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1916
LAND WAR IN THE AGE OF MACHINES: 1914-1918

 
1 Introduction   2 Movement   3 Firing   [4 Morale]   5 Assault   6 Artillery

Testing Morale · Modifiers · Failure Effects · Demoralization · Special Rules
 

« 4.1 Testing Morale
There are two times during the turn when a unit may have to test for morale: First; during the Casualty Morale Test phase, before assaults are resolved, all units which have had any bases killed or damaged during the current turn must conduct a morale check. Second; after assaults are resolved, any unit which has become demoralized because of losing an assault, will also check morale. This can result in a unit testing morale twice during the assault phase.

To test a unit's morale, roll one six sided die (1D6) and modify the result using the Morale Roll Modifiers. Cross reference that final value with the appropriate troop grade for the unit in question to arrive at the effect. Note that no unit which rolls a modified 2 or more will fail their morale test. Depending on the troop grade, an adverse effect may occur on a modified 1 through -2. There are five possible effects, with some results combining several of these effects. Units suffering more than one effect will distribute them as evenly as possible among the affected bases. For example: A mutinous unit which rolls a modified -2 would have a S D effect. This means that one-half of the remaining bases will surrender, and one-half will disintegrate. If the unit has so few bases left that it prevents dividing the results evenly, apply the effects in order, from left to right. In this case, if the unit only had one base remaining, it would surrender.

« 4.2 Morale Roll Modifiers

  • Hard cover or better - Half or more of the unit's bases are in hard cover.
  • Scenario Defender - Unit belongs to the player considered to be the scenario's defender.
  • Weak unit - Unit has lost at least one-third (1/3) of its original bases.
  • Damaged tank unit/base - The tank base (for bailout rolls) or unit (for unit morale tests) is damaged. In the case of a tank unit, all bases must be damaged in order for the unit to count as "damaged"
  • Unsupported - No friendly infantry units or tank bases are within 240 yards. Note that in the combat chart this range is quoted in inches according to the game scale for the respective chart.
  • Demoralized - Unit is already demoralized at the time of the die roll (before the die is rolled).
  • Remnant unit - Unit has lost at least two-thirds (2/3) of its original bases.
  • Gassed unit - Unit suffered casualties during a pre-game barrage laced with gas.

« 4.3 Morale Failure Effects
Pinned - Infantry units with half or more of their bases either in the open or open topped cover (walls, berms, etc.) will go prone and remain stationary through their next movement phase. Units in all round cover (woods, buildings etc.) remain stationary. Any personnel class vehicles operating with the pinned unit will withdraw. Mounted cavalry which receive a pinned result will also withdraw. Tank class vehicle bases or units which receive a pinned result will halt at their current location for one turn.

Withdraw - Infantry units move one normal move directly away from enemy. Units unable to comply due to obstacle restrictions (rivers, cliffs, ocean, etc.) will move directly away from the enemy as far as possible while staying under cover (if available) and assume a Pinned stance. For example, a unit forced to withdraw back past a seawall and onto a beach will seek cover behind the wall rather than stand around in the surf! Units which cannot withdraw without passing through enemy bases will surrender. Vehicle bases or units must withdraw a minimum of one-half of available normal move unless immobilized, in which case they will be abandoned and removed from play.

Rout - Infantry units will conduct one assault move directly away from the enemy and assume a pinned stance. Other rules applying to blocked movement for withdrawing units also applies to routing units. Vehicle units will move their full available movement away from the enemy unless damaged or immobilized, in which case they will be abandoned and removed from play.

Surrender - Infantry unit surrender to nearest enemy. If friendly troops are present between the unit and the enemy, the "surrendering" unit will disintegrate instead. Vehicle crews will surrender to the nearest enemy, abandoning their vehicles which are then removed from play.

Disintegrate - All affected bases are removed from play.

« 4.4 Demoralization
A unit automatically becomes demoralized when it routs or loses an assault. A demoralized unit suffers substantial minuses when rolling to move, fire, assault or check morale. It will lose its demoralized status if the controlling player rolls a morale test for the unit on any turn following the one on which it became demoralized. A morale result of pinned or better will rid the unit of its demoralized status, although it must still obey a pinned result if that occurs. A morale result of withdraw or worse (rout, disintegrate, surrender) will result in the unit keeping its demoralized status, as well as causing it to suffer the additional results of the morale test. The morale testing of a demoralized unit is optional. A player may choose to allow a unit to be demoralized through the remainder of a game rather than risk the results of a risky morale test.

Example: A unit becomes demoralized due to being voluntarily routed during the Attacker Move phase. It may not attempt to recover during the next casualty morale phase, because that is in the same turn as the occurrence of demoralization. The unit must wait until the casualty morale phase of the following turn. If it then rolls an R D result, half of the unit will rout, and half of the unit will disintegrate (be removed from play). The surviving routed half retains its demoralized status and may not attempt to roll again for demoralization recovery until the next turn's casualty morale phase.



« 4.5 Special Rules
Voluntary rout - Units may be extricated from assaults by being voluntarily routed. To conduct a voluntary rout, the player must roll a morale test for the unit. If it passes, then the unit may immediately rout one full assault move to the rear, becoming demoralized in the process. If the unit fails the test, then it will suffer whatever results are called for on the morale chart. This may result in the surrender or disintegration of the unit. Voluntary routs are conducted either during the movement or assault phases. Units which are pinned and units which initiate assaults may not voluntarily rout.

Local Heavy Weapons - Heavy weapon bases which are within the deployment zone of a unit which has failed a morale test will also be affected by the same die roll. Machine guns are assumed to be one morale grade higher than the adjoining troops and react accordingly. Other supporting heavy weapon bases are considered to be the same morale grade as the adjoining troops and react in conjunction with them.

 
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