by Mike Colleran
A. When To Check Morale: 1. Immediately before an assault, both the attacker and defender, must check morale. 2. After any fire attack in which "a unit suffers, any percentage loss, that unit must check morale, even if no strength point is lost. 3. All units remaining in a hex must check if a friendly unit is killed. 4. When a routed unit enters the same hex as a friendly unit in road formation, the latter unit must check morale. 5. When a unit attempts to recover from a pin or rout, it must check morale normally, 6. In a hex also, containing enemy units, when aft frierdly units, in the hex become, pinned, they all automatically rout. 7. Whenever any unit must make a "morale check"', any other friendly unit in the hex may take, check and, voluntarily rout. B. "Effects of Morale Checks 1. If the morale roll exceeds the unit's morale rating by 1 or 2, the unit is 'pinned.' AFVs and SP guns may move but cannot fire or assumeassault formation. Other units cannot do anything. If the: morale roll, exceeds the morale rating by 3 or more, it routs. Routed units automatically assume road formation and move away from the enemy toward a friendly board edge by any road or track encountered. 3. Attacking personnel and towed gun class enemy-occupied hex lose half their remaining strength rounded up. 4. Defending personnel and towed gun class which rout in an enemy-occupied hex are eliminated. C. Modifiers to the Die Roll. DM +2: 1. For units in road formation. 2. For personnel in the same hex with more enemy AFV strength points than friendly anti-tank or AFV strength points. (Tank-fright). 3. For units checking morale due to the elimination of a friendly unit in the hex (per unit eliminated). 4. For already routed units attempting to recover. DM +1: 1 . For units breaking laager. 2. For towed gun class units when there are enemy but no friendly pesonnel class units in the hex. 3. At night (unless laagered). 4. For each 10% increment loss When checking morale due to percentage casualties. 5. 1 For each strength point lost by an AFV unit. DM -1 For units in laager. DM -2 For units stationary in fortifications. D. Recovery from Pins or Routs 1. Pins: A unit recovers if it passes a normal morale check, with any applicable modifiers, during the Pin Recovery Phase. 2. Routs: A unit recovers if it passes a normal morale check with any applicable modifiers, including the +2 modifier for being routed and in road mode. It may attempt recovery whenever it moves adjacent to a friendly unit or enters a landmark hex. A unit recovers on a die roll of one regardless of modifiers, and a unit automatically recovers when it enters a hex with a friendly leader. More Crusader Back to Grenadier Number 6 Table of Contents Back to Grenadier List of Issues Back to MagWeb Master Magazine List © Copyright 2001 by Pacific Rim Publishing This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |