4. Morale

Morale in Chain of Command is divided into two areas. Unit Morale and overall Force Morale. The morale of individual Units is represented by Shock caused by enemy fire, Close Combat, or by rapid, disordering movement.

Shock is shown as a number of points on small, unobtrusive markers, such as micro-dice, dials or similar placed with the Unit. The greater the amount of Shock a Unit has, the slower it will move and the less effectively it will fire. An excess of Shock will cause Units to become Pinned or to Break. Shock can be rallied off by Leaders.

4.1 Unit shock

When Shock is caused on Infantry or Support Units, it is allocated to individual Teams. However, if multiple Teams from the same Section are within 4" of each other, they can support each other by sharing the effect of Shock across the whole Section.

Where all figures in a Team are killed, the Shock on that Team is removed. It is not transferred to another Team in the same Section.

4.1.1 Pinned Units

A Unit becomes Pinned when the amount of Shock exceeds the number of figures, including attached Leaders. When this happens, a Pinned Marker is placed with the Unit.

When fired at, a Pinned Unit increases the level of cover it is in by one level, up to a maximum of Hard Cover.

If a Unit is fired at while moving and is Pinned as a result, it halts at the point it was fired at.

Pinned Unit Limitations

In action
A Soviet Section has one LMG Team with three figures and one Rifle Team with six figures. They are led by a Junior Leader. The Section has been under fire and has suffered four Shock on the LMG Team and three Shock on the Rifle Team. As the Teams are within 4" of each other, neither are Pinned as they share the seven points of Shock which is less than the ten figures present including the Junior Leader.

An MG42 opens up from a farmhouse and kills one figure in each Team as well as adding two more points of Shock to the LMG Team.

Were the two figures on the LMG Team on their own, the six points of Shock would be more than enough to Break them (four would suffice) but once again the fact that both Teams in the Section are within 4" of each other means that the Shock is shared. However, with nine points of Shock on eight figures, the Section is now Pinned.

Divided Sections

Where two Teams in a Section are more than 4" apart and one Team is Pinned, the other Team moving to within 4" of it will not unpin the Team, even if the Shock level is not sufficient to Pin the whole Section.

Scout Teams

Where a Scout Team has been detached from a Section, it rejoins the parent Section automatically when within 4" of it. Any Shock the Scout Team has will be shared with the parent Unit. If the Scout Team was Pinned due to Shock, it is automatically un-Pinned if the total amount of Shock is insufficient to pin the parent Section they are rejoining.

4.1.2 . Broken Units

A Unit Breaks when the total of Shock is double or more than the number of figures in a Unit. Broken Units retire 2D6+6" directly away from the enemy Unit that last fired at them or that they were in Close Combat with. They ignore any friendly Units in their path and all terrain, other than impassable terrain. The player takes a Force Morale Test for the Team or Section Breaking.

A Broken Marker is placed next to the Unit. Broken Units can be rallied by an attached Leader but may not activate or Reposition while Broken.

If a Broken Unit leaves the table, it does not return for the remainder of the game.

If a Broken Unit is isolated, surrounded, or their retreat blocked by impassable terrain, it will surrender. Roll on the Bad Things Happen Table as though the Unit is wiped out and any Leader killed.

A Broken Unit that subsequently suffers any Kills or Shock will retire 2D6+6" away from the firer. It will not Test its Force Morale again, even if it is wiped out, as it is already Broken.

4.1.3 Leaders with Pinned/Broken Units

Junior Leaders always remain with their Unit unless abandoned when Stunned. See Section 13.2.7, Hits on Leaders. When the Unit is Pinned or Broken, they may not move or fire but Leaders can remove Shock.

A Senior Leader with a Unit that is Pinned or Broken can choose to move away when activated. Once they are more than 4" from the Unit, they are no longer attached.

4.2 Vehicles & Shock

Shock on vehicles is caused by enemy fire. See Sections 13.2.12, Firing at Vehicles and 16.3, Shock on Vehicles.

4.2.1 Shock on Transport Vehicles

A Transport vehicle is permanently destroyed when it has four points of Shock. A Force Morale Test is taken for a Transport Destroyed. Any passengers will immediately be placed within 4" of the vehicle. Any weapon on a flat-bed platform can continue to operate as though dismounted.

Leaders in Transport vehicles can rally Shock from passengers but they can never rally Shock from the vehicle.

4.2.2 Shock on APCs or AFVs

Shock reduces the chances of Crew Positions activating.

An APC or AFV is abandoned when it has four points of Shock. When an AFV or APC is abandoned, roll on the Bad Things Happen Table as though it is destroyed. It cannot be re-crewed during the game.

4.2.3 Immobilised Vehicles & Shock

Any Shock caused on a vehicle after it has been immobilised is doubled.

4.2.4 Destroyed AFVs

Where an AFV is destroyed and the Leader is killed by an explosion, add +1 to the Force Morale roll for the AFV being destroyed. Do not roll separately for the loss of a Leader.

4.3 Force Morale

Battles are not won by killing all of your opponent’s forces, but by reducing their fighting capability to the point where they abandon the field. Reducing your opponent’s Force Morale is one way to achieve victory.

As a force sees their Force Morale level fall, the number of Command Dice rolled in each Phase may also be reduced. How quickly this occurs will depend on the particular force, as shown on the Force Morale Trackers in the National Army Lists. When Force Morale is reduced to zero, they will quit the field, leaving their opponent the winner

Before the game begins, both players roll a D6 to establish their Force Morale Level.

The Force Morale of both sides determines how many Command Dice a force rolls and when they quit the field, ending the game.

4.3.1 Tracking Force Morale

Force Morale represents the ability of a force under pressure to keep fighting. Each time a force suffers a setback, the player will roll on the Bad Things Happen Table, below, to see what effect this has on their Force Morale. Setbacks fall into four main categories.

4.3.2 Which Test?

When a Section loses one of its Teams, roll for the Team effect on the Bad Things Happen Table. When a Section is wiped out or Breaks in a single Phase, both Teams being removed or breaking simultaneously, roll for the Section effect. This applies to an Infantry Section selected as Support choice, as well as those in the core platoon.

When Units selected as support choices test their Force Morale, or their Leaders are wounded, Stunned, killed or Break, they roll on the Bad Things Happen Table in the same way as the core platoon. Other Teams test as Support Units or specific vehicle types.

4.3.3 When Not to Test Force Morale

If a crewed weapon or vehicle is destroyed but the Leader is not affected, do not roll for the Leader on the Bad Things Happen Table.

A player can avoid taking a Force Morale Test by using a Chain of Command Dice, see Section 8.2.1, Chain of Command Dice Actions.

The "Bad things Happen" Table
EventNo Effect-1 Point-2 Points-3 Points
Scout Team Breaks or wiped out1 2 3 45 6
Team Breaks or wiped out1 23 4 56
Section Breaks or wiped out1 2 34 5 6
Junior Leader wounded or Stunned1 23 4 56
Junior Leader killed or captured1 2 34 5 6
Junior Leader Routs from table1 23 4 5 6
Senior Leader wounded or Stunned1 2 3 45 6
Senior Leader killed or captured12 3 4 56
Senior Leader Routs from table1 2 3 45 6
Supporting Unit Breaks or wiped out1 2 34 5 6
AFV Destroyed or Abandoned1 2 34 5 6 7
APC Destroyed or Abandoned1 23 4 5 6
Transport Destroyed1 2 3 45 6
Loss of Jump Off Point1 2 34 5 6
Loss of Mission Objective Marker1 23 4 5 6

In action
A German platoon has a Force Morale of 6 when one of its reduced Sections is fired at by a US machine gun team while crossing an open field. The Germans lose two figures from their LMG Team which wipes it out. Unfortunately, the Junior Leader with the Section is also wounded and reduced to issuing just one Order when activated.

As a result of this fire, the German player rolls twice on the "Bad Things Happen" Table, once for a Team wiped out and once for the Junior Leader being wounded.

They roll a 2 for the first "bad thing" which has no effect, but roll an unfortunate 6 for the second which reduces their Force Morale to 4 points.

The player checks their Force Morale roster and see that this means they will now roll just four Command Dice when it is their active Phase.

4.3.4 Engineering Support Losses

The loss of inert Engineering supports, such as minefields or road-blocks, is ignored for Force Morale purposes.

4.4 Winning the Game

The game can be won by achieving the Mission objective or by reducing your opponent’s Force Morale to the point where they withdraw from the action.

As Force Morale reduces, the number of Command Dice rolled by a force can decrease. For example, a Soviet Motor Rifle Platoon has the following Force Morale Track.

Force Morale12345+
Command Dice23345

As long as its Force Morale is at 5 points or more, they retain five Command Dice. When that falls to 4, they lose one Command Dice along with the Red Dice if that has been selected. Further dice being lost at a Force Morale of 3 and 1. When its Force Morale falls to zero, a force will retreat from the table and leave their opponent as the winner of the game.