Thank Logrus and krmiller for the link, I will check it later.
Thank Logrus for his good job.---
I test as Logrus said and I believe Logrus are right.Logrus Pattern wrote:
I solved another question. The program checks immediately after a loss whether a unit must make a morale check and saves the result. In other words, MC1 happens after each loss and the program saves it. MC2 then happens at the beginning of the next player's turn.
Based on the conclusion, I believe I solve the last question. MC2 causing by others (not defensive fire ) happens only once at the end.Testing is basically firing at a unit as many as we can.
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Definition of MC1 and MC2 wrote:
There are two checks I may call both of them morale check. (Different from the rules. Personal custom, but more clear.)
Morale Check 1 : Determine if the morale check 2 happen?
Random (0-1) Against Loss/(Loss+25)
Or, it can be directly regarded the Loss/(Loss+25) as the probability of Morale Check 2 happening.
Morale Check 2 : Determine disrupted or routed.
Random (1-6) Against the Quality value
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Test 1 Does the fatigue from the firing have an effect on the MC2 at the end immediately?TEST 1 wrote:
Fire at a unit once.
The unit is a 990 men 'A' unit stacking with leaders.
The one shot casued a '339' men loss and Max Fatigue. And it is obviously there are only 1 MC2.
The Quality may be
Have an effect: 6(A)+1(with Leader)-2(Max Fatigue) = 5
Have no effect: 6(A)+1(with Leader) = 7
Reload the file multiple times, the unit may be routed. Conclusion is that the fatigue from the firing have an effect on the MC2 at the end immediately. It may be obvious for most players even without testing, just for preciseness.
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Test 2 If there are multiple MC2, does the Disrupted from the former MC2 have an effect on the later MC2 at the end immediately?Logrus Pattern wrote:
My reasoning: the first morale check, since it is from offensive fire, will disrupt the 'A' unit regardless if it passes or fails. If the program checks again and takes into account the 'A' units disrupted status (its morale is now 5 instead of 6), and if the 'A' unit fails a second check, then it will rout.
(It is obviously no need to discuss Disrupted if there is only single MC2. )
TEST 2 wrote:
Fire at a unit once as many as we can.
The unit is a 990 men 'A' unit stacking with leaders and units in both side.
There were 22 times shot, with an average of 42.7 men, to cause 940 men loss and Max Fatigue.
It can be believed that multiple MC1 fails, which may cause multiple MC2.
Quality may be
Have an effect: 6(A)+1(with Leader)+1(flank)-2(Max Fatigue)-1(Disrupted) = 5
Have no effect: 6(A)+1(with Leader)+1(flank)-2(Max Fatigue) = 6
There is no routed at least in 14 times I tested. If the answer was yes, the probability of routed would be further more than 16.7% because of disrupted and multiple MC2.
It can be believed the 'disrupted having an effect' and 'multiple MC2' CAN NOT be both ture. But 'disrupted having an effect' is meaningless for 'single MC2'. In order words, 'disrupted having an effect' is wrong.
(
If 'single MC2' is ture, 'disrupted having an effect' is meaningless.
If 'multiple MC2' is ture, 'disrupted having an effect' is wrong because of testing results.
'Single MC2' or 'multiple MC2' must be ture.
So, the 'disrupted having an effect' must be meaningless or wrong.
I believe it is a simple inference, but not sure how to express in English. Non-native. I tried my best...
)
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Test 3 Mutiple MC2 or Single MC2?TEST 3 wrote:
Fire at a unit once as many as we can.
The unit is a 990 men 'A' unit.
There were 24 times shot, with an average of 39.6 men, to cause 950 men loss and Max Fatigue.
In fact the unit get High Fatigue fast, we can regard the Qualify directly as: 6(A)-2(Max Fatigue) = 4.
Single MC2: The probability of routed should approach 33.3%.
Multiple MC2: The probability of routed should approach
[Tab]1-(66.7%)^n
n is the times of MC2, it should approach 15 and at least further more 5.
If n = 14, the probability is about 100%.
If n =5, the probability is about 85%.[/Tab]
Result: 3 times routed of 10. It is clear enough.
So, it can be believed there is only single MC2 at the end.
In fact, it may also be like that multiple MC2 is allowed, but no more than 2 times. But I think it is odd and unlikely. 
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SummaryHow do MC1 and MC2 happen?MC1 happens after every loss no matter from defensive fire or others immediately. It can happen more times and is based on every time loss.
If MC1 fails,
MC2 caused by defensive fire happens immediately. It can happen more times for one unit in one turn.
If pass, no effect. If fail, disrupted.
MC2 caused by others happens at the end of the turn and only happens once for one unit.
If pass, disrupted. If fail, routed.
* By the way, it seems no additional effect when a Disrupted unit get another Disrupted result. (So a disrupted unit can wander boldly, with limited punishment to enter 'Disrupted' Terrain or to approach enemy. ) I blieve it should have.
If the new Disrupted caused by defensive fire or terrain, the unit should use up all left movement points and stop moving immediately.
If the new Disrupted caused by others (MC2 at the end), the unit should become routed.
It seems common in boardgames, but maybe JTS rules have different considerations.
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The Same Example:
Casualties: 16 total
1 time in 16 each, MC1: 39.0%
2 times in 8 each, MC1: 42.6%
4 times in 4 each, MC1: 44.8%
8 times in 2 each, MC1: 45.9%
16 times in 1 each, MC1: 46.6%
Casualties: 32 total
1 time in 32 each, MC1: 56.1%
2 times in 16 each, MC1: 62.8%
4 times in 8 each, MC1: 67.1%
8 times in 4 each, MC1: 69.5%
16 times in 2 each, MC1: 70.8%
32 times in 1 each, MC1: 71.4%
* It seems meaningless for over 8 times because it seems unable to stack over 8 combat unit in one stack. Also, you can seldomly have over 4 combat unit in one stack.
** It seems dividing fire to 2 times get the single increase most.
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Tips:Logrus Pattern is right. Because of multiple immediate MC1, firing individually can cause a higher probability of doing MC2. In other words, target may be disrupted more probably. It is basically indifferent or a slight increase (<10%) in most conditions.
Because of single MC2, target won't directly be routed more probably because of individual fire, but may be routed more probably because higher probability of doing MC2. The increase is further lower than the increase of MC1, based on units' quality.
The risk from opportunity fire increasing should not be ignored. But it may be very useful for a great amount of small units in one stack in a safe place, like small long range guns. (eg. 8 batteries of 2 guns stacking together) The more the amount (times of firing) is, the more the Morale Check increase.
No comments on the conditions of Manual Defensive Fire. Double emails...
Personally, I believe it is
a bug unreal that players can get benefit in causing Morale Check from individual fire than intensive fire. It should be revised. I believe heavy loss in volleying in short time should cause panic more easily.
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That's all. The conclusion may still have loopholes and be based on Probability & Statistics. And I still prefer intensive fire, but may try to divide some.
It is a great talk to solve one of my biggest problems about JTS ACW, how the Morale Check (1&2) happened!! I will save these posts permanently. LOL
Your comments are welcome.