Wargame Mechanics Index

Morale / disorder states

Graded states like shaken, disordered, wavering.

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Watch it played 4 moments

  • 7:13–7:49
    11-Player Napoleonic Campaign | Fall 1813
    Little Wars TV · Volley & Bayonet
    Rule in play French vanguard drives back Austrian pickets

    Players check combat odds on the Combat Results Table, roll a d6, and apply a disrupted retreat result to the Austrian vanguard.

  • 9:47–10:41
    High Plains Drifter Tabletop Game
    Little Wars TV · Ruthless
    Rule in play Fan firing knocks Dan Carlin unconscious

    A town defender fans the hammer at outlaw Dan Carlin, scoring multiple hits before rolling on the wound chart.

  • 10:24–10:54
    Can Wellesley Escape? Wargame
    Little Wars TV
    Rule in play Command roll failure makes division hesitant

    A failed command roll on turn one causes British divisions to become hesitant, halting their advance and forcing a printed 'Hesitant' marker onto the unit stand.

  • 14:24–15:13
    North Africa Operation Compass Wargame
    Little Wars TV · A Fistful of TOWs 3
    Rule in play Close assault on fortified paratroopers

    Miles checks his unit's close assault rating and rolls against Greg's fortified paratroopers, scoring three hits. Greg saves one due to fortifications but fails the ensuing quality check, forcing his unit to hunker down.

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 22 games

3morale

Defeated troops fall into one of three graded states that take Züge to recover.

How it works

R (forced to retreat): orderly retreat, small loss, 2 Züge to be able to defend and 3 to attack, one block turned face down. G (beaten): heavier loss, 3 and 6 Züge, two blocks turned. T (totally beaten): flight, very heavy loss, 5 and 10 Züge. Loss per block or squadron is printed under the circle; victorious cavalry loses half as much.

Die Truppen werden hier total geschlagen genannt, bedürfen 5 Züge um sich zur Vertheidigung zu ordnen und 10 Züge, um sich zu erneuerten Angrif- fen vorzubereiten.
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3morale
D. Points (Disorganisation, Demoralisation, Desertion)Loose Files and American Scramble

A fluctuating count of up to five disorder points per unit degrades all its actions.

How it works

Units gain DPs from movement dice, manoeuvres, collisions, fire, morale and combat, tracked with pebbles or micro dice beside the command group so both sides see them. Each DP is -1 to artillery fire, removes one infantry fire die, and is -2 in combat. A unit can hold at most five; further DPs from fire or morale become casualties instead.

These represent the temporary Disorganisation, Demoralisation, and Desertion that can affect a unit’s performance in action. Unlike casualties (see below) DPs do not have a permanent effect.
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2morale

Disrupted units lose cohesion: they fight with combat factor only, shoot with half their stands and cannot move.

How it works

Disruption comes from CRT results or from being displaced or passed through by fleeing friends. A disrupted unit stays stationary, cannot be passed through, and rallies automatically at the end of its side's movement if not adjacent to an enemy. Some terrain makes units fight as if disrupted without a marker. There are no separate morale tests; morale is built into the CRT and unit position.

There is no need to scan lists of factors to ascertain the current morale or roll a di - morale effects are deliberately already built into the system to avoid any need for this.
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2morale
Shaken / UnformedLegio VI Julia Augusta

At 5 DPs a unit is Shaken; further DPs cost whole bases.

How it works

A unit is Shaken when routed or at 5 DPs (multi-line legions get +1 threshold per extra line). Shaken units lose bases for further shooting, combat or morale DPs, suffer -5 combat dice and cannot charge. Units become unformed when shaken, routing, pursuing, evading or retiring.

Shaken. A unit becomes Shaken if routed or when it has accumulated 5 DPs. Any further DPs due to shooting, combat or morale (but not fatigue or manoeuvre) will cause an entire base to be removed as a casualty.
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2morale

Combat inflicts Suppressed (+4) and Disorganized (+3) cohesion states that stack and penalise every roll.

How it works

A Suppressed stand adds +4 and a Disorganized stand +3 to all its cohesion rolls; both together give +7. Because every action is a cohesion roll, these states steadily shut down fire, movement and recovery. Artillery, MMG and light mortar fire turns 'No Effect' into S, so support weapons pin targets even when they do no damage.

A stand may be both Disorganized and Suppressed at the same time, in which case the modifiers are cumulative (+7).
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2morale

Characters in cover who are hit, grazed or shot at must duck back and spend an action recovering.

How it works

A covered character who is grazed or wounded, or whose cover stops a shot, ducks fully behind cover. He must then use an action to recover, and one action recovers from any number of wounds and duck backs. Shooting at a known lurker behind cover always hits the cover but still forces a duck back, so it serves as covering fire.

Duck backs are an important feature of these rules; you can use the duck back rule to pin and neutralise your opponents and provide realistic covering fire for your friends.
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1morale
Pinned / Disrupted2 by 2 Napoleonics

Two degraded states limit what a unit can do until rallied.

How it works

Pinned units cannot move but may change facing and fire normally. Disrupted units cannot fire or move and are more vulnerable (+1 to be shot, +2 to enemy in melee). Markers are cotton wool.

6: Disrupted - The unit is marked as disrupted ... Until it rallies the unit may not fire or move. In addition it is more vulnerable to attacks
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1morale
Discouraged / BrokenA Coat of Steel

Companies at zero Courage are Discouraged and break on any further failure.

How it works

A Discouraged company may only make Tired attacks and cannot use Pluck up your Courage; if it fails another Courage check, or loses Courage through substitution, it is broken and turned to rout next turn.

Any company which has no Courage left (it has no marker next to it) it is considered “Discouraged”; if in this state it fails another Courage Check, it is immediately broken.
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1morale

Units become disordered from flank contact, prolonged melee, ladders and ship-borne charges.

How it works

Disorder is caused by being contacted on flank or rear, after a second round of melee, failing morale from shooting, losing melee, pursuing, charging from ship or barge, and climbing ladders. Disordered units suffer -2 morale and give enemies +1/+2 in melee.

Causes of Disorder Contacted on flank or rear After second round of melee Failing morale from shooting Losing melee Pun;uing Charging from Ship or Barge Climbing Ladders
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1morale

Shaken units fire and melee on Chart D, move at half rate and cannot countercharge.

How it works

Shaken units fire and melee on Chart D, move at half rate, cannot countercharge, and must not move for one turn to restore normal morale state.

Shaken Status Effects: Fire on Chart D ... Melee on Chart D ... Move at half rate. Can not counter-charge.
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1morale

Ships with failed morale shoot worse and must open range.

How it works

A Failed Morale ship has +1 to its shooting number and must move to increase range to the enemy if possible; failed ships count toward the opponent's victory.

Effects of Failed Morale • +1 to ship’s shooting number. • The ship must move to increase the range to the enemy if possible.
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1morale
SuppressionFistful of T-34s

Artillery-suppressed stands move and fire worse until the enemy's next artillery phase.

How it works

A suppressed stand is marked and has -2" movement and -1 to fire until the start of the enemy's next artillery phase.

Suppressed stands move with a -2" penalty and fire with a -1 modifier.
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1morale
DisarrayHoplomachia

Disciplined units become disarrayed by terrain, charges, fire or morale and must halt to recover.

How it works

Pursuers, routers, evaders and units interpenetrated are disarrayed, as are units whose turn's disarray points exceed their qualifier or that receive a D result. Marching units recover by staying halted one turn; approaching units need a Halt signal; charging units cannot recover unless they halt after routing opponents. Recovered units form Open Files; disarray halves the attack total in melee.

Units making marches may recover from disarray by remaining halted for one turn.
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1morale

A raid on the native camps lowers their morale level for the rest of the siege.

How it works

Contingents have graded morale levels; a successful American raid against the Indian camps reduces those forces by one morale level for the remainder of the siege.

A successful raid against the Indian camps will result in their forces losing one level of morale for the duration of the siege.
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1morale

A single disorder state, Unformed, removed by a full turn of regrouping.

How it works

There is one type of unorder, Unformed, caused by terrain, water, interpenetration, melee and morale results. Unformed units halve fire dice and suffer -2 in melee and morale. To reorder a unit must spend one full turn neither advancing nor retiring.

Unorder: There is one type of unorder - Unformed.
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1morale

Disordered brigades roll on a separate maneuver column ranging from quitting the field to rallying with elan.

How it works

1 or less Quits the Field; 2-3 Broken (retreat disordered, lose a stand); 4-5 Wavering; 6-7 Shaken (rallies, holds); 8-10 Rallies (half move); 11+ Rally with Elan. Fresh and Spent status modify charge and maneuver rolls.

Quits the Field - Remove from table 2,3 Broken - Retreats full move disordered and lose a stand
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1morale
Disordered / UnformedOi Navarcoi!

Squadrons degrade from formed to Disordered to Unformed.

How it works

Disordered squadrons get -1 to movement and to Battle and manoeuvre rolls. A second disorder makes a squadron Unformed: slow, fighting as if flanked, and taking the Katastrophe morale malus. A Disordered squadron rallies by spending a movement phase stationary and out of melee.

To rally from Disorder, squadrons must spend a movement phase stationary and not in melee. They automatically recover at the end of the turn.
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1morale

Stands can become disordered or demoralized, tracked with markers.

How it works

Mahdist fire mostly causes disorder rather than kills.

are more likely to cause some degree of disorder than actually kill units
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1morale
Steady, Weary, DisorderedTercios: Brevis Editio

Units are Steady, Weary or Disordered, each changing what they can do.

How it works

Steady units (no Wear) never take Order Checks for actions. Weary units (Wear = Stamina) suffer Combat and Fire Decreases. Disordered units suffer a Courage Decrease; Disorder comes from Very Difficult terrain, failed Resist Damage rolls and Shameful Defeats.

When a unit is Disordered it suffers from a Decrease in its Courage Value.
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1morale
Steady / Worn / Shaken / Broken / DisorderedThis Hallowed Ground

Units degrade through Steady, Worn and Shaken to Broken, with Disordered as an additive marker state.

How it works

Shaken units cannot charge, halve shooting and melee dice and must retire from melee. In v4.4 Worn units roll fewer test dice; Disordered units cannot move or shoot, one Disorder marker is removed each command phase, and units disordered during the opponent's phase receive two markers.

Disordered – This is an additive state for a unit. A steady, worn or shaken unit can also be disordered at the same time.
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1morale

Steady, Shaken and Routing states.

How it works

All units start Steady; the first failed test makes a unit Shaken (losing 1d6 per stand in fire and melee), a further failure makes it Rout (2d6" foot, 3d6" horse). Artillery can be Shaken but not routed.

If a Steady unit fails a Morale test, it becomes Shaken. If a Shaken unit fails a Morale test, it Routes.
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1morale
Disorder (advanced)Wars of Alexander the Great

Terrain or manoeuvre disorders a unit, halving its dice until it re-forms.

How it works

Steep hills, bad going, obstacle crossings, failed orders and (for most heavy/medium infantry) any manoeuvre or interpenetration cause disorder, shown by staggering the bases. A disordered unit rolls half dice in fights and shooting; it may re-form at the start of a Move stage but then only half-moves.

A disordered unit rolls only half the normal number of dice in a fight or when shooting.
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