When To Check Morale

A unit’s morale must be checked for whenever any of the following occur:
  • Each time the unit takes a Casualty Step after losing 30% losses if Elite, 20% if line or 10% if conscript.
  • Each time the unit receives Flank fire from short or close range.
  • Each time a friendly unit breaks or routs within 3-inches.
  • Each time the unit is fired at after losing 50% losses.
  • Each time a disordered or worse unit passes through.

 

MORALE CHART

CW LEVEL

CLASS DICE PLUS MODS

18-19
16-17
14-15
12-13
9-11
6-8
3-5
0-2
13+
11-12
9-10
7-8
5-6
3-4
1-2
0-
NE
NE
NE
NE
NE
NE
NE
SH
NE
NE
NE
NE
NE
NE
SH
SH
NE
NE
NE
NE
NE
NE
SH
DO
NE
NE
NE
NE
NE
SH
DO
DOR
NE
NE
NE
NE
SH
DO
DOR
Brok
NE
NE
NE
SH
DO
DOR
Brok
Rout
NE
DO
DOR
Brok
Brok
Rout
Rout
Surr
NE
DOR
Brok
Brok
Rout
Rout
Surr
Surr
If a units rolls "surrender" within 2" of enemy good order Inf./Cav., it surrenders, otherwise rout.

NE = no effect, SH = shaken, DO = disordered, DOR = disordered retreat, Brok = broken, Rout = rout, Surr = surrender.

MODIFIERS

STATUS/SITUATION

MORALE LOSS MOVE

No Brigade Integrity -2
Shaken -2
Disordered -3
Broken -4
50%+ losses -5
Out-of-ammo -3
Fired upon the flank -5
In Firefight +1
DOR 5" back/facing
Brok 10" back/away
Rout 12" back/remove

COVER

DURATION OF LOSS

Flanks Covered +1
Sparse Cover +1
Light Cover +2
Medium Cover +3
Heavy Cover +4
Entrenched +5
Downhill -1
Shaken Full Turn
Disordered Full Turn
Broken 2 Full Turns
Rout Removed

COMMAND

Div. at Rgt/Btn IL
Corps/Army at Bde IL
Corps/Army at Rgt IL+1
Only 1 officer from each command level may be attached to a given formation at the same time. -4

The States Of Morale

Good Order – Just what it sounds like.
  • Shaken – A wavering of the unit’s resolve. A unit may recover from this state by standing and not firing for one turn.
  • Disordered – The unit’s ranks have been broken and the battalion command has lost control. A unit may recover from this state by standing and not firing for one turn.
  • Broken – The unit’s resolve disappears and the unit runs to the rear. The unit retreats immediately upon braking. The following turn the unit retreats again. If the unit stands and does not fire on the turn after that it recovers from being broken. If the unit is fired on during that third turn it still recovers from being broken, but is disordered instead.
  • Rout – The unit’s morale shatters and the men scatter and flee for their lives. The unit is lost for that day of battle and is removed from the table.

Leader Attachment

Leaders in A l'Ombre des Aigles do not automatically attach. In wargames, attaching leaders gives all the advantages and none of the disadvantages that personally leading a unit could give. Thus, if you want to attach a leader, you must roll a d10 on the following chart.

The numbers on the chart may be modified by special rules for nationalities (Austria perhaps), or specific leaders (Wellington, Massena after he didn't care anymore, etc).

LEADER ATTACHMENT CHART

DIV

CORPS

ARMY

SUP

9
7
5

EXC

8
6
4

GOOD

7
5
3

AVG

6
4
2

POOR

5
3
1

Leader Casualties

Why is leader casualties in the section on moral? Because I could not think of where else to put it.

At the end of the turn, both sides roll 2d6 for every leader that was attched to a division (or unit therein) that also took any casualties (this includes division commanders). Check the result against the siuation on the chart below. If the roll was less than the first number roll 2d6 again for results.

LEADER CASUALTU CHART

Leader was not attached to any single unit, or attached to a unit which took no casualties.

2

1-10 Light Wound
11 Serious Wound
12 Dead
Leader was attached to a unit which took only casualty step losses during the turn.

3

1-7 Light Wound
8-11 Serious Wound
12 Dead
Leader was attached to a unit which took permanent losses during the turn.

4

1-6 Light Wound
7-10 Serious Wound
11-12 Dead
Leader was attached to a unit which was involved in a melee during the turn.

5

1-5 Light Wound
6-10 Serious Wound
11-12 Dead
Leader was attached to a unit which was affected by skirmish combat during the turn

6

1-4 Light Wound
5-8 Serious Wound
9-12 Dead
  • Light Wound = Out of action for 1d6 turns.
  • Serious Wound = Out of action for the duration of the game.
  • Dead = dead.

Morale In Town Fighting

Units involved in town fighting are dealt with differently than any other situation. Fighting in built up areas was more a meeting of mobs than the usual formalized combat on the open field. As such, there are no "units" in town and morale is tested by individual stands within a block. When determining the break point for the troops within a block, use the CW of the stand and the total strength of all stands within the block.

Copyright @ 1992 by Dan Brown. All rights reserved.