Wargame Mechanics Index

Rout & rally

Units flee and may be rallied.

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Watch it played 4 moments

  • 13:25–13:42
    Crusader Acre 1189 Wargame
    Little Wars TV · Lion Rampant
    Rule in play Failing courage test routes unit off-table

    Chris explains the courage test resolution rule when a unit rolls a net zero or negative result after suffering casualties.

  • 21:35–22:04
    75th Anniversary Battle of Berlin Wargame
    Little Wars TV · A Fistful of TOWs 3
    Rule in play Artillery and tank fire break Soviet flank

    German artillery and long-range fire concentrate on Tony's armor and infantry near the Zoo flak tower. Massive casualties force multiple morale checks that fail consecutively.

  • 22:45–23:35
    6mm Scale Seven Pines Wargame
    Little Wars TV
    Rule in play Keys unhorsed as federal brigade routs

    Confederate troops break the Union line, prompting General Keys to test leader risk while Casey's shaken brigades test morale.

  • 23:18–24:10
    Band of Brothers Crossfire Wargame
    Little Wars TV
    Rule in play Rally check and interrupt reaction fire

    Tony attempts to rally pinned stands before moving a fresh squad toward a building. Greg interrupts mid-move with machine gun fire, but Tony rolls a successful quality saving throw to survive and secure the house.

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 23 games

3morale
Suppression, Rally and Fall BackHail of Fire

Suppressed teams cannot fire or advance, and can only rally once all their RFPs are cleared.

How it works

Suppressed Teams cannot Fire or Move toward visible enemy. When ordered, a suppressed Team with no RFPs makes a 4+ Rally Check, but one with any RFPs cannot rally itself. A Leader in contact can rally it, and Teams that start or end activation out of enemy LoS rally automatically. Keeping a single RFP on a team therefore keeps it pinned.

Maintain just 1 RFP on a suppressed Team and they will never Rally without the aid of a Leader or retreating from their position.
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2morale

Routed companies never recover and flee as individual bands.

How it works

Bands turn away and move individually at their own rout rate toward a board edge, with a first-turn bonus of +0/+1/+2" on a card draw. Routing through friends costs 1" and forces Courage checks on them; routers halt at obstacles and lose all MAA and half the rest in impassable rivers.

Units may never recover from rout once it occurs. The cohesion of contingents and companies is broken, and bands move as individuals, at their own rout speed.
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2morale
Rallying from SuppressionFrozen Chosin (Command Post)

One morale roll per regiment rallies all its suppressed bases.

How it works

When a regiment with suppressed units activates, roll one d6 against the regiment's Morale rating (e.g. 3+ Marines, 4+ PLA and Army). On a success all suppressed units recover; on a failure they stay suppressed but can still activate.

If any units within a regiment are Suppressed when the regiment activates, make one Morale roll for the entire formation.
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2morale
Redress Ranks / Rallying Shaken UnitsLegio VI Julia Augusta

Halting to redress removes DPs by grade; shaken units rally only away from the enemy.

How it works

Non-shaken units that stay stationary remove DPs: A Grade 1 (+1 more beyond 4"), B Grade 1, C/D 1 only beyond 4". Shaken units rally to 4 DPs by redressing beyond 8" of unbroken enemy, or via a leader's Steady. Routing units move away until they outdistance pursuit and are then eliminated.

Redressing ranks allows the unit to immediately remove DPs (unless in combat) as follows: A Grade may remove 1DP plus 1 additional DP if beyond 4” of enemy.
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2morale
Re-dress ranks / RallyLoose Files and American Scramble

Units shed D. Points at turn end according to training grade; poor troops need commanders to recover.

How it works

1st Class remove up to 2 DPs per turn if stationary and not in combat; 2nd Class 1 DP if stationary and not in combat; 3rd Class 1 DP if also not under fire; 4th Class only via a commander's CPs; 5th Class only via the commander-in-chief's CPs. Routed units run beyond enemy artillery range or to the next terrain obstacle, and pursuit continues until outdistanced or the enemy is destroyed.

1st Class units may remove up to 2 DPs per turn, if stationary and not in combat.
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2morale

Units remove DPs by training class at the end of the turn, or via commanders.

How it works

1st Class remove up to 2 DPs if stationary and not in combat; 2nd Class 1; 3rd Class 1 only if also not under fire; 4th Class only via a commander's CPs; 5th Class only via the C-in-C's CPs. Rallying costs 2 CPs per DP.

4th Class units may only remove DPs by a commander using his Command Points. 5th Class units only remove DPs if a commander-in-chief uses his Command Points.
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2morale
Marker Removal, Recover and RallyMicro Armour: The Game - WWII (2nd Edition)

In the end phase stands roll to recover from Suppression, but shedding Disorganization needs a natural 1.

How it works

In the Marker Removal Phase each S/D stand makes a cohesion roll, with its own S/D modifiers and -1 if adjacent to a good HQ. A modified success removes S (recovers). Only an unmodified 1 removes D (rallies). An unmodified 20 inflicts an (S) result (panic), which can eliminate a stand that is already S and D.

A successful, modified, cohesion roll removes an “S” marker from a stand (it “recovers”).
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2morale
Get Your Courage Up!Ruthless

An action in cover lets a Lily Livered character recover by d10 plus a card value.

How it works

Starting in cover, roll 1d10 plus the value of any card in hand (expending it is optional and declared before rolling); equal to or above Toughness removes Lily Livered. A face card or Ace is 'a shot of whiskey' and passes automatically.

Roll 1d10 + the value of any card in your hand. You are not required to expend a card and any decision to do so must be made before the roll.
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2morale

French men-at-arms ignore rout results, losing an extra model and retreating half a move instead.

How it works

Both mounted and foot French men-at-arms treat a rout result as one additional model removed and a normal half-move retreat, unless in their last stand.

The French men-at-arms (both mounted and on foot) ignore rout results from morale tests: remove an additional model from the unit and retreat half movement distance normally
Download · p. 48 Quote verified
1morale
Rout and Rallying2 by 2 Napoleonics

Routing units may be destroyed, flee a full move and become disrupted; HQs rally pinned/disrupted units.

How it works

On every rout roll a d6: 1-2 the unit is destroyed, otherwise it moves its maximum directly away and is disrupted; touching an enemy destroys it. Rally is 1d6 +modifiers needing 5+, only within 6" of an HQ in the chain of command; +1 guards, +1 HQ in contact, -1 militia/small, -1 disrupted, -2 enemy within 2" (normally prohibited), HQ self-rally +2.

Every time a unit routs for whatever reason the owner must roll a D6. On a 1 or 2 the unit is destroyed.
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1morale

Unengaged stands on Reserve orders roll to recover strength points.

How it works

Each infantry or cavalry stand on R orders that is not in combat rolls 1D6, adding the corps general's CR if within 1 mile and +1 if a higher general is within 1 mile, with -1 if enemy are advancing or in contact within 2 miles and -2 for cavalry. On a net 3+ it regains 1 SP, up to its original rating.

Infantry and cavalry stands with 'R' orders which are not engaged in combat may attempt to reorganise.
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1morale
Loser's After-Battle MoraleAncient Campaign Rules for DBA

The defeated army rolls d6 with leader-based modifiers to determine how far it routs or retreats.

How it works

Roll d6 with +3 surviving A general down to -2 surviving E, modifiers for enemy general quality, +/-1 for more/less mounted, -3 if general lost, -1 if camp lost. -7 to 0 routs to nearest friendly city until reinforced; 1-3 routs one province and reorganises for a month; 4-6 retreats and reorganises 2 weeks; 7-12 withdraws in good order. Routing forces lose one random element per army as pursuit casualties.

-7 to 0: ROUT to nearest friendly city and remain until reinforced.
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1morale

Routers flee fixed distances and get one rally attempt.

How it works

Rout movement is cavalry 24", infantry 12", artillery 10". Rallying uses 2d10 on the morale chart (attempting to rally uses Chart C); a unit failing its one rally attempt from rout is removed. An attached leader may rally any shaken unit.

Rout Movement: Cavalry: 24"; Infantry: 12"; Artillery: 10"
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1morale

Routers flee at move plus 1D6 and are destroyed if caught; only cavalry can rally.

How it works

Routers pay 1" to turn, move their OF or NF rate plus 1D6 straight away from the cause, disarray friends they pass through, and are destroyed if blocked or contacted by pursuers. Only horse that outdistances its pursuers may roll an Andreia check on the Recovering line to rally; all others rout off board.

Recovering from Routing: Only horse that has outdistanced pursuers may attempt to recover (rally).
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1morale
Routing squadronsOi Navarcoi!

Routers flee 2Avd each turn, never rally and are out of the game.

How it works

Routing squadrons move 2Avd directly away from the enemy each turn until they leave the table. They pass through other squadrons with no effect and never rally or fight.

Routing squadrons never rally or engages in melee and are out of the game in all respects.
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1morale

Failed figures flee a full move as Cowards and must rally next turn or be removed.

How it works

A figure failing morale gets a Coward Token and flees its full Move away; enemies in contact get a Free Attack, and surrounded figures are captured or killed. In the next Rally phase it rolls under Morale: success acts normally, failure removes it as killed.

If passed, that Viking may immediately act as normal. If failed, that Viking is removed from the game and counted as killed.
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1morale

Routed stands can be rallied for one movement point but are otherwise nearly worthless.

How it works

A rally turns the routed stand around to face any direction but it may not move that turn; routers lose all fights.

For the cost of one movement point, a player can rally one of his routed units. The rallied unit turns around this turn.
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1morale

Officers try to restore disordered and demoralized stands; bad rolls can make them worse.

How it works

The rally phase ends each turn.

The last part of each turn is a rally phase, where officers try to bring disordered and demoralized stands back into good order.
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1morale
Resist! and ReorganizeTercios: Brevis Editio

Units recover by spending orders: Resist removes Wear, Reorganize removes Disorder.

How it works

A successful Resist order removes one Wear marker but cannot remove the last one (no effect with one or none). Large units remove a Wear marker for each 5+ rolled. Reorganize, one of the Ready actions, removes the Disordered marker.

If this order is successful we will remove a Wear marker from the unit. If the unit only has one marker, or none, this order has no effect.
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1morale
Failing Morale Test and RallyingThey Died For Glory

Failing units fall back 12" toward their baseline and must spend a full stationary turn to rally.

How it works

A failed unit falls straight back 12" ignoring terrain and ends facing away (if testing to charge it instead halts but may still fire). It cannot fire until rallied, which takes one complete turn without moving; if charged while rallying it automatically fails. Units that fall back after 50% casualties cannot rally except by converging.

A unit must spend one complete turn without moving in order to rally.
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1morale

A brigade commander may issue one Rally per turn to remove hits and restore Shaken units.

How it works

The rallied unit recovers 1D3 hits and returns to Steady if its hits drop below the Shaken value; it may still shoot. Each brigade commander is limited to a single Rally per turn. In v4.4 a successful rally removes D3+2 hits and requires the unit to be in command range.

Each brigade commander is limited to a single Rally command per turn. The unit recovers 1D3 hits
THG 24-pg · p. 9 Quote verified
1morale
Rally with Hold ordersVictory Without Quarter

Shaken or routing units rally via a Hold order and a passed morale test.

How it works

A Hold order allows a shaken or routing unit to test morale if no enemy is within 8"; success returns it to Steady. Routing units that are charged must evade or be destroyed.

Either status may attempt to rally if issued Hold orders as long as there are no enemy units within eight inches.
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1morale
Heavy losses / worn outWars of Alexander the Great

Units at half strength cannot attack; units past half are worn out and retreat or run away.

How it works

A unit that has lost half its bases cannot attack. One that has lost more than half is worn out: Macedonian heavy/medium infantry back off facing the enemy at 3BW a turn; others run 8BW toward their own edge through friends and are then put in the Dead Pool. There is no rally.

Any unit that has lost more than half of its bases ... is “worn out” and must retreat immediately.
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