Some Questions from our Waterloo Game
1. Can a unit that has "Faltered" rally (by remaining stationary) even within charge reach of an enemy?
2. Do routing artillery crews (and sometimes guns) and skirmishers trigger a UNIT morale test if within 12"? There are some restrictions on skirmishers trigger Brigade Morale checks (if under 20 models) but nothing is mentioned about UNIT morale checks.
3. If a Brigade breaks as a result of a Brigade Morale test it must retreat 18". If this movement would take them off the table edge, is the Brigade destoryed for puposes of the game?
4. Angle/Arc of fire: Is this measured from the outer edges of the battalion or from each individual stand? We had several charges in which the charging battalion was outside the fire arc of some of (a stand or two) the defending British/Allied stands.
5. Unit Morale Checks: This is more for discussion. I guess I am looking to those of you with more experience with the game: But we spent an inordinate amount of time on unit morale checks; in particular for friends routing within 12". And several of the British battalions were unformed as a result. This in great part lead to much of the colapse of the British defensive line. Our Wellington was probably a bit too passive and allowed the French to come straight into him. He held back on both flanks rather than try to flank the French line. Still, it just seemed that there were too many morale checks that took too much time. Thanks in advance for any suggestions on morale.
Mike B
Completely unofficially, here's how we play it:
1. Yes. Proximity to the enemy is not a 'condition' of recovery from Falter.
2. No. We play it that Routing skirmish companies or artillery crews do not trigger a unit morale check by 'witnessing' friendly morale failiures of these types. (An entire brigade skirmish screen of 20+ figures Routing is another matter, and will cause a Brigade Morale Check.)
3. If more than 1/2 the unit has retreated off the board, we treat it as the whole unit 'gone' from the game.
4. The outer edge of each individual 'stand'. Only figures on stands that have the enemy in their 'angle of fire' may shoot. (We use whole stands only, and do not 'subdivide' to the figure level, for simplicity.)
5. Can't really comment, except to say that increased experience and familiarity with the Morale check modifiers will reduce the time taken for each check, and "there can be no omlettes without breaking a few eggs." :wink:
Bryce,
With respect to point 2, we have played that artillery can trigger a morale test. This has led to artillery being targetted specifically as it is easy to inflict 10% casualties, and eventually rout the unit with subsequent morale checks for nearby units. We have never been happy with this situation so your comment is interesting.
Do you also use dispersal points for artillery?
Ants
Hi Ant. Yes, we still do the morale checks as normal (10% losses, Dispersal at 50% losses, etc.), but ignore routing crews (or routing limbered batteries) for purposes of triggering a 'friends routing' morale check by other units. The underlying 'logic' guiding us is that other friendly units are cognitively unable to distinguish between 'evading' and 'routing' skirmishers and artillery, and therefore tend not to take much notice of the movements of these unit types. (Brigade skirmish screen excepted.)