There is a translation problem I think. From the other thread you said: "The usually musket fire value of 5 is too low for this as even a 1000 men line only does about 70,31 casualties on an equally sized attacking column and that leads to a morals check only in 41,28% of the cases. That means out of 10 attacking battalions only about 4 would do a moral check at all and with the usual base moral value of C only 1(1,33) out those 4 would fail their moral checks and become disordered." The "morale check" loss/(loss+base) is the switch for automatic disorder. The following resolution is the rout test I was referring to. So, in this case the program reads a threat value disorder switch the same way it would for having failed the combat morale test. Thus you are always disordered after failing the [0, 1] rand value. Then quizzically the manual also calls the rout test I refer to as a "morale check". Ignore the poorly written manual and think about the concept from experience is the best advice I can offer. This second 'morale check' with a [0, 5] rand is probably done with a +1 modifier. I think I may have read this from another series of the game. To also further confuse the issue these checks are probably done from seed results generated at the beginning of the turn. That is why similar values like remote opportunity fire triggering on the player's moving units will occur in pairings. The program quickly generates a seed list of test results and those results are so poorly timed by our high powered processors (compared to the old prog's architecture) they fall into close value sequential ranges during generation. The player's attack resolutions are the only random values which are generated per function call I believe.
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