Wargame Mechanics Index

Morale contagion

Rout or loss affects nearby friends.

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Watch it played 4 moments

  • 17:38–18:32
    Surprise Battle of Trenton Wargame
    Little Wars TV
    Rule in play Volley fire and regiment morale test

    Hessian infantry cross Petty's Run and fire a volley that drives back the American flank, forcing a critical morale check to prevent a cascading rout.

  • 25:52–26:33
    5-Table Marengo Wargame
    Little Wars TV
    Rule in play Leader casualty check decapitates Massena

    After rolling a 1 puts his commander at risk, Steve rolls a d10 on the leader casualty table, resulting in General Massena being killed and forcing all units within three inches to make morale checks.

  • 5:54–6:14
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule explained Death worthy of a song mechanic

    Keith highlights the 'death worthy of a song' rule, where rolling a one to hit while the defender rolls a six triggers an awe-inspiring kill that forces nearby enemies to test morale.

  • 13:21–13:52
    Learn to Play Live Free or Die
    Little Wars TV
    Rule explained Cascading retreat penalties on friendly troops

    The hosts explain how routing or retreating units can cause friendly troops within 3 inches to accumulate DMZs, triggering historical chain-reaction collapses.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 14 games

2morale
Guards and Militia rout chains2 by 2 Napoleonics

Routing guards and nearby routs spread rout to militia and other units.

How it works

If a Guards unit routs, any unit it passes within 1" of also routs, chaining if that unit is also Guards. Militia automatically rout if any other unit routs within 1" or passes within 1" while routing.

A Militia unit automatically routs if any other unit routs within 1" of it or passes by within 1" when routing.
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2morale
Faltering WardsA Coat of Steel

Ward commanders check for Faltering when a company routs, suffers galling archery, crosses obstacles or loses its commander.

How it works

Draw a card and read the Falter result for the ward commander's commitment: Fight On, Falter or Miscarry. Effects depend on the cause, e.g. the ward halts and loses its approach under archery, all companies lose 1 Courage after a company is lost, or 1-2 Courage on losing the commander. A commander may substitute by having every company lose 1 Courage to drive on.

If during a turn an individual company is broken and put to flight, or if one is halted by archery fire, the entire ward that it is a part of may falter because of the misfortune caused to one of its parts.
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2morale

Friendly units retiring, routing or losing leaders within 4" inflict DPs.

How it works

2 DPs per friendly HI retiring within 4"; 1 per MI or HC retiring; 3 per legion of 7+ bases routed or destroyed; 2 per other non-light unit routed/destroyed; 1 if a leader is killed or routed (2 for the General). Applied immediately.

3 DPs for each friendly Roman legion of 7 bases or more routing or destroyed within 4”
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2morale

Friendly retreats and routs within 6" inflict DPs scaled by relative grade.

How it works

Troops ignore retreats of lower-grade friends but take 1 DP if one routs past within 6". An equal/higher grade unit retreating past within 6" gives 2 DPs; an equal grade rout gives 2 DPs and 1 casualty; a higher grade rout gives 3 DPs and 1 casualty.

If higher grade unit routs past within 6" take 3 DPs and l Casualty.
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2morale

Friendly units retreating or routing past within 6" inflict DPs and casualties scaled by relative training grade.

How it works

Troops ignore retreats of lower-grade units but take 1 DP if one routs past within 6". An equal/higher grade unit retreating past within 6" gives 2 DPs; an equal-grade unit routing past gives 2 DPs and 1 casualty; a higher-grade unit routing past gives 3 DPs and 1 casualty.

If higher grade unit routs past within 6" take 3 DPs and l Casualty.
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1morale
Friendly unit routing in 2 inchesClassical Hack Siege Rules: The Siege of Tyre

A friendly rout within 2" disorders nearby units, or routs already-disordered ones.

How it works

Units with a friendly unit routing within 2" test; the result is becoming disordered, or routing if already disordered. Each friendly unit routing within 2" also gives -1 to morale.

Friendly unit routing in 2 inches {Become Disordered/ Already Disordered Rout}
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1morale

Loss of the army commander forces nearby morale checks.

How it works

On a 10 on the officer casualty roll, if the officer is the army commander, all units within 12" take a morale check.

If it is army commander, all units within 12" of the officer take a morale check.
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1morale
Katastrophe checksHoplomachia

Rout of neighbours, home contingents or parent units forces checks or flight in nearby friends.

How it works

In the Katastrophe phase a taxis tests on the Katastrophe line if it lost lochoi to rout, lost its strategos, saw a neighbouring taxis rout, or had routers or evaders pass through it. In allied armies all allied taxis test once when a Home taxis routs. Lights attached to a parent taxis or hipparchy attempt to follow it when it routs.

When a taxis has seen a neighbouring taxis rout. A taxis has had routers or evaders pass through them.
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1morale

A friendly rout nearby forces other units to test morale.

How it works

When a friendly unit routs within 10" of the front or flank or 5" of the rear of another friendly unit, that unit takes a normal casualty-style morale check, with -1 if it is US Volunteer or Mexican Militia.

Whenever a friendly unit routs within 10" of the front or flank or 5" of the rear of another friendly unit, the standing unit must check its morale
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1morale
Routing through friendsOi Navarcoi!

Squadrons directly behind a router are disordered.

How it works

Any squadron within 6 inches directly behind a squadron that routed is automatically Disordered, or Unformed if it was already Disordered.

Any squadron within 6” directly behind a squadron which routed is automatically Disordered (or Unformed id already Disordered).
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1morale
Morale Test RequiredRavenfeast: Viking Age Rules

Leader or hero deaths and heavy losses force morale tests across the warband.

How it works

Leader killed: every figure tests. Over 50% wounded: every figure tests. Hero killed: figures within the Hero's Morale range test. Raven Token: enemies within 6" test. A figure may face multiple tests in a turn.

Leader Killed This Turn—Every Viking in the entire warband
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1morale
Friendly fallbacks and destruction within 4"They Died For Glory

Friendly units falling back or destroyed within 4" and in sight force morale checks.

How it works

Any non-skirmish unit falling back (including voluntary fallbacks and repeated routs) within 4" forces nearby friends to test, if they can see it. Destruction of a friend within 4" by fire or melee also triggers tests, except for units already in melee or victorious ones. A unit tests only once per turn for passing fallbacks.

Units (except skirmishers) that fallback within 4" of a friendly unit, even if the fallback is in front of the friendly unit, will cause a morale check.
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1morale

Units test when friendly routers are within 6" as their card is drawn.

How it works

Horse test if any routing friendly unit is within six inches when their card is turned; foot only test for routing friendly foot.

Horse must test if there is a routing friendly unit within six inches when their Order Card is turned.
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1morale

Units seeing friends run through or past them test or join the runaways.

How it works

A unit that sees friends run through or past it within 4BW rolls a d6, -1 per base lost and -1 if friends run through it; 1 or less and it panics and runs. Runaway light troops are ignored, and Macedonian infantry ignore runaway cavalry. All units test immediately if the army commander is killed or quits.

Panic test: Roll a dice: - minus 1 for each base lost and minus 1 if friends are running through it.
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