Daimyo
Samurai Wargames Rules
1550-1615

5. Morale

by Ian Duncan

Morale Tests

A unit must take a morale test when any of the events in the following table occur. Tests involving charges (2,3 and 4) are taken when the charge is declared. Rally attempt (8) may be taken when the routing unit’s clan is activated. Other tests are taken at end of turn. For end of turn tests (1,5,6 and 7), the player with the initiative decides from which flank these tests will begin to be taken. If more than one event causes a morale test, test against the highest reason e.g. a unit loses a stand and sees its Daimyo killed will test for reason 5.

Reasons for Morale Test
1 The unit loses a stand
2 Ashigaru or Peasants charged by any troops
3 Infantry (except elite or frenzied), charged by Cavalry
4 Ashigaru missile troops or Peasants initiating a charge
5 General or own Daimyo is killed or routed within 15cm*
6 Friendly unit routing within 15cm*. Cavalry and Samurai ignore all but other Cavalry and Samurai
7 Interpenetrated by routing friendly unit
8 Rally attempt by routing unit (optional)
* = 5cm if testing unit is in melee.

Frenzied units do not take morale tests for any reason.

Procedure

Roll 2d6, add/subtract modifiers. If the modified total is equal to or higher than the Pass Score for the unit’s quality level the unit passes the test otherwise it fails. An unmodified roll of 12 is an automatic pass and an unmodified roll of 2 is an automatic fail and the unit will rout. Should a Samurai or Ronin unit roll an unmodified 12, the unit becomes frenzied (unless testing to rally from rout). Similarly, a Warrior Monk unit becomes frenzied on an unmodified roll of 11 or 12.

    Morale Tables
    Quality Level Pass Score
    Elite 4+
    Veteran 5+
    Seasoned 6+
    Raw 7+

    Morale Die Roll Modifiers
    +# Add Command Rating of Leader attached to unit
    +2 Pursuing
    +1 Uphill of all enemy within 15cm* or in cover
    +1 General within 15cm*
    +1 Long Spear infantry in good order being charged frontally by cavalry
    +1 Any enemy units routing within 15cm*
    +1 Hatamoto testing
    -1 Disordered
    -1 Out of command reach
    -1 Infantry being charged by cavalry
    -1 Each friendly unit of equal or higher quality routing within 15cm*
    -2 Each stand lost from unit
    -2 Non-routing enemy facing to unit’s flank or rear within 15cm*
    -2 Leader killed this turn within 15cm*
    -2 Routing
    * = 5cm for unit in melee.

Morale Test Result

The effects of passing or failing a morale test are indicated in the Morale Table below. Cross-reference the morale test event number as listed above with the unit’s Pass or Fail score to determine the unit’s reaction.

Morale TableReason for Testing
Morale Score1: Stand Loss2 and 3: Being Charged4: Initiate Charge 5, 6 and 7: Critical Event8: Rally from Rout
PassNo EffectStand or Retire.
Counter-charge
ChargeNo Effect Rally
Fail by 1HaltRetireHaltRetireDispersed
Fail by 2RetireRetreatHaltRetreatDispersed
Fail by 3RetreatRetreatHaltRoutDispersed
Fail by 4+RoutRoutRetireRoutDispersed

Results
No Effect – The unit may make any permissible action as normal.
Halt – Must remain stationary in current formation this turn and next but may turn 180°. No counter-charging allowed but may fire.
Retire – Make an immediate move away from but facing the enemy at half its normal speed. The unit must then halt next turn. May fire before moving.
Retreat – Make an immediate move away from any enemy at normal speed towards own baseline if possible. The unit may make a free 180° turn and must end facing away from enemy. The unit must then halt next turn. Unit becomes disordered. Unit may not fire.
Rout – Make an immediate rout move away from enemy at rout speed towards own baseline if possible. The unit may make a free 180° turn and must end facing away from enemy. Unit becomes disordered. Unit may not fire. See Melee section (7) for more details on rout moves.
Stand or Retire – Unit has the option to Stand and receive charge at the halt, or to retire (as defined above).
Counter-charge – Unit may counter-charge if of a type normally allowed to do so. E.g. foot may not counter-charge cavalry.
Rally – Routers rally. Unit may face any direction and in any formation.
Dispersed – Unit failed to rally and is removed from the table.

If a charging enemy unit contacts a routing unit, the routing unit is destroyed and removed at the end of the turn.

A leader suffers the result of any unit he is with. A routing leader does not provide any morale bonuses but a non-routing leader may join an already routing unit in an attempt to rally them.

Frenzied troops

Troops that become frenzied must attempt to charge into contact with the nearest enemy to their front. They continue to be frenzied until they take the optional rally test (see section 4) or they are pushed back or worse in melee. They do not take normal morale tests. They are not disordered by being frenzied but can still be disordered if other circumstances apply as normal.

Daimyo Samurai Wargames Rules 1550-1615


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