Sunday, 27 August 2023

Wargame Rules – Morale


I have felt for some time that our current morale rules make it too easy to pass when casualties are received.

They are decided by 1D6, plus or minus from a short chart.  The most important plus is 1 for a general within 4” and the same for a formed brigade in support.   The most important minus is 1 for C class troops and for each casualty.   The current morale chart is:

3 or more – pass test

1 or 2 – fail and shaken

0 or less – fail and rout

In general most brigades pass test with 1 or 2 casualties.    When they lose 3 casualties they automatically rout.   This usually results in melee lasting at least three rounds, when both sides often rout with 3 casualties.

I wanted to provide a wider range of possibilities.   First to reduce the number of rounds of melee, but also to introduce more uncertainty into the game in general. 

The new rules are also decided by 1D6, plus or minus from the same chart.   The new morale chart is:

6 – past test

5 – pass test

4 – fail and disordered

3 – fail and disordered and retreat full move

2 – fail and shaken and retreat full move

1 – fail and rout full move

Disordered - rallied automatically at the start of their next move

Shaken - has to rally by passing morale test next move

Rout - causes brigades within 4” to test morale

 

We have only used these new rules in one wargame, and the result has been dramatic.

First brigades are more likely to rout

Second they are quite likely to retreat either disordered or shaken

 

Trained brigades with no casualties almost always rally next move

But it does cause considerable disruption for the defending player

And it can cause delay for the attacking player

 

I am not sure how much I like these new morale rules

It does reduce the number of melee considerably

And I quite like the unforeseen consequences of a low dice throw

But I am not sure whether either of us like being the one who rolls the low dice


It will take a few games to confirm whether the balance is right


And it has given me a project until we start hill walking again in September.

4 comments:

  1. Adding to the variety of negative outcomes should be interesting and also provide a bit more to the narrative of a game.

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  2. Hi Peter

    Thanks for your comment

    My wife and I have been wargaming together for many years, and can usually predict what each other will do in most circumstances. So an added element of chance is really necessary to prevent a predictable game. Not sure that I have the balance right yet, but time will tell.

    regards

    Paul

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  3. You could try using 2D6 as that will give you a bell curve. You could also have a negative for disordered/shaken and perhaps a two stage process. eg

    7+ Passed
    2-6 Disordered and retreat. If already disordered Shaken. If already shaken rout
    <2 Shaken & Retreat. If already shaken rout

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    Replies
    1. Hi Jon

      Thanks for your comment and suggestions.

      I did consider using 2D6, or perhaps 1D10, but decided to try first with 1D6.

      It gives a much more dramatic, and unpredictable, result for both combat and morale, which is what I wanted to achieve. However it does take some getting used to, particularly as we used more conventional rules for so long.

      With our new morale rules there is already a disadvantage to earlier loss of morale or casualties. For example being disordered is minus 1 for morale, and being shaken or in rout is minus 2.

      regards

      Paul

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