07. MORALE, BRIGADE FALTERING, LEADERS & ARMY TRAITS

1.0 Regimental Health & Morale States

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:


2.0 The Brigade Faltering Clock (The Brigade Morale Engine)

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

  1. Assault Prohibition: Regiments in the brigade cannot declare Assaults/Charges .

  1. Speed Restriction: Units cannot use the Double-Time order .
  2. Degraded Firepower: All regiments and attached batteries suffer a -1 to-hit penalty on all Phase 3 shooting rolls.
  3. Shaken Morale: All subordinate units suffer a -1 penalty to all Discipline Checks.

  4. [RULE-07-2.4] Threshold 2: The Broken / Whipped State (~ 50% Total Stand Losses):

  5. When cumulative stand losses reach or exceed 50% of the brigade's starting strength, the brigade is officially Whipped / Broken.
  6. Immediate Collapse Protocol:
  7. The brigade immediately forfeits all remaining Staff Pips.
  8. All subordinate regiments and batteries receive a Disorder Marker.
  9. Every unit in the brigade must spend its entire movement phase on all subsequent turns executing full retrograde moves (6.0" per turn) toward the friendly table edge.
  10. Broken units cannot shoot, cannot rally, and cannot initiate melee. If charged by an active enemy unit, a Broken regiment automatically Routs and is removed from the table.

Master Brigade Morale Threshold Table

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

3.0 Rallying, Re-forming & Regimental Recovery


4.0 Leaders, Headquarters & Officer Casualties

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.


Master Leader Casualty Table

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. |


5.0 Comprehensive Worked Tactical Examples

Example 1: The Cascading Collapse of a Hesitant Brigade

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.

Step-by-Step Scenario Analysis

  1. 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:

  2. 143rd Pennsylvania: 2 stands lost.

  3. 149th Pennsylvania: 2 stands lost.
  4. 150th Pennsylvania: 1 stand lost.
  5. 121st Pennsylvania: 1 stand lost.

  1. Phase 1: Morale & Status Assessment :

  2. Total Starting Stands: 20 stands.

  3. Cumulative Stands Lost: 6 stands (30% attrition).
  4. The Faltering Threshold Triggered: Brigadier Potts reaches the 6-stand loss limit. He places a Hesitant Marker on his command base.
  5. Tactical Consequences for the Brigade:

  6. On Turn 4, Brigadier Potts rolls 2 Staff Pips. He wants to order the 150th Pennsylvania to counter-attack an exposed Confederate battery.

  7. Order Denied: Because the brigade is Hesitant, it cannot declare Assaults/Charges . The 150th PA cannot charge.
  8. The brigade attempts to fire musketry in Phase 3. All regiments suffer a -1 to-hit penalty on their shooting dice due to thinning ranks and demoralization.
  9. The Danger of Total Collapse:

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 2: Attached General Leading a Spent Unit & Leader Risk Check

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.

Step-by-Step Resolution Walkthrough

  1. The Desperate Charge ( / ):

  2. The 33rd Virginia is reduced to 2 stands (Spent health state, -1 to melee). Normally, a Spent unit is forbidden from declaring an assault.

  3. However, Brigadier Garnett personally attaches to the regiment's Color Stand. His presence authorizes the spent regiment to declare a charge. Garnett spends 1 Staff Pip.

  1. The Approach & Canister Blast :

  2. At the 4.0" mark, the Union battery delivers a Closing Canister Volley (2D6, hitting on 2+).

  3. The Union player rolls: [2, 6]. Result: 2 hits scored (including one natural 6).
  4. The 33rd Virginia is in the open (no save). 2 hits = 1 stand removed! The regiment is down to its final stand (Color Stand). The natural 6 inflicts a Disorder Marker.

  1. The Leader Casualty Check :

  2. Because the attached regiment suffered a stand loss and a natural 6, Brigadier Garnett must immediately roll on the Leader Casualty Table .

  3. The Confederate player rolls 1D6: Roll is a 5 — Severely Wounded!

  1. Command Aftermath :

  2. General Garnett is shot from his horse and carried off the field; his stand is removed from play.

  3. Without the general present, the 33rd Virginia is reduced to 1 stand remaining . The regiment immediately shatters, collapses, and its final stand is removed from the table.
  4. The brigade loses 2 stands total toward its Faltering Clock, and on the next turn, a replacement Colonel assumes command with a Timid rating.

6.0 Designer Notes & Historical Commentary

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.