha, time to try stuff! most unlikeable thing i can do in hoi3. might as well try to find out if anyone dies from age while i!m at it. that would be nice. but i doubt it.
 

Riktol

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Org regain is also dependant on the Infrastructure level of the province it is sitting in.
If your units have just finished an attack and are low on org, reinforce the province with fresh troops and move the tired ones back to a province with higher Infrastructure. They will be ready to fight again faster that way.
I found this useful in the China/Japan boarder, in Europe or other places where infrastructure is high I don't think it would be as useful because infrastructure won't degrade as much.
 

marxianTJ

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Yeah it's one of the major pitfalls of *really* intense warfare that you'll basically moonscape some tiles and cause whichever forces eventually occupy them to become completely devoid of supplies and will never be able to regain ORG until the provinces repairs - you see it a *lot* in Manchuria - but can happen elsewhere after particularly pitched battles or if you or the AI utilizes logistical strikes.
 

Pugmak

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Straight up battle stats (offense, pen, attack, def, hardness etc) also affect Org in that the faster you can stomp your enemy in a battle, the more org you have at the end of a battle, the more battles you can run through before you have to stop to re-org. This is especially important in "blitz" units.

If blitzing divisions can not quickly beat their opposition, then the entire blitz offense has a potential to grind to a halt and in worst cases, get pinched off and surrounded.
 

Gnorf

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1. Piercing (TFH). If any brigade in your division has some degree of piercing advantage over whatever it is fighting your troops will take SIGNIFICANTLY fewer losses.

Isn't it if you have a higher armour value than their piercing value? I don't think two groups of INF with no armour would get the bonus just because of one of the divisions having some AT attached.
 

Kovax

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If a unit can't pierce an opponent's armor, I believe it takes double ORG damage. Since all "line" brigades have at least some minimal Piercing value, they automatically pierce any other unit without armor, such as INF. If there is no "line" brigade present, the unit can't fight anyway.