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Wednesday, October 31, 2012

Leadership Tests

A Leadership test is (simply) a roll against the Leadership score, expressed between 2+ and 6+.  If the roll is equal to or higher than the target, the Leadership test is passed.  Otherwise, it fails.

When testing against a unit, always roll against the highest Leadership in a unit.

When testing against a force's Leadership, use the Leadership score of the highest ranking (surviving) figure.  If there are several equally-ranked figures, the rolling player may choose any one of them.

Make any needed Break tests from the lowest point(s) in the chain of command and work your way up. 

Break Tests

The most common form of Leadership test is the Break Test.

A unit must make a Break Test under the following circumstances:

1) If the unit falls below 50% of its starting strength in any phase.
2) If already below 50% of its starting strength, the unit takes a further casualty in any phase.

The unit must make a Break Test at the end of the phase.  Sometimes, it the Unit may use a Doctrine to re-roll or ignore the result,.  If it fails the roll, and/or any re-rolls to which it is entitled, and cannot otherwise ignore the result, it is removed from play.


Command Break Tests

If a command of several units takes enough casualties, then its whole structure may unravel.  We will  define a command as any units under a single leader at the start of the game.  These will usually be Platoons and Companies, or their equivalent.

A command must take a Break Test under the following circumstances:

1) If his command falls below 50% of its starting units (not including Independant single-model Leaders) in any phase.

2) If already below 50% of its starting strength, it loses another unit in any phase.

The command must make a Break Test at the end of the phase.  When testing against a command's Leadership, use the Leadership score of the highest ranking (surviving) figure.  If there are several equally-ranked figures, the rolling player may choose.  Sometimes, the command may use a Doctrine to re-roll or ignore the result.  If it fails the roll, and/or any re-rolls to which it is entitled, and cannot otherwise ignore the result, the entire force decides it can no longer continue to fight.  Remove the entire command from the board.

Force Break Tests

Your force as a whole may need to take a Break Test, too.

A force a unit must make a Break Test under the following circumstances:

1) If the force falls below 50% of its starting units (not including Independant single-model Leaders) in any phase.

2) If already below 50% of its starting strength, it loses another unit in any phase.

The force must make a Break Test at the end of the phase.  When testing against a force's Leadership, use the Leadership score of the highest ranking (surviving) figure.  If there are several equally-ranked figures, the rolling player may choose.  Sometimes, the Force may use a Doctrine to re-roll or ignore the result.  If it fails the roll, and/or any re-rolls to which it is entitled, and cannot otherwise ignore the result, the entire force decides it can no longer continue to fight.  Remove the entire force from the board.  You lose.


Geek Notes:

A failed Break Test does not necessarily mean that your soldiers throw down their rifles and desert.  (Although it can mean that.)  Instead, it means that your unit no longer has the leadership or coherency to act effectively, and either retreats or goes to ground, and plays no further role in the battle.

You will probably notice the strong similarity between this system and Flames of War.   I find FoW's approach sensible.  It is much easier to break a unit or an army in Flames of War than in Warhammer 40k -- this is as it should be.  Units in 40k linger an awfully long time with only one or two soldiers left.  If, however, we assume that a unit's effectiveness relies on its teamwork and morale, then it should be rare for a unit to fight to the last man.  Casualties will remove it as an effective battlefield agent before everyone dies.

Likewise, your force as a whole may lose leadership and cohesion through battlefield attrition, and after a certain point, will no longer be able to act effectively.  Thus, it is possible (even likely) to force an army to withdraw without totally destroying it.

As another note, many games in the Warhammerfamily use 2D6 for leadership -- a larger roll gives a greater spread of result.  It also produces a bell curve, making central results more likely than extreme ones.  All these are good things, but they don't seem useful enough to justify introducing a completely different dice mechanic.

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