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Non Soli Cedit- 10-25-2009
Melee and morale
One question that seem to come up in a game yesterday was whether morale is taken as events onfold or whether it all is put off until the end of the turn during the morale phase. Clearly if a charge, be it cavalry or infantry assult works, and units are forced to rout than one would think it would effect others around it psychologically. If the results are put off until the morale phase it allows units to continue with what they are doing for the entire turn. If morale were taken as events occurred that it would be seem that initiative and success would be rewarded. Thoughts, comments?

RDonny- 10-28-2009

Que? Erm, sorry what was the question again? The rules work fine.

Non Soli Cedit- 10-28-2009
Morale
I'll attempt to illustrate a situation and see if we are interpreting the rules correctly. During the charge phase you have a cavalry unit that makes a sussessful charge and routs it's opponent and that unit promptly makes half of it's compulsory move, per the rules. With me so far? Do all units with in 12" take their morale viewing the disaster that has just befallen their kamerads or do they wait until the morale phase at the end of the turn. It would seem that if they do, then they get to perform normally for an entire turn despite what has just happened. OR, do they take morale immediately upon the cavalry unit routing not waiting for the morale phase. This would mean that potentially things could unravel before these units get to perform as ordered. That's it simply. I'm sure the rules work fine. What I really need to know is are we applying them correctly? Verstehen? Danke

RDonny- 10-31-2009

Ah Ich stehe kamerad, aber I spreche kaum Deutch. If a unit routs, before a charging unit contacts them, then it immediately takes a half involuntary move away during the charge phase (page 29). If a retreating unit contacts another unit then the second unit is unformed. This may result in the second unit being charged, if the chargers can reach it, which might result in the second unit routing or retreating. So you see, quite a lot can happen in the charge phase which takes place right away. If the unit stands then move the chargers into contact and leave them until the melee phase. Next the players make all their normal moves. This means the other units can make moves in response to the charge that has just happened (changing formation for example). Next is firing and next is melee. The last phase is morale which is what we are interested in. Any brigade in which a unit has routed must take a brigade morale test during that turn. If a brigade fails its brigade morale test then leave it alone until you have finished both players morale tests. Next dice for initiative because you are starting a new turn. The player that wins either takes the initiative or gives it to his opponent. Then move any retreating or routing units the second half of their involuntary move if they routed or retreated before chargers reached them or the first half of their involuntary move if they are routing because of firing or melee or morale in the previous turn. Carry out the rest of the turn. If any routing units are still within 12" of another unit, then test individual unit morale first (page 54). Any routing unit now has its one and only chance to rally (page 56). If they fail then they disperse and cause a brigade morale test immediately. Work out the result and then leave them alone. Then dice for initiative and then do the compulsory moves (routs, retreats, pursuits). I hope I've got this right. This sounds complicated but it works somehow. Anyway if we liked simple games then we'd be out in rain freezing our nuts off playing football or something.

Non Soli Cedit- 11-01-2009
Morale
Sehr gut, Viele Danke. We thought we were applying the rule correctly but questions were asked regarding the timing of events. This clarifies the process. I'm totally with you on the rain and football thing. Today is a good example. Thanks Again. Ah Ich stehe kamerad, aber I spreche kaum Deutch. If a unit routs, before a charging unit contacts them, then it immediately takes a half involuntary move away during the charge phase (page 29). If a retreating unit contacts another unit then the second unit is unformed. This may result in the second unit being charged, if the chargers can reach it, which might result in the second unit routing or retreating. So you see, quite a lot can happen in the charge phase which takes place right away. If the unit stands then move the chargers into contact and leave them until the melee phase. Next the players make all their normal moves. This means the other units can make moves in response to the charge that has just happened (changing formation for example). Next is firing and next is melee. The last phase is morale which is what we are interested in. Any brigade in which a unit has routed must take a brigade morale test during that turn. If a brigade fails its brigade morale test then leave it alone until you have finished both players morale tests. Next dice for initiative because you are starting a new turn. The player that wins either takes the initiative or gives it to his opponent. Then move any retreating or routing units the second half of their involuntary move if they routed or retreated before chargers reached them or the first half of their involuntary move if they are routing because of firing or melee or morale in the previous turn. Carry out the rest of the turn. If any routing units are still within 12" of another unit, then test individual unit morale first (page 54). Any routing unit now has its one and only chance to rally (page 56). If they fail then they disperse and cause a brigade morale test immediately. Work out the result and then leave them alone. Then dice for initiative and then do the compulsory moves (routs, retreats, pursuits). I hope I've got this right. This sounds complicated but it works somehow. Anyway if we liked simple games then we'd be out in rain freezing our nuts off playing football or something.

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