by Ian Duncan
Order and Disorder Units begin the game in good order. Disorder represents the physical deterioration of a unit due to movement, combat and psychological effects. Disorder should be indicated by a marker, or alternatively, the stands of the unit could be staggered. A unit must reform to regain good order. Units are disordered by any of the following circumstances: Causes of Disorder
Disordered troops move, fire and melee at reduced effect. They may not initiate a charge but can counter-charge (subject to morale requirements). Frenzy in itself does not cause a unit to become disordered. Reforming A disordered unit must reform to regain good order. A disordered unit must remain stationary for a full turn without firing or melee if it wishes to reform. It must also receive no hits from enemy fire. At the end of the turn, remove the disorder marker from all units that successfully reformed and face the unit in any required direction and formation. Rallying from Rout A routed unit may attempt to rally after it has made at least one rout move. To rally, it must pass a morale test. If it fails, the unit is removed from the table. A routing unit may only make one attempt at rallying from rout in the game. It does not have to attempt to rally at the first opportunity, but may make several rout moves before taking the morale test. It cannot rally if it has been the target of missile fire earlier in the turn. A unit that is routed for a second time makes its rout move and is removed from the table at the end of the turn. If the unit passes its morale test, it has rallied from rout and remains stationary for the remainder of the turn. Should it be forced to move due to enemy action, it will remain disordered at the end of the turn but is no longer routing – just disordered. Units that rally may be faced in any direction and formation and have their disorder marker removed at the end of the turn. They may proceed normally next turn. Rallying from Frenzy A frenzied unit may attempt to rally to regain normal status again. To rally, roll 2d6. A result of 9 or more means the unit stays frenzied. A dice roll of less than 9 means that the unit may act normally this turn. Warrior Monks add +2 and Ronin and Young Samurai add +1 to the dice roll. No other morale modifiers apply. Daimyo Samurai Wargames Rules 1550-1615 Back to Table of Contents -- Lone Warrior # 144 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 2003 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |