tag:blogger.com,1999:blog-7538035190723791338.post7358148954959539034..comments2024-01-21T01:59:22.202-08:00Comments on Ilkley Old School: Morale in the War GameMark Dudleyhttp://www.blogger.com/profile/13331203191073034775noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7538035190723791338.post-59946108178192864692015-08-08T00:21:00.841-07:002015-08-08T00:21:00.841-07:00This comment has been removed by a blog administrator.Anonymoushttps://www.blogger.com/profile/06400860789735716626noreply@blogger.comtag:blogger.com,1999:blog-7538035190723791338.post-17092970094481978322015-08-04T16:50:23.741-07:002015-08-04T16:50:23.741-07:00Like you, I have come to the conclusion that separ...Like you, I have come to the conclusion that separate HQ elements aren't really necessary, though I have retained them for my 18th Century Imagi-Nations, and (for the moment at any rate) for my ACW units as well.<br /><br />My combat system is very similar to Charles Grant's - I'd almost say was modelled on the 'War Game' system but that I had forgotten all about them when I designed my own! Something must have stuck in my subconscious memory. I use volley groups with a 'Die Range' system that does away with subtractions for range (though it means 'sixes' aren't good rolls for musketry), and group the 'hits' into eights plus a remainder, with no specific target figures or groups of figures within the target units. Roll for each 'group' and set duplicates aside. The number of dice remaining is the number of casualties.<br /><br />However, a double-six within a group counts as an officer casualty. A triple-six or more a General officer if present within 5cm of the target, unit becomes a casualty instead.<br /><br />At present I have a casualty modifier as well, but at 10% intervals. However, though a morale roll is taken for 10% loss in one bound, the modifiers don't kick in until 20% have been lost, then the penalty goes up by 1 for every 10% cumulative loss thereafter. I also use the CG 50% rule.<br /><br />My morale system has been based upon the terrible Swift Sword board game system, and I reckon it worked very well for ACW, reflecting the fairly volatile morale of the soldiery in that war. It meant a '1' was an excellent morale roll, and a '6' generally disastrous. I'm thinking of modifying the numbers, though to reverse this. so a veteran unit with a Morale Factor of 5, requiring 5 or less to pass, 1st Class (veteran or 'crack') unit needing to exceed its 'class' number to pass. <br /><br />The 'failed' morale results I have placed upon a grid, the results being determined by what the unit was doing at the point of 'failure', and how much it failed by. A fresh 27-figure veteran unit whilst advancing, comes under a not very telling fire 2 figures, say. They would not need to take a roll. But it would if it lost 3. Three out of 27 is just over 11%, so there is no modifier. It rolls a '1', failing morale. As it was advancing and failed by 1, it halts. If it hasn't exceeded its movement allowance, it might even get to shoot back!<br />Cheers,<br />Ion<br /> Archduke Piccolohttps://www.blogger.com/profile/15533325665451889661noreply@blogger.com