Snakes & EDNA's

Part II

by Craig Martelle

Mr Hannam continues to explore the slippery subject of morale on the tabletop

Part I

Ok, so we are agreed from Gauntlet No.12 that many morale systems are artificial. But what do we replace them with ?

The Snakes & EDNA`S Morale Grid(a) overleaf is an example of what I propose for representing morale as being fluid and in a constant state of flux. The headings are purely generic to give you a working idea of what I`m trying to achieve, whilst perhaps giving you the opportunity to experiment by integrating the system into your current favourite commercial or personal rules.

I must confess that where to locate the 'snakes' and 'ladders', to represent those sudden surges or falls in morale, taxed me to the limit. I simply could not justify exactly where they should go. So I`ve opted for using good old EDNA in their place. Every Critical Success is a climb, and Critical Failure becomes a fall. Of course you may enjoy the complete anarchism of simply using a bog standard 'Snakes & Ladders' game board 'borrowed' from your kids.

But where do my units start on the grid ? Well theese are my thoughts . . all units begin the game in good order unless the scenario demands otherwise. Militia 'D' class types would begin in the middle of the lower row marked 'STEADY', trained units, you`re bog standard 'C' class, would begin in the upper 'STEADY' row, whilst 'A'`s in the middle and 'B'`s at the start of the row marked 'FIRM'. I`m sure you get the idea.

Why don`t you give it a try, whether it`s a few figures fighting in the Angolan bush or Napoleonic Corps rampaging through Prussia. Of course, change the number of rows, and their effect to suit yourself, but please, please let us know how you get on, or any thoughts you have on the subject for the pages of The Gauntlet.

The best way to use the grid during a game is to photocopy it and stick it to a sheet of expanded polystyrene. By using pins for each unit or command (flags stuck to pins can be fun for a demonstration game), paperwork is kept to a minimum.

Don`t forget that you don`t have to have the same Morale Grids for both forces. I have experimented successfully using a separate grid for each soldier in a Vietnam skirmish game, which I will present with rules next issue.

Snakes & EDNA`s Morale Grid (a): The arrows show the direction of movement. Remember that due to fluctuation in morale brought about by EDNA results, a unit may move against the flow indicated on the chart. Positive results move forward towards the top (star) and negative backwards towards the bottom (plus sign).

Die RollResultAction
< or = to EDNASuccessMove forwards along track a number of spaces equal to die roll
< or = to EDNA
and double
Critical SuccessMove directly up one row, then along track a number of squares equal to die roll.
> or = to EDNAFailureMove backwards along the track number of spaces = to die score.
> or = to EDNA & DoubleCritical FailureMove directly down one row and then backwards number spaces = die roll. Reduce EDNA by 1.
Double 6 (1,1)CollapseMove directly down two rows. Reduce EDNA by 2


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