Broken Units

We’ve covered broken units previously but this far have assumed they will act normally the following turn. This obviously didn’t always happen, so I’m going to introduce the following rules.

Units that have broken (a unit that has failed it’s morale test by more than two points) will continue to flee each turn until it has managed to restore order in its ranks.

This can be done via two methods;

1) the unit will make morale checks at the beginning of each of its turns (if outside of 10cm of the enemy). This counts as one action, if it passes, it can carry out its remaining actions as normal.

2) the commander in chief can make base to base contact with the unit, at which point the unit can pass it’s morale check on a 10 or less. However, this does not come without risks to the commander in chief himself! This counts as one action, if it passes, it can carry out its remaining actions as normal.

If a unit still fails it’s test, it will withdraw a further 10cm that turn to its own table edge. If a unit leaves the table edge it can take no further part in the game.

RISKS TO GENERALS

A unit may use a CinC’s to rally itself on a 10 or less as long as the CinC is in base to base contact with that unit at the beginning of the turn. However throughout history there are stories where generals have lost control of their troops and as a result have been under threat themselves from their own men.

The murder of General Dillon

“The force re-formed level with the Fives gate, with a mixture of soldiers from different regiments forming a garrison. Dillon’s second-in-command, the engineer colonel Pierre-François Berthois, was stopped by the soldiers, hung from one of the battlements and fired him and 3 or 4 prisoners from a gun.[3] Wounded, Dillon was shot in a cart and bayonetted. His body was tied to the cart and dragged through the streets as far as the Grand Place, where it was thrown on a fire, made up of signs from several neighbouring shops.[3]

An excerpt taken from Wikipedia on the death of French General Dillon following the battle of Marquain in 1792.

General Jackson

Darkness ended the assault. As Jackson and his staff were returning to camp on May 2, they were mistaken for a Union cavalry force by the 18th North Carolina Infantry regiment who shouted, “Halt, who goes there?”, but fired before evaluating the reply. Frantic shouts by Jackson’s staff identifying the party were replied to by Major John D. Barry with the retort, “It’s a damned Yankee trick! Fire!”[47] A second volley was fired in response; in all, Jackson was hit by three bullets, two in the left arm and one in the right hand. Several other men in his staff were killed, in addition to many horses.

Another example where men fired on their own General ‘Stonewall’ Jackson mortally wounding him, also from Wikipedia.

Both of these events occurred when the troops morale was low or in great fear of the enemy. I would like to replicate this in the game by introducing an element of danger for the General if he attempts to rally a broken unit.

Therefore when a unit rolls for morale using the Generals morale of 10, any failures on a 12 would mean a further single D6 dice roll, the effects of which are shown below:

1 – The General is killed by his own men and they flee completely from the field of battle.

2 or 3 – The General and his staff are confused for the enemy and shot at. However the troops realise their error and soon cease but not before wounding the General.

4+ the general is ignored and the men continue fleeing.

WHAT DO YOU WANT TO SEE?

I’ve only given two options here, however if people make fantastic suggestions as to the fate of the general I’m willing to add them in. The table could be based on D66 rather than D6 of we have enough suggestions, and may add a bit of fun to the fates of our generals.

Please leave a comment below with your suggestions and I’ll try and include them all or as many as I can.

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