The following method of checking morale is based on the loss of casualties. To assess morale the die must have an equal number of points as figures in the unit at the beginning of the game. For example, a twelve-figure company would have a twelve sided die. A twenty figure unit a twenty sided die. WHEN TO CHECK MORALE A unit will not take a reaction test until it comes into musket range or is fired on by artillery. It will then take a test each game move To explain the method of checking morale a twelve-figure unit will be used as an example. For a standard morale check when receiving casualties, count the number of figures left in the unit and roll the die. Basically, if the score is under half the total number of figures left in the unit, they will take a hostile action, such as making a charge. If the score is under the total number of figures, but over half the number left, then they will take a defensive action such as standing and firing. If the score is over the total number left in the unit, they will take a passive action - reform or make a withdrawal. It is possible that more than one test is taken during the same move. As troops will react differently, depending on their situation, and the terrain. The morale factors as been divided into sixteen actions. Each action has a sub heading: UNDER HALF, means under half the unit at the present time. UNDER TOTAL, means under the total number of figures left in the unit. OVER TOTAL. - the die score is over the total number of figures left in the unit. At the beginning of the game a unit will have few difficulties maintaining their morale, but as casualties mount it will become increasingly difficult. In most cases a unit will leave the field, once they have lost about fifty percent, although a unit with low scores can stand to the last figure. This obviously seldom happens and will depend much on how well you can roll a die. At first sight it might seem impossible to assess which of the sixteen actions should be followed. This will soon become apparent and a quick smooth running action can be established. Each action is numbered. Once a unit comes into musket range, one of the four primary actions are used: 1. ENEMY STANDING OR NOT TAKING ANY HOSTILE ACTION.
As moves must be made alternately, one force must move first and the other will be standing. So if an enemy unit moves into musket range and deploys for action. The standing unit will take a defensive action, act on ACTION 2 if standing in open ground. If it is behind soft or hard cover it will take either ACTION 3 or 4 depending on the cover. The only time they will not take ACTION 2 to 4 is if the enemy is not making a hostile action. For example, they may be marching in column unaware of the enemy’s presence, then the standing unit will take ACTION 1, which enables it to make a charge. From time to time these rolls will be reversed. A unit that has been advancing and is forced to stop can no longer be considered advancing by his opponent, so the side that was playing ACTION 2 will then change to ACTION 1 giving them a chance of making a counter attack. Troops behind a purpose built fortification, will not generally charge, although it is possible they would if in a rock formation. This is left to the discretion of the player. ACTION 12 and 13 are also primary actions, but are only used for mounted infantry. ACTION 6 is used when troops are fired on by artillery and out of musket range. ACTION 5 is used if the enemy is sighted on the flank or in the rear. ACTION 8 to 10, are used as a result of a unit’s failure in action. All figures in retreat will take ACTION 10, retreating in the last bound. They will continue to take ACTION 10, until they have left the table or can stand and reform. They will then revert back to ACTION 1,2,3 or 4 depending on their cover and the action of the enemy. Units seeing an enemy in retreat, will use ACTION 9, seeing the enemy in retreat and will continue to do so until they have captured the enemy or chased them off the table. All these actions can be changed at any time during a battle. A unit that has been routing, and pursued by an enemy can stop and reform. The pursuing unit will then have to change from ACTION 9 to ACTION 1. If they stand and fire and fail to advance then the unit that had been routing and now reformed would take ACTION 1 as his enemy would be standing still. UNIT TRAINING The only other thing to be covered is the training and battlefield experience of the troops. They are divided into four main classes, veteran regulars, irregulars or untried regulars, militia and Red Indians. To assess this, different size units or dice are used. TWELVE VETERAN REGULARS figures use a 10 sided die. This will let them take two casualties without affecting their morale. TWELVE IRREGULARS and UNTRIED REGULARS figures use a 12 sided die. TEN MILITIA use a 12 sided die as they might not obey orders even without casualties. TWELVE RED INDIANS use a 10 sided die when in cover and a 20 sided die in open ground, showing their reluctance to fight in the open. SIX CAVALRY will form a single squadron using a six sided die. morale actions Any unit will subtract three points if there is a general officer within three inches exposed to enemy fire. Odd numbers are rounded up when necessary. Artillery will generally not take morale tests. They will react in the same manner of the infantry they are nearest to. 1. Enemy standing or not taking any hostile action.
under total = advance half distance and fire with half effect. over total = roll a second die to take action two. 2. Standing in open ground and the enemy is advancing or failing action one
under total = stand and fire with half effect. over total = roll a second die for stage two. Stage Two
under total = reform into close order. over total = retreat back half distance, (see 10). 3. Troops in natural cover
under total = stand and fire with full effect. over total = roll a second die for stage two. Stage Two
under total = take cover and do not fire. Fight melee if in contact. over total = retreat back their full distance, (see 10). 4. Troops defending (man made) hard cover
under total = stand and fire a single volley. over total = roll a second die for stage two. Stage Two
under total = stand and fight a melee only. over total = retreat back half distance, (see 10). (ditto). 5. Enemy attacking the flank or rear
over total = retreat facing the enemy half their distance, (see 10). 6. Under artillery fire in open ground or soft cover.
under total = halt and take cover. over total = retreat back their full distance, (see 10). 7. Encamped troops in disorder at the beginning of the game
over half = stand in disorder. 8. After winning a melee or both sides have the same score
Under total stand and reform. Fight a melee if in contact. Over total = retreat back half distance, (see 10). (troops retreat if they lose a melee). 9. Seeing the enemy in retreat
Under total = stand and fire with half effect and then reform. Over total = stand and reform. (troops defending hard cover will not charge after a retreating enemy if there are other formed enemy units in the vicinity. They will stand and fire a full volley). 10. Retreated in the last bound
Over total = retreat back their full distance and scatter. Surrender if in contact with the enemy. 11. After defeating an enemy unit
Under total = stand and do nothing. (check again in the next bound). Over total = march back in column to their own lines and take no further part in the action unless attacked. 12. Mounted infantry within enemy musket range
Under total - dismount and fire with half effect. Over total - retreat back their full distance, (see 10). 13. Dismounted, mounted infantry within enemy musket range.
Under total = stand and fire with full effect. Over total = remount and retreat back half their distance, (see 10) 14. Supporting troops seeing friendly troops under attack
Over total = stand their ground. 15. Fired on for the first time
Under total = freeze if line troops. (Light infantry take cover). Over total = retreat their full distance. 16. Troops in Ambush firing for the first time (use only once).
Under total = Fire a single volley and charge the enemy adding two points to the melee die if making contact. Over total = The ambush is seen by the enemy and they fail to act. Back to Table of Contents -- Lone Warrior #133 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 2001 by Solo Wargamers Association. 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 |