Based on player feedback, I've revised why and when units make morale checks.
There are now only five reasons to take a check:
Magic Shooting Countercharge (cavalry only) Melee combat Friendly unit routing within 6 inches of melee combat
This last one only applies to unengaged units. Thus if your side loses a combat, units that passed the morale check are fine – they do not have to test again because the unit next to them routed and the general is dead, etc.
Now I’m sure some folks might say: “Gosh, even with that limit, that’s a lot of morale checks.” Yes it is. But that also represents a unit being severely tested. A unit exposed to magic, shooting and then melee combat is going to feel a strain. Most units probably will start to give way under that, even an elite unit.
This is part of my desire to make Conqueror realistic without burdening it with tons of special rules. One problem with some games is that they basically have indestructible units that blast through everything in their path. They carry a ward against magic or shooting, have an incredible number of attacks, insane save and are essentially unbreakable in terms of morale. It’s silly.
Conqueror also puts limits on the notion of using tiny units of elite troops to swarm the enemy. Realistically, this never made a lot of sense. Units lose combat effectiveness long before they lose a high percent of their strength.
The long-awaited rules update is up. This is the a comprehensive revision and I have cleaned things up from top to bottom, eliminating some of the quirky mechanics and checking the cross-references.
In terms of game play, the game is pretty much the same; that is to say most people won't notice the difference because many of the edits were things people tended to gloss over (unless they were really nit-picky).
Perhaps the biggest change - and it is a change - is that the procedure for duels is clarified and the rules for monsters are also cleaned up. There are also a host of minor edits that in the aggregate make for a cleaner design.
The best way to describe it is that nothing big was changed, but lots of little things got fixed. Enjoy!
I've added an additional feature for this web site. As you can see, I am now posting lists sent in by Conqueror's steadily growing fan base.
Not all of these lists use the same system for point calculations - which is fine with me. The core rules of Conqueror are what sets it apart and players can differ as to how best to balance armies. I look at Conqueror as an engine, a series of mechanics to allow players to enjoy the thrill of fantasy combat on the tabletop.
If you are interested in providing a list - and they can be historical as well as fantasy - drop a line in the comments and we can set you up.
I'm continuing to update the site and have now added an area for battle reports. The first one under the revised rules is now available for your reading pleasure.
The rules have also been updated and retooled, mostly in the interest of additional clarity. Probably the most important additions are that "centering up" is now clearly defined and explained. It is mandatory, which was the intent all along, though it was not worded very strongly.
The other change is that the "Hard Hitting" special rule has been retitled "Hard Charging," which is more descriptive. This makes it a bit more akin to "Ferocious Charge," but since both of them do in fact affect how charges are carried out, that's to be expected. I mean we can only dance around it so much.
Changing the name of "Hard Hitting" necessitated revisions to the reference of this in both Borean lists and in the Orc and Goblin conversion list, so all of those have been updated as well.
Check them out and let me know how your battles go.