10.1 MORALE CHECK (MC)/TASK CHECK (TC): Every Personnel unit has a basic morale rating printed on its counter. This is the number which the player must roll ≤ with two dice in order to succeed in performing some task or avoid damage inflicted by enemy fire. When an attack result dictates that a unit must check morale, it is termed a MC. Failure of a MC (by rolling > the Morale Level after modification) results in the breaking/
10.2 LEADER LOSS MORALE CHECK (LLMC)/LEADER LOSS TASK CHECK (LLTC): Whenever a MC/
Should an unbroken leader break, all unbroken friendly Personnel units with a lower Morale Level in the same Location (or moving stack during Defensive First Fire) must take a LLTC [EXC: if exempt from pinning]. This LLTC is handled in the same manner as a LLMC except that if the LLTC is failed, the unit is pinned instead of broken. Q&A
EX: A Good Order 9-1 leader is stacked with a 6-5-8 and a 4-6-7 squad Their Location is attacked resulting in a 1KIA. Random Selection determines that the leader is eliminated and therefore both squads are automatically broken (7.301) The broken 4-6-7 must take a 1MC as its LLMC, which will Reduce it to a broken HS if it fails. The broken SS squad need not take a LLMC because its current morale (9) is not < that of the eliminated leader.
10.21 LEADERSHIP DRM: The only applicable DRM to a MC/
EX: A broken 8-0 leader, stacked with a 4-6-8 and a 4-6-7 squad, is eliminated by a fire attack which caused a 1MC result. Regardless of the outcome of that 1MC on the squads, the 4-6-7 must also take a NMC as its LLMC. If the leader were an 8-1, the 4-6-7 would have to take a 1 MC as its LLMC. If the leader were a 9-1, both the 4-6-8 and the 4-6-7 squad would have to take a 1MC as their LLMC.
10.22 A leader may not apply his own leadership DRM to his own MC/
EX: A 9-1 leader which was fired on during the PFPh, yielding a "NMC" result on the IFT, must roll ≤ 9 to pass his NMC. However, if an unbroken friendly 10-2 leader is also in the same Location, the 9-1 can pass his MC with a DR ≤ 11. A 9-2 leader in the hex instead of the 10-2 leader has no effect because his Morale Level is the same as the 9-1. The 10-2 must past his NMC first and with no assistance from the 9-1. Had the 9-1 leader been moving and fired on by First Fire, the presence of a superior - but non-moving - leader in the same Location would not have aided the moving unit in its NMC.
10.3 MC FAILURE: Personnel which pass their mandated MC are unharmed (although possibly pinned; 7.8), but those which fail are immediately inverted and become broken [EXC: broken/
10.31 CASUALTY MC: If an unbroken unit rolls an Original 12 during a MC, it suffers Casualty Reduction and is broken (or eliminated if not subject to breaking) [EXC: A hero/
10.4 BROKEN UNITS: Broken units are inverted and henceforth use the Morale Level printed on their reverse side for all MC/
10.41 VOLUNTARY BREAK: Units within both the LOS and Normal Range per A10.532 of an armed and unbroken Known - and/
10.5 ROUTING: During the RtPh a broken unit may not remain in the same Open Ground hex in the Normal Range and LOS of a Known enemy unit, nor-regardless of terrain-may it end a RtPh ADJACENT to or in the same Location with a Known enemy unit that is both unbroken and armed. A leader with no SW is still considered "armed" for purposes of determining legal rout paths and enforcing Failure to Rout eliminations. Broken units must rout away (ATTACKER first-one unit at a time [EXC: Voluntary Rout; 10.711]) during that RtPh or be eliminated for Failure to Rout [EXC: Surrender; 20.21]. Otherwise, a broken unit must rout only if in a Blaze (B25.4). A broken unit may rout if currently under DM. All broken units (including Conscripts) other than wounded SMC have six MF for use in the RtPh; this amount can never be increased. A broken unit may end its RtPh in an Open Ground hex in the LOS and Normal Range of a Known enemy unit without Interdiction only if it has used Low Crawl (10.52) during that RtPh, but it still may not be ADJACENT to an unbroken and armed Known enemy unit at the end of the RtPh or it will be eliminated for Failure to Rout. Broken units may not use Bypass (4.3). Q&A
10.51 DIRECTION: A routing unit may never rout toward a Known enemy unit (even if that enemy unit is broken, disrupted, or unarmed), while in that enemy unit's LOS, in any way which decreases the range in hexes between the routing unit and the Known enemy unit [EXC: Passengers, D6.1]; nor may it move toward such an enemy unit after leaving its LOS during that RtPh; nor, if ADJACENT to a Known enemy unit, may it rout into another hex ADJACENT to that same enemy unit. A routing unit may never move ADJACENT to a Known enemy unit, unless in doing so it is leaving that enemy unit's Location. Otherwise, a routing unit may move toward an enemy unit. Assuming it can abide by the previous requirements, a routing unit must move to the nearest (in MF) building or woods hex (even if overstacked) unless that route is through a Blaze or unbridged Water Obstacle. A routing unit can rout into/
A broken unit may continue its rout voluntarily in a subsequent RtPh only if under DM. If no building/
EX: German units Occupy 5M2, K2, and K4. The broken Russian unit in L2 must rout away from the Known enemy units in M2 and K2 without moving ADJACENT to them, so it routs to L3 where it now discovers a Known enemy unit ADJACENT in K4. It cannot remain there without being eliminated for Failure to Rout, so it elects to continue its rout to M4, where it may end its rout, or continue on to N3 or N4. If the German unit were in L3 or L4 instead of K4 the broken unit would be unable to rout away without moving ADJACENT to a Known enemy unit, and therefore would be eliminated or captured for Failure to Rout.
EX: A broken unit begins its RtPh in 3M2 at ground level with a Good Order enemy unit in M3. The broken unit can rout one hex vertically upstairs to M2 1st level and end its RtPh or, at its option, continue into N1 1st level or even to N1 2nd level via M2 2nd level. It is not ADJACENT to the enemy squad in M3 when on the 1st level or 2nd level of M2 or N2, as no unit can advance into an adjacent hex and move up a building level in an APh.
10.52 LOW CRAWL: Low Crawl is a rout of one hex which requires the entire MF allotment of the routing unit (but is still considered a form of Assault Movement should the routing unit enter a FFE Blast Area). A routing unit using Low Crawl cannot be Interdicted. Low Crawl cannot be used to enter Marsh or a Water Obstacle, or in any stream unless dry. Low Crawl cannot be used to exit an enemy-occupied Location. All other Rout provisions apply unchanged to Low Crawl. Q&A
10.53 INTERDICTION: A routing unit which enters an Open Ground hex without Low Crawl, in both the LOS and Normal Range of an unbroken enemy unit capable of fire on it in that hex with at least one FP without any form of LOS Hindrance, is subject to a NMC and everything that normally entails (see B27.41 for applications of a change of Location within the same hex). A routing unit which fails its Interdiction NMC suffers Casualty Reduction, although any remaining HS may continue its rout thereafter. Interdiction does not affect other units in the same Location other than to possibly cause DM (10.62). Units are capable of Interdiction even if they have already exhausted their fire capability during that Player Turn. An Interdicted unit is also subject to pinning (7.8), to the extent that if pinned, it may not rout further during that RtPh and if pinned while still ADJACENT to a Known, armed, unbroken, enemy unit is eliminated for Failure to Rout. A broken unit may not be Interdicted more than once per Open Ground hex entered, regardless of the number of opposing units which can claim Interdiction. Once a unit begins its rout, it is expending MF; it cannot begin anew. Whenever a unit routs, it is restricted by the mechanics of movement (4.2) and must face the consequences of that move. Q&A
10.531 OPEN GROUND: For purposes of rout determination, Dash, concealment gain/
EX: A grain, brush, or orchard hex is not Open Ground because the -1 FFMO DRM does not apply. A shellhole, pillbox, or foxhole is not Open Ground unless the routing unit pays only the minimum MF to enter the hex. SMOKE or weather effects exerting a DRM, either in the Open Ground hex or between it and all potential Interdictors, allow rout transit of an otherwise Open Ground hex free of Interdiction. Similarly, if the only available same-level LOS of a potential Interdictor must cross/
EX: It is the RtPh and each of the broken units is under DM and therefore eligible to rout. The 1G2 unit may rout to F1, G1, or even H2 because, although it would be moving closer to the enemy, it had not been in the LOS of any of the units it was moving closer to before routing to that hex. The J2 unit can opt to remain stationary or rout to building K2. It could also ignore K2 (because it is no farther away from a Known enemy unit than its present position) and rout to the J0 woods instead, but it would be subject to Interdiction in J1 from the 4-6 7 in H5. The I5 unit cannot rout because any move it made would be ADJACENT to a Known enemy unit; consequently, it must surrender (20.21) or be eliminated at the end of the RtPh for Failure to Rout if No Quarter (20.3) is in effect. The broken squad in I4 may not rout to any hex other than I3 because doing so would be either moving ADJACENT to or decreasing the range to a Known enemy unit. In routing to I3, the squad announces that it is using Low Crawl. However, it also has the option to attempt to rout through I3 to H2 or J2, but at the risk of Interdiction in I3 (or, because those hexes are no farther away from the Known enemy in G4/
10.532 INTERDICTOR: One unit may Interdict any number of routing units and may Interdict the same routing unit in more than one hex. No weapon is effective for Interdiction (or Encirclement) purposes beyond its Normal Range or 16 hexes (whichever is less). If a Gun would have to change its CA in order to fire (if this were a fire phase), a positive DRM would usually come into effect and thereby disallow its Interdiction. Similarly, a CX unit or one in Melee cannot Interdict an enemy unit due to those limitations on its fire. An AFV cannot Interdict if it would have to change its VCA/
10.533 CONCEALMENT: Concealed units, since they are not Known, must be ignored by the routing player in determining his legal rout route. The presence of a concealed enemy unit in the closest building/
EX: The broken unit has to rout because it is in Open Ground in the LOS and Normal Range of a Known enemy unit. It must rout into J4, which is the closest building not closer to a Known enemy unit in its LOS. Entry to J4 is repulsed however, as the German squad loses concealment and becomes a Known enemy unit in the process. The broken squad is eliminated for Failure to Rout because it had to end its RtPh ADJACENT to a Known enemy unit. Had he preferred to take the Russian unit prisoner, the German could have opted to drop his concealment voluntarily and allowed the Russians to rout to him as prisoners (20.21). The fact that he did not voluntarily drop his concealment does not make him subject to No Quarter (20.3) penalties.
EX now assume only the German squad in 1G4 is concealed. The Russian can rout to H3 and stop, or move on into G3 or H2-unless the German squad in G4 drops its concealment before the Russian routs to H3. The broken unit could even attempt to enter G4 causing the German unit to lose its "?" status, but this would result in the elimination of the broken unit for Failure to Rout. Once the Russian routs to H3 it will be eliminated only if it attempts to continue its rout into the concealed German's hex. Revealing its position after the Russian reaches H3 will not eliminate the Russian because it did not move ADJACENT to a Known enemy unit at the time of the Rout. The broken unit can even end its RtPh in H3 without being eliminated for Failure to Rout provided it does so before the German squad drops its concealment. If the German squad drops its concealment before the next unit begins to rout or the end of the RtPh (whichever comes first), the broken unit would have to continue its rout to H2 or be eliminated for Failure to Rout.
10.6 RALLY: Broken units of both sides may attempt to rally during any RPh if a Good Order friendly leader is present in the same Location [EXC: Armor Leader (D3.4)]. In addition, Finns, broken leaders and crews as well as one MMC per Player Turn (18.11) may attempt Self-Rally without the presence of a Good Order leader. To rally, a broken unit must make a DR ≤ the morale number on its broken side. The leadership modifier of any Good Order leader attempting to rally a broken unit modifies the Rally DR. There is no penalty for failing a Rally attempt [EXC: Fate; 10.64]. No unit may attempt to rally more than once per Player Turn regardless of any Self-Rally capability/
10.61 TERRAIN BONUS: There is a -1 DRM to any Infantry Rally attempt which occurs in a building, pillbox, trench, or woods. Q&A
10.62 DESPERATION MORALE (DM): DM is a condition which afflicts any unit during the Player Turn it breaks (even if it breaks voluntarily) or to any already broken unit which is subsequently attacked by CC/
10.63 SELF-RALLY: All Personnel units whose Morale Level on the lower right of their broken side is encased in a square have Self-Rally capability. In addition, one MMC may attempt Field Promotion (18.11) as the first MMC Rally attempt of its own Player Turn. Any unit attempting Self-Rally (i.e., attempting to Rally without the presence of an unbroken leader) must add a +1 DRM. Self-Rally can never occur in a Location containing a Good Order friendly leader.
10.64 FATE: A broken unit which rolls an Original 12 DR while attempting to rally suffers Casualty Reduction and cannot rally as a result of that 12 DR. Q&A
10.7 LEADERSHIP: Leaders have a two-number Strength Factor which consists of the leader's Morale (on the bottom) and his Leadership DRM (on the top). An unbroken Personnel leader may use its leadership rating to affect the performance of other Personnel in its Location [EXC: A Passenger/
10.71 RALLY: A broken leader may attempt Self-Rally, unless in the same Location [EXC: Passenger/
10.711 VOLUNTARY ROUT: A non-berserk, non-pinned leader already stacked with a broken unit before it routs may elect to rout with the broken unit even though he is not broken. If he does so, the leader shares the broken unit's vulnerability to Interdiction and, although he does not have to take any Interdiction NMC himself, he is eliminated if the broken unit he is stacked on top of fails an Interdiction MC. He must remain with the broken unit throughout the RtPh, but is not considered broken and may add his leadership DRM to its Interdiction NMC. The leader, if already in possession of a SW, may portage it, but cannot improve the broken unit's portage capacity.
10.72 MANDATORY LEADERSHIP: A player cannot decline use of a poor (+1) leadership modifier in the same Location or moving stack when performing a MC/
10.8 FANATICISM: Fanaticism is evoked only by SSR or Battle Hardening to depict particularly heroic or desperate performances in a particular situation. Any unit classified as Fanatic has both its normal and broken Morale Levels increased by one and is not subject to Cowering, surrendering by the RtPh method (15.5), or PAATC. Fanatic troops are not subject to Disruption, although they can be Reduced/