Introduction
With the exception of Fire&Fury, or DBA - style games, most morale tables tend to be muoh of a muchness. Start with a basic factor, add variables and a die roll, and then read the result on a table--somewhere between "incontrolled charge" and :flee in disorder."
The following
mechanism is a variation of this, but
aimed at skirmish games, where it is my
opinion that both the mechanism and the
results table should be somewhat different:
RegimentaI-style rules do not easily transfer
to individuals.
If, having read the ideas you like it then,
it should be, possible, to tack it onto any
existing set of skirmish rules, a mended
where required. The ruIes as they appear
below were originally written for 18-19th- C.
skirmishes involving smugglers, revenue men,
and civilians and should be read bearing this
in mind.
RATIONALE
Whilst functioning as part of a unit the
constraints and influences on a
combatant, are somewhat different to
those that would act upon if left to his own
devices. In the regimental case
the individuals' free will is somewhat
constrained. When outside of a unit the
individual largely has only himself to
account to. However, I say "largely"
because of so called peer group pressure
which means that except when truly out-of
sight of everyone there are few men who can
ignore what people m ay see and thus may
think. So there is also, an attempt to bring this
feature of real life into the rules.
Skirmish wise constraints and risks are
mostly , self imposed, There are rarely
"orders from above" to consider.
In short, most self made calls upon an
individual are for him to do something
requiring more courage (or stupidity?) than
that which he is currently doing or has the,
chance of doing. Failure to answer this "call
to courage" results in the safer option being
chosen.
This failure is simply stated but isn't
always as straightforward as it seems. The
heart of these rules lies in being able to
determine a "safe" and a "dangerous" option
in any situation.
Some examples are depicted in the table.
SAFE
Stay in cover when under fire.
Cower in or make maximum use of
cover. Use a slight wound as a reason
to retire having "done your share."
Continue to retreat, go home etc.
Run somewhere that is (apparently)
safer. Stay put. Help an injured
friend to safety.
And so on.
"DANGEROUS"
Leave cover when under fire.
Lean over or out of cover to fire at enemy.
Bind up or ignore a wound and continue to
participate in the action.
Rally and prepare to rejoin the action.
Receive a charge
Charge the enemy.
Remain in the
action.
FACTORS
+1per incoming shot (umpire's decision as to where "incoming" starts and ends.)
+3per incoming blunderbuss, volley gun or similar worrying shot.
+1grazed or other similar wound or pseudo wound.
+3light wound. (I've done my bit and paid for it.)
+5heavy wound. (What is the inclination to risk more?)
+3 lost a melee. (Lost in the widest sense.)
-2military under direct orders from a leader present
-3pertinent individuals subject to a religious harangue.
+/-2first peer in a group fails or passes. (i.e. the inclination is to do the same)
+/-1per subsequent peer. (i.e. if 5 men fail a test to charge and stay put it's very
likely that you'll join them)
+/-2in cover (the inclination is to stay or retreat. Surely only a fool would go forward?)
+/-1Psychological edge (pirate v civilian for example)
+/-2Friend in sight is hit. (Help him or avoid joining him?
-2 Mounted against foot. (I'm bigger and safer up here)
+3 Foot against mounted. (Look at the size of him!)
If you prefer your tabletop characters, to bob out of cover, and
shoot wildly at every, half glimpse of an enemy--
then read no further. This mechanism ensures that
survival is paramount.
Sensible people stay safely in cove firing at
long range at targets that they can't hit and, in
any case didn"t want to antagonise.
THE RULES
(With apologies to overdseas readers who may not be conversant with "bottle" as a colloquialism for nerve).
Each character has a "bottle" (or a
morale/nerve rating - if, you insist) of
between 0 and 5. Look upon these as:
0 A psychopath or religious fanatic.
1 Idealists or those with a cause.,
2 A well trained military type one else
to, whom danger is an accepted part of
life to a degree.
3 Braver civilians and most other
military types.
4 Normal civilians.
Wary.
5 Self preservationist.
When a morale check is required determine the "safe" and "dangerous" options.
Add the character's basic bottle to the factors on the table overleaf and roll a 10
sided die. If the roll is higher than the calculated total thecharacter takes the
"dangerous", option. If equal or lower then the "safe" option is chosen.
If a group of characters all need to test, then the leader tests first. If there is
no formally nominated leader (an officer, mayor,etc.) then start with the "toughest" man present, (Lowest: "bottle" the natural fighter as psychologists would say). The explanation by the factors has been expanded, beyond, that which is required in a rule sheet but I hope you get the rationale.
As with most morale rules, players quickly learn to roll a die and look at a situation deciding the result. The table will only be used in the early days or when the result is likely to be borderline.
WHEN TO USE "BOTTLE"
It can be argued that a test be taken before any remotely aggressive move, but this bogs a
game down. Limit tests to x per side per move (in: situations as nominated by the other side) or only to Characters "where it matters" and let the umpire decide.
Results
Using these morale, rules you should, find that, skirmishes have results closer to historical results. There will be a lot of running around, shouting and shooting. When the dust dies down, there will be very, few people dead, a few lightly wounded and, lots, in the, pub telling tales of bravery and derring-do.
SCENARIO
There isn't one! If the editor decides that this Would be either welcome or help clarify this mechanism then this will appear in a later "Battlefields".
[Get Writing, Derek, you know better than to volunteer, surely! This article has decided me to institute a new feature of which this is the first: "Off the Wall` --where contributors look at gaming in an unusual or novel way; sort of a first-cousin to Wargaming Forum. We're not necessarily looking to start a discussion but give you something to think about - Ed.]
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