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.
Anyhow, dowload it and be amazed.
Portions of this post are also repeated at the Warseer Thread.