Mexican Light Cavalry charge Crockett's Tennesseeans, who have taken
cover in broken ground...not a smart move given the even odds and cover.
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In the most recent issue of Wargames: Soldier and Strategy, veteran wargamer and rules-writer, Richard Clarke discusses the evolution of trends in table-top gaming. One of the examples he gives is morale modifiers and how the can change and slow down game-play. Writes Clarke,
"One of the worst examples...was a morale system which I encountered some years ago...To initiate my charge I had to take a morale test, I passed so then moved forward. My opponent fired, so then I took another morale test to see if I could charge home. I did. So he now took a morale test to see if he stood. He did, we fought, it was relatively inconclusive, so we both took a morale test to see what we did. Five morale tests for one combat was, to my mind, daft, but worse, it served to totally remove us from any sense of an inspiring charge with l'arme blanche into the teeth of blazing muskets. There was no heroism to be found there, only a succession of mundane mathematical calculations."[1]
The lancers make the morale role to charge, but their movement in restricted.
The Tenneseeans' morale benefits from their easily defensible position and stand.
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The light cavalry unit would make a 2x D-6 morale role to charge the irregulars in cover within the rock formation. Morale Modefiers (percentage of unit wounded/killed, leaders killed, cover, experience/discipline, etc.) will effect the outcome of the roll of the dice and consequently the outcome of the charge/melee combat.
The lancers take two casualties and fail their morale role. Three morale rolls in one
assault. This exemplifies what Clarke is addressing in his recent article.
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[1] Clarke, Richard. "Up front", Wargames: Soldiers and Strategy, Issue 63, Karwansaray BV, Rotterdam, Netherlands, p.75.