Fortitude Tests

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When the stress of battle may cause a unit to lose the will to fi ght, it must make a Fortitude Test. The following situations force a unit to make a Fortitude Test:
• Each time the unit suff ers casualties (after the attack is complete). Remember that the unit loses 1 Fortitude for each casualty before it makes the Fortitude Test.
• When the unit is attacked from one of its Flank sides.
Remember that the unit suff ers a -3 penalty to its Fortitude for this test only. This test must be made before the melee combat is resolved.
• When the unit is attacked from its Rear side.
Remember that the unit suff ers a -5 penalty to its Fortitude for this test only. This test must be made before the melee combat is resolved.
• If the unit is Hesitant, Shaken, or Panicked, and not engaged in melee combat, it must make a Fortitude Test during the Morale Phase each turn (see The Morale Phase).
• If your General Staff unit is destroyed, all of your units must make a Fortitude Test once the attack is resolved, with a -2 penalty. For the rest of the game, all of your units suff er a -2 penalty to Fortitude.

Making Fortitude Tests

When you must make a Fortitude Test, fi rst determine the current Fortitude value of your unit. Remember to count all modifi ers (if the unit has a Commander,
bonuses or penalties for Orders you have given, if your General Staff is within 2 hexes, from suffering casualties, etc.) and mark the correct value on the Unit Card. Then roll the die: If the number rolled is less than or equal to the unit’s current Fortitude, it passes the test. If the result is higher, the unit fails the test.

Example: A unit of Ashigaru archers began the battle with a Fortitude of 10. This turn it has Fire and Retreat orders, which imposes a -1 Fortitude penalty,
but it is only 2 hexes away from its HQ unit. The archers just su ered their rst casualty, so they must make a Fortitude Test. The unit’s current Fortitude is 10 (base) -1 (Orders) +4 (HQ) -1 (1 casualty) = 12. If the die roll for the Fortitude Test is 12 or less, the unit passes. If the roll is 13 or more, it fails.

Failing a Fortitude Test

If your unit fails a Fortitude Test, it’s Morale Level will get worse:

If the unit has an Honor Marker: The Honor Marker is lost (remove it). The unit suff ers no other penalty.

If the unit did not have an Honor Marker: The unit’s Morale Level decreases by 1 level:
- If the unit was at the Normal Morale Level, it is now Hesitant.
- If the unit was Hesitant, it is now Shaken.
- If the unit was Shaken, it is now Panicked.
- If the unit was Panicked, it may now rout or surrender.

To show that the unit’s Morale Level has decreased, add 1 red Morale Marker to its Unit Flag.
Exception: If a unit fails a Fortitude Test during the Morale Phase, or when testing to see if it must pursue an enemy unit that is Put to Flight, its Morale Level does not get worse (see The Morale Phase and Put to Flight).

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Mark McG's Avatar
Mark McG replied the topic: #97 4 years 10 months ago
Played this scenario today, and the Takeda won comfortably 6-2. The Takeda lost 2 cavalry units to Oda firepower, but once across the river, the cavalry are unstoppable, and destroyed 5 Oda units and 1 leader without loss.

There are some oddities in the scenario, since the River can be crossed more easily at the flanks, and this flanks the palisades as well. The strong Oda flanking forces seem to be missing. Also missing is the Oda reserve force hidden behind the Danjo hills. The Oda outnumbered the Takeda 38,000 to 12,000. Even assuming this is the southern sector of the battle, the forces seem disproportionate.