Alternative Morale for WRG 1950-1950 Rules
Procedure: Test when any element is KO’d, or when two or more elements are neutralized by weapons capable of KO’ing them. Roll 1D6 and modify, then check the final score to see the result.
Retreat: A retreating unit must move back at least the minimum distance specified, and may retreat up to the maximum distance specified. Retreat must be away from the cause of the test, within a 45 degree angle to either side of a line directly away from the cause of the test. Elements may follow any path they like within this arc. They may flow freely through friendly units, but may not come within 4": of enemy elements or they surrender. Any elements forced to leave the game table may not return unless this is their first retreat of the game; they may then return from off-table after waiting one extra turn.
Shaken: A shaken unit must stand for one full friendly turn to recover. It may not advance while shaken, and suffers –1 to hit if it fires.
Desertion: Remove the required fraction of the unit’s elements from play. If there is a remainder, roll 1D6 vs. the remainder to see if an extra element deserts. For example, if a unit has 14 elements and suffers 1/6 desertion, it loses 2 elements automatically, and loses a 3rd on a roll of 1-2.
|
Score |
Result |
|
4 or more |
Carry on normally. |
|
2-3 |
Unit is halted and cannot advance next turn. |
|
1 |
Unit retreats 12-40", shaken. Unit suffers 1/6 desertion. |
|
0 or less |
Unit retreats 20-40", shaken. Unit suffers 2/6 desertion. |
|
Unit is elite / green: +1/-1
Unit has support (one or more ok/halted friends within 8"of unit’s flank/rear): +1 Each 25% KO’d/deserted: -1 Shaken: -1 Unit is out of command: -1 Under attack from two or more sides: -1 |
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