Morale In
Day Of Battle

by Chris Parker

Recently I was chatting with our illustrious MagWeb host, Russ Lockwood, about Day Of Battle (DOB). He had found the time to actually play a game at Historicon and was writing up a rules revue for Mag Web. His praise was mighty and his comments clear and to the point. He just didn't get the Morale system in DOB.

So at his suggestion I will go over this system for all of my readers.

Like most rules in DOB, Morale is broken down into basic and advanced versions. This approach to rules writing is not unique to DOB. Many other rules sets do the same. Avalon Hill Games for one is an excellent presenter of games in this form. The advantage of this sort of rules writing approach allows a streamlined, easy to play basic game for the novice while saving the more sophisticated parts for a later stage.

The Basic Morale System

In DOB there are only three, count them, three reasons for a unit to check it's morale.

    1. Leader or Hero (L&H) is lost and or Banner captured within 5" of the unit. The definition of "lost" is anytime a L&H is swept away, killed or literally lost due to a failed Personal Combat Skill check due to melee.
    2. Called for due to missile fire or combat Strike results.
    3. Unit is disordered and suffers a second disorder.

Procedure

The first thing you do when you make a morale check is to put down the dice you just picked up to roll. Except in one situation that will be explained much later in this article there is no random effect in the morale system! The procedure to make a morale check is as follows.

In DOB units are classified as Trained, Individual, and Untrained. Trained units are usually mercenary troops of a regular status. There are few of these in the time of DOB. Individual are units made up of soldiers who are used to fighting the enemy man to man. The most obvious coming to mind is the Knight class. Finally all others are the Untrained. These men have little or no formal experience in organized groups called units and usually have little or no weapon experience as well. Note: All units are Untrained in the Basic Game.

Morale Check Procedure

1) Determine the morale grade (MG) of the unit as listed on it's Unit Profile Card. This value is rated from a low of 5 (levy) to a high of 20 (knightly orders) with 10-12 being the most common. This value, once modified will determine the current morale status of the unit. 2) Modify the MG by the following Morale Grade Modifiers and apply the result to the Untrained column on the Morale Table. The results look like this.

Untrained Results

    1 or less: Break. Unit breaks one charge move (three normal moves for all but skirmishers) to the rear. Losing one additional figure casualty (FC) as stragglers. The unit in a Disordered-broken status. If it is not rallied by an attached L&H during it's next game turn it will break off the table.
    2-7: Fail. The unit has failed it's morale test. To determine it's actual result use the Morale Check Event Table (MCET). Look up the reason for the morale test and apply the result.
      Ex: A unit takes FC from missile fire and is forced by the results to make a morale test. It fails and looks at the MCET. The results are Chargers halt at the point of the fire, all others fall back one normal move in disorder losing an additional FC as stragglers.

      Ex: Two units of knights melee each other. One unit takes enough hits (called Strikes) to trigger a morale check. Upon completing the test the result was 5 (Fail). Looking at the MCET we find Break if Skirmishers in the open, or any meleeing knights in the open. All others fallback one normal move in disorder taking a FC as stragglers. The knights Break three normal moves to the rear.

    8-17: Carry On. The unit's morale is unchanged and it carries on in it's current state.

    18+: Advance. (Not used in the basic game). The failing unit will immediately charge the closest enemy unit to it's front. If this unit would be The Weapon Of Choice (1) in combat and it is not in disorder the failing unit will ignore the result. If none of the above applies the failing unit will advance one normal move forward. This result takes place immediately, halting all other game play until it is completed. If a combat results it too is completed before game play resumes.

As you can see it is pretty cut and dry. The MCET tailor the result to the situation.

The Modifiers

These are applied to the starting MG of the unit. The final result determines the result as described earlier.

    +5 Non skirmish enemy unit(s) moving to their own rear for any reason within 30" and sight. This movement can be voluntary or not.
    +5 Unit is defending in a Block formation or in difficult or rough terrain.
    +5 Unit is in the Battle Line. This is a group of one or more units that are near touching one another forming a continuous line of friends back to the Banner Unit (subtract if this modifier is used and the result is advance).
    +10 Supported. Possibly the most important modifier. The unit must be supported by at least two friends or pieces of cover that are themselves within a maneuver factor (MF) (2" for most, 3" for horse and skirmish) and in good morale and order (subtract if this modifier is used and the result is advance).
    -1 For each figure casualty this turn.
    -5 Any non skirmish friend moving to your rear for any reason and within 15" and sight.
    -5 Unit is in disorder.
    -5 Unit is Broken.
    -5 Threatened by ANY unit regardless of it's own facing on the flank and or rear with 15". The threatening unit must be in good order and morale.
    -5 Infantry without spears or disorder spears being charged by or in contact with any non-skirmish cavalry.
    -10 Unit has take a total of over 50% of it's figure casualties since the start of the battle. This is the serious modifier.

As can be seen, the modifiers are few and are all critical in their own way. Supports, threats and movement to the rear are very important with FC attrition being incidental until over 50% then it comes screaming to the front, demanding immediate attention.

Advanced Morale Checks

Here is where it gets "clever", or "bogs down" depending on the players knowledge and skill. To start with the number of reasons to make a morale check climbs from three in the basic game to ten in the advanced. These additional checks are through a system called Harassing Morale Checks (HMC).

Harassing Morale Checks

In the advanced game the player decides when during the game and game turn a unit (friend or foe it doesn't matter) will make a morale check. This is called an Harassing Morale Check. This is in addition to the automatic morale checks listed in the basic game. Now a player cannot just call for a HMC anytime he wants. There must be a reason for the HMC to occur. This is accomplished with the MCET. Anytime the player sees an event happening that is on the MCET he may make an HMC on the unit in question. This HMC may be called for during ANY TIME during the game except when dice are being rolled or a card is being played.

These events are as follows.

    1. Within charge reach of an enemy.
    2. Charging or countercharging charged.
    3. Being charged and standing, firing or firing and falling back.
    4. L&H or banner lost or any friend moving to the rear within 5" for any reason this or last turn.
    5. Lost melee.
    6. Unit took missile fire regardless of the results.
    7. Unit is alone

Remember these are reasons for an HMC, they never automatically trigger one!

Naturally with such a radical game system there must be some limitations to the number of HMC allowed in the game. Each leader is given a maximum numbers of HMC he may make both during the game and the turn. This is based on his Social Rank (3). The total number of HMC he may make a turn is equal to his SR. The total number of HMC he may make in the game is double his SR. In the case of a Duke (SR4) he would eight HMC per game with a maximum of four HMC per game turn. The knight on the other hand would get two HMC per game and one HMC per turn.

If the HMC caused the unit to fail it's check the leader gets to keep it and use it again at another time. If the unit passes it's test the leader loses the HMC for the game. If the HMC is successful the leader gets a free follow up HMC to use immediately. Usually on a weak unit that may have seen the results of the original HMC.

More Advanced Morale Rules

All basic results apply with the addition of the three classes of training (Individual, Trained and Individual) with their own thresholds of results. And a new result is added called "Advance" and a possible Saving Throw is introduced.

The Saving Throw: When a unit passes or fails by one point it is said to be teetering on the cusp. In this case the unit is given a saving throw. It rolls a twenty sided die. If the roll is equal to or less than the units unmodified MG it has passed the test and carries on. If it rolls over it fails. This is the only time there is a die roll in morale.

Advance Results - Cover And The Weapon Of Choice: If the unit is in rough or difficult terrain the result is ignored.

"House Rule": The unit will never charge another unit that would or could be the WOC in combat unless that unit is in disorder, or would be caught on it's flank or rear. Therefore a unit of spears would never advance to attack a unit of knights headlong because the knights could be the WOC if the spears fail their order test before the melee. In addition to this new House Rule a number of modifiers are actually subtracted if they are used and the result is advance.

And In The End

As can be seen morale in DOB is very different and the HMC is a very gutsy mechanism. The result of advance can allow one player to draw out an others units prematurely such as the Saxons at Hastings in 1066. It can also be used on the players own troops to get them to charge. This is useful when there are not enough command points that turn. HMC also make it possible to draw an enemy unit off the game table. Simulating the common occurrence of cavalry chasing others off the field, never to be seen again. Finally the lack of a random variable is very unique. Most player's complain about this. "My unit of guards will only break on a 6, hey I rolled a 6! Aw $#*!

In addition to the obvious reasons for using HMC it can be used to prolong an attack sometimes indefinitely. For example at the start of a players turn he could call an HMC on a unit of his own knights. Using the MCET reason of "within charge reach". The unit fails, advance and moves forward to combat and melee. This is done to completion as the rest of the combatants watch. Now it is over. The player now uses his cards to charge his knights again, before any other play. This too is done through to completion. If at that time the knights still had a target in charge range and the leader had another HMC available make another call and charge. Though this will rarely happen it could. Some players have a problem with it but it is the result I wanted to see when I designed the system. Naturally players are free to make any house rules in regards to HMC.

I hope this article helps to clear up the confusion of Morale in DOB.

Notes

1. The Weapon Of Choice is the prevailing weapon in combat. The order of WOC is 1. Ordered Spears, First Charge by Knights, Knights Charging, Sergeants Charging, Men At Arms. Any unit facing the WOC halves it's final Combat Value.

2. A unit is considered alone if it is a non-skirmisher, or leaderless unit over one normal move or sight of it's battle line.

3. A leaders Social Rank is his place on the social ladder of the time. They are as follows.

    SR0: Commoner,
    SR1: Knight,
    SR2: Noble,
    SR3: Earl or Count,
    SR4: Duke,
    SR5: King,
    SR6: Great King


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