Hi Bolingar,
Here are the ACW (H&M) Morale rules. These rules were written back in the 90s and went through some initial play-testing put being aside in favor of my AoS rules project before they were completely wrung out.
WARNING – Some dice required.
I'd be interested in any comments/critiques you might have to offer. People like us do, after all, undertake these quixotic pastimes for the entertainment and approbation of our gaming brethren.
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MORALE
Morale Grades
Four levels of troop quality/morale grade are recognized: Elite, Veteran, Line, and Militia.
Elite: The best of the best – the best quality regiments of the Stonewall Brigade, Hood's Texas Brigade, or the Iron Brigade for example, which have previously displayed high bravery in action.
Veteran: Seasoned units, undiluted by large drafts of new levies, who have acquitted themselves well in at least one previous campaign, or units of intensively trained and highly motivated soldiers, i.e. – VMI Cadet Battalion or US Regulars;.
Line: The great mass of undistinguished units of trained, competently led soldiers who have already seen action, or who have not yet seen action but have been intensively trained.
Militia: Hastily organized, incompletely trained units of raw recruits seeing their first real action, or badly led line infantry.
Morale Condition – Infantry and Cavalry
Morale conditions reflect varying degrees of the unit's ardor for battle. The following morale conditions are recognized for infantry and cavalry:
Confident
Unit is in good order, under the control of its officers, and in all respects ready for battle. A confident unit advancing to the attack against an enemy in an equally Confident morale state will halt when reaching Decisive Range and engage in a fire-fight. It will advance to contact with any opponent in a lesser morale state. If receiving an enemy charge, it will hold its fire until Decisive Range. If starting a turn within Decisive Range of a Confident enemy, it will stand its ground. Confident units are denoted by all stands touching.
Cautious (Disordered)
A unit unformed or disordered by fire or terrain penalty, but still willing to fight. A cautious unit in the attack will close into an enemy's effective weapons range. In the defense, it will open fire at the effective range of its own weapons. If starting a turn within decisive range of any enemy unit of a superior morale condition, it will recoil back to effective range of the enemy's weapon class or to hard cover in its rear, whichever is nearer. Friends to its rear will stop the recoil of a cautious unit. All skirmishers, units in route/road column, or any units or elements incurring a terrain penalty during movement are Cautious by definition. Cautious units are denoted by all stands being slightly separated from one another.
Shaken
A unit dismayed or overawed. A shaken unit will not advance against any visible enemy. In the defense, it will open fire at Effective range of its own weapons at ˝ effect. A Shaken unit within the Decisive range of an enemy unit in a superior morale condition will recoil back to the Effective range limit of opponent's weapons or to hard cover in its rear, whichever is nearer. A Shaken unit contacted by an enemy in Confident morale condition will become Broken. A recoiling or fleeing Shaken unit will interpenetrate any friends to its rear. Shaken units are denoted by all stands being both slightly separated and staggered relative to one another.
Broken
Unit has lost its will to face the enemy. It will immediately face about and retreat as a disorganized body at the skirmish movement rate in a direction as directly as possible away from the threat which caused the morale failure, without coming nearer any other visible enemy. It will interpenetrate friendly units in order to meet its direction of retreat obligation. A Broken unit will continue to retreat until it starts a turn out of sight of all enemy elements. A Broken unit will lose 1 casualty to straggling per each turn of retreat. Once out of sight, it will remain as a stationary disorganized body until rallied.
Any infantry or cavalry unit which suffers a Broken morale result within Decisive Range of a charging Confident enemy will surrender its Color Stand to the opposing player before fleeing and may not be rallied in the course of the game.
Any artillery unit which suffers a Broken morale result within Decisive Range of a charging Confident enemy will abandon its guns and be removed from play.
Any Broken unit of any sort fired upon or sighting any enemy advancing toward it will resume its flight, losing 1 casualty per turn of flight to straggling, until it is once again out of sight of all enemy. Broken units in flight are denoted by all surviving stands separated by at least one stand width from one another.
Morale Condition – Artillery
Crew-served weapons are treated differently for morale reaction purposes.
Confident:
The Battery is in good order, under the control of its officers, and in all respects ready for battle.
Cautious:
Treat as for Confident, except that Battery will limber and withdraw in the face of a Flank or Rear Threat.
Shaken:
Fire is at ˝ effect. Battery will limber and withdraw out of sight of enemy if any enemy infantry or cavalry unit is within ˝ movement distance and advancing toward it.
Broken:
Crews will abandon their guns and flee if a Confident advancing enemy infantry or cavalry unit is within its own Decisive range. Otherwise the Battery will limber and withdraw out of sight of the enemy.
When to Test Morale
Morale tests may be required at different and possibly multiple times during both the movement and firing portions of a turn. Each regiment, battery, squadron, or detached element thereof must immediately check its morale and apply the result whenever it suffers a Morale Impact.
A single event or situation may produce multiple Morale Impacts. Each Morale Impact requires a separate test.
Morale Impacts
Each applicable condition represents a Morale Impact.
BEFORE MOVEMENT
Flank and Rear Threats
> Each visible unbroken enemy ELEMENT which is: (a) located within 1/2 movement distance of the unit or element in question; (b) is outside of its frontal fire arc; (c) is not itself within the frontal fire arc of any unbroken friendly unit; and (d) whose arc of fire includes the testing unit or element.
Charges
> Attempting to initiate a charge to contact.
> Being declared the target of a successfully initiated charge attempt.
DURING MOVEMENT
Passage of Lines
> Attempting to advance through the formation of any friendly unit in a Shaken or Broken morale condition.
Interpenetration
> Unit is interpenetrated by a friendly unit moving to the rear for any reason.
> Interpenetrating friendly unit is in Shaken morale condition or worse.
> Interpenetrating friendly unit is retreating with back to the enemy.
Influences of nearby friendly units
> Each identified friendly unit within 2 inches seen moving or falling back to the rear for any reason.
> Each identified friendly unit within 2 inches seen moving to the rear with their backs to the enemy.
AFTER MOVEMENT
Firing
Unit has been fired at by artillery or by any body of close order infantry.
Unit is under fire and unable to reply.
Unit is under canister fire within 1 inch.
Unit is fired upon by a previously unseen enemy at Decisive Range.
Number of D10 fire dice from close order infantry or artillery directed toward unit is at least 2x number of stands in unit.
Each casualty suffered by fire.
Any Morale Impacts caused by fire from a flank count double; those caused by fire from the rear count quadruple.
Pursuit of Broken enemy
A friendly unit in Confident morale condition must advance a full turn of movement in direct pursuit of any formed enemy which breaks within 1 inch of its front, unless it is restrained by passing a morale test.
Effects of Disorder upon Morale
Any close order unit disordered as a result of terrain or obstacle penalties during movement that turn and obliged to test morale for any reason must take one additional test for Straggling.
Disaffected Troops
Hungry troops, fatigued troops, drafted Militia, units under incompetent leaders, and units low on ammunition are classified as disaffected troops. Disaffected troops can never exceed a morale condition of Cautious.
Night
Any unit required to test against any morale impact(s) at night must make one additional test for Straggling.
How to Test Morale
Morale tests are conducted in order starting with the worst case morale condition first, i.e. – broken, shaken, cautious, then confident. Within each condition, tests are performed in order starting with the unit suffering the greatest number of morale impacts. In cases of an equal number of morale impacts, test in order starting with the worst morale classification, i.e. – militia, line, veteran, then elite. Otherwise, test simultaneously.
One D10 is thrown for each morale impact.
Troop Quality Fail on score of: Pass on score of:
Elite 2 or less 3 or more
Veteran 3 or less 4 or more
Line 4 or less 5 or more
Militia 5 or less 6 or more
The presence of an attached mounted commander will permit that unit to IGNORE ONE Morale Impact during each phase of the turn (Before Movement; During Movement; After Movement; Special Case).
Effects of a Failed Morale Test
Each morale failure will cause an infantry or cavalry unit the loss of one casualty to straggling and will reduce the morale condition of the unit by one level, which in turn may cause a morale reaction. Artillery does not suffer losses from straggling. The worst morale condition which can be suffered is Broken, regardless of the number of morale failures suffered. However, one straggling casualty is always suffered for each morale failure.
Rallying a Cautious or Shaken Unit
A Cautious or Shaken unit may attempt to improve its morale status at the end of any game turn in which it has
(a) Not moved.
(b) Not conducted fire combat.
(c) Not been forced to test morale.
Throw 1D10 as if testing against a morale impact. Add +1 to any rally attempt D10 score if a mounted commander is in contact with the flag stand. The morale status of the unit will improve by one level with a minimum passing test score plus one additional morale level level for each dice score above the minimum and will start the next game turn as such.
A test failure will result in one straggling casualty per stand in the testing unit.
Rallying a Broken Unit
A Broken unit may attempt to rally at the end of any game turn in which it has –
(a) Not moved.
(b) Not conducted fire combat.
(c) Not been forced to test morale.
(d) Remains in possession of its colors
(e) Has a mounted commander in contact with its color stand.
Otherwise test to rally as above.
A Broken stand/element out of sight of its unit's colors cannot test to rally.
A Broken unit without its colors cannot be rallied.
DELIVERING A CHARGE:
The Attacker must meet the following conditions in order to execute a charge:
A unit must have sufficient movement distance to contact its object that turn.
The objective of the charge must be within the frontal fire arc of the charging unit.
The charging unit must be in a morale condition that will permit it to advance in some way.
Close order infantry and cavalry may charge any target. Skirmishers may charge other skirmishers, transport, or limbered artillery. Artillery and mounted infantry on their horses may never charge.
If the above conditions are met, the Defender must test its morale once for each discreet enemy unit charging it that turn.
A result of Confident permits the defending unit to withhold its fire until the advancing enemy has approached within Decisive range of its weapons.
A result of Cautious or Shaken permits the defending unit to withhold its fire until the advancing enemy has approached to within Effective range of its weapons.
A result of Broken will cause the defending unit to flee without firing.
The Attacker advances, tests its own morale at the point where it receives the fire of the Defender, and then completes its movement as follows. If Defender has fled without firing, no morale test is required.
A result of Confident permits the Attacker to return fire at Decisive range against an equally Confident Defender, otherwise to advance into contact with any Defender in a lesser morale condition.
A result of Cautious will cause the Attacker to halt at or recoil back to Effective range where its surviving stands will return fire against the Defender.
A result of Shaken will cause the Attacker to halt at or recoil back to Effective range where its surviving stands will return fire against the Defender at ˝ effect.
A result of Broken will cause the Attacker to immediately flee to the rear without firing.
If a Cautious or Shaken Defender is contacted by a Confident Attacker:
A Cautious Defender will become Shaken and will fall back in the face of the Attacker, remaining outside of Decisive Range.
A Shaken Defender will become Broken and will flee.