| Health State | Threshold | Melee/Shock Modifier | Tactical Capabilities | Resilience/Notes |
|---|---|---|---|---|
| 1. FRESH STATE | >75% of Starting Stands Remaining | +1 | Full operational speed; may Charge/Assault | High stamina; unaffected by light losses |
| 2. WORN STATE | 35% to 75% of Starting Stands Remaining | +0 | Standard movement and firing capabilities | Combat fatigue sets in; ranks thinning |
| 3. SPENT STATE | <35% of Starting Stands Remaining / 2 Stands Left | -1 | Cannot declare Assaults unless led by GM | Must make 1D6 Discipline Check if fired on |
| 4. SHATTERED | 1 Stand Remaining | N/A | Instantly collapses; removed from play | Final stand loss counts to Faltering Clock |
| Starting Unit Size | Fresh State (+1 Melee) | Worn State (+0 Melee) | Spent State (-1 Melee) | Shattered (Removed) |
|---|---|---|---|---|
| 8 Stands (Large) | 8 to 7 Stands | 6 to 3 Stands | 2 Stands | 1 Stand Remaining |
| 6 Stands (Standard) | 6 to 5 Stands | 4 to 3 Stands | 2 Stands | 1 Stand Remaining |
| 5 Stands (Standard) | 5 to 4 Stands | 3 Stands | 2 Stands | 1 Stand Remaining |
| 4 Stands (Small) | 4 Stands | 3 Stands | 2 Stands | 1 Stand Remaining |
| 3 Stands (Depleted) | 3 Stands | — | 2 Stands | 1 Stand Remaining |
Whenever a unit is subjected to a morale crisis (e.g., suffering casualties from a closing volley , executing passage of lines , or taking fire while in a Spent state), it must roll a Discipline Check on 1D6:
| Status | Threshold | Effects |
|---|---|---|
| Fresh Brigade | 0–29% Stands Lost | Full Operations, Full Staff Pip Menu, Standard Shooting |
| Hesitant Brigade | 30–49% Stands Lost | Cannot Charge/Assault, Cannot Double-Time, -1 to All Shooting, -1 to Discipline Checks |
| Broken Brigade | 50%+ Stands Lost | Complete Collapse, Mandatory Retreat to Edge, Victory Points Awarded |
Shaken Morale: All subordinate units suffer a -1 penalty to all Discipline Checks.
[RULE-07-2.4] Threshold 2: The Broken / Whipped State (~ 50% Total Stand Losses):
| Brigade Total Starting Stands | Typical Composition | Hesitant Threshold (30% Losses) | Broken Threshold (50% Losses) |
|---|---|---|---|
| 16 Stands | 4 Small Regiments (4 stands each) | 5 Stands Lost | 8 Stands Lost |
| 20 Stands | 4 Standard Regiments (5 stands each) | 6 Stands Lost | 10 Stands Lost |
| 24 Stands | 4 Large or 5 Standard Regiments | 7 Stands Lost | 12 Stands Lost |
| 28 Stands | 5 Large Regiments | 8 Stands Lost | 14 Stands Lost |
| 32 Stands | Reinforced Division Wing (6–7 Regts) | 10 Stands Lost | 16 Stands Lost |
It did not sustain casualties from enemy shooting during the current turn.
The Check: Roll 1D6 against Troop Quality:
Result: If passed, remove the Disorder Marker. If failed, the unit remains Disordered.
This simulates the attritional exhaustion of a unit being constantly pushed beyond its breaking point without instantly evaporating it from the field.
Example: A Brigadier General can act as an independent command post within a 12" radius, generating normal staff pips and remaining safe from small arms fire. Alternatively, they can be attached to a color stand (base-to-base), granting +1 to melee and discipline checks and ignoring out-of-command limits, but they must roll for leader casualty if the unit takes a stand loss or a natural 6.
[RULE-07-4.3] The Leader Casualty Risk Trigger: Whenever an attached Brigadier is attached to a regiment that:
Sustains 1 or more physical stand losses from ranged fire or melee; OR
| 1D6 Roll | Casualty Result | Tactical & Command Consequences |
|---|---|---|
| 1 – 3 | Unhurt / Close Call | Bullet passes through uniform or strikes horse. No effect; commander continues leading. |
| 4 | Lightly Wounded | General is hit but refuses to leave the field. Generates -1 Staff Pip on all subsequent turns. |
| 5 | Severely Wounded / Captured | General falls from saddle and is carried off. Stand is removed from play. The senior Colonel takes command: on the next turn, generate pips using the Timid / Political formula (1D3 / 2) . | | 6 | Killed in Action (KIA) | General is killed instantly. The attached regiment immediately receives an automatic Disorder Marker. The brigade loses all remaining Staff Pips for the current turn. On the next turn, a replacement Colonel assumes command with a permanent Timid profile. |
Example: The 2nd Brigade starts with 20 stands and takes cumulative losses across its regiments (such as the 143rd, 149th, 150th, and 121st PA), eventually losing 6 stands total, crossing the 30% threshold and triggering a Hesitant state.
The Casualties Accumulate: Across Turns 2 and 3, the 2nd Brigade (Army of the Potomac) sustains heavy Confederate artillery fire and repulses an assault. The brigade loses:
143rd Pennsylvania: 2 stands lost.
Phase 1: Morale & Status Assessment :
Total Starting Stands: 20 stands.
Tactical Consequences for the Brigade:
On Turn 4, Brigadier Potts rolls 2 Staff Pips. He wants to order the 150th Pennsylvania to counter-attack an exposed Confederate battery.
If the brigade loses 4 more stands (reaching 10 stands lost / 50%), the entire brigade will become Broken and must begin a mandatory retreat off the battlefield.
Example: Brigadier Garnett attached to the 33rd Virginia (which has 2 stands remaining and is in a spent health state) spends 1 staff pip to advance 9.0" at a double-quick towards a defending Union battery, which fires canister at the 4.0" mark.
The Desperate Charge ( / ):
The 33rd Virginia is reduced to 2 stands (Spent health state, -1 to melee). Normally, a Spent unit is forbidden from declaring an assault.
The Approach & Canister Blast :
At the 4.0" mark, the Union battery delivers a Closing Canister Volley (2D6, hitting on 2+).
[2, 6]. Result: 2 hits scored (including one natural 6).The Leader Casualty Check :
Because the attached regiment suffered a stand loss and a natural 6, Brigadier Garnett must immediately roll on the Leader Casualty Table .
5 — Severely Wounded!Command Aftermath :
General Garnett is shot from his horse and carried off the field; his stand is removed from play.
The Anatomy of Brigade Morale & Command Risk
In 19th-century linear combat, the breaking point of an army was almost never determined by physical extermination. Civil War soldiers were volunteers with strong community ties; regiments from the same county or state stood side by side in the brigade line.
When a brigade took 30% casualties, the psychological weight was catastrophic: company captains were dead, color guards had been shot down multiple times, cartridge boxes were empty, and the wounded crying for water filled the rear lines. At this stage, a brigade became Hesitant—it could still defend a fence line with sullen obstinacy, but it could no longer summon the offensive momentum to charge across an open field.
At 50% casualties, the brigade ceased to exist as an organized combat formation. The line disintegrated into clusters of retreating men seeking the safety of the division reserve.
The Brigade Faltering Clock captures this historical dynamic with complete mechanical elegance: * Zero Table Clutter: One D6 on the Brigadier's base tracks the fate of 4-5 regiments. * Collective Responsibility: A player cannot sacrifice two "throwaway" regiments on a hopeless assault without dooming their entire brigade to a Hesitant state. * The Heroic Dilemma: Attaching your Brigadier to an assault gives you the crucial +1 Melee bonus and rallies spent units, but as happened to Albert Sidney Johnston at Shiloh and John Reynolds at Gettysburg, leading from the front carries a high risk of being carried off the field in a blanket.