Hello everyone,
In most wargames, the bravery of soldiers is just as crucial as their weapons. The article we’re reviewing today explores a fundamental, yet sometimes overlooked, game mechanic : the Morale Test and its consequences on regiments.
Don’t forget to check out Chapter 1, Chapter 2, Chapter 3, Chapter 4 and Chapter 5 if you haven’t read them yet.
The Morale Test
Each time a Regiment suffers Wounds as a result of an Action or Special Rule (excluding Wounds from a volley Action), it must take a Morale Test. This test is made against the Regiment’s Resolve characteristic.
A quick reminder on how to calculate a Regiment’s Resolve :
- You use the highest Resolve value among the Stands in the Regiment.
- Then, apply a bonus based on the size of the Regiment :
- +1 for 4 to 6 Stands
- +2 for 7 à 9 Stands
- +3 for 10 Stands or more (Not cumulative — only the highest applicable bonus is used.)
Then, the number of dice rolled equals the number of Wounds suffered. Each result less than or equal to the Resolve is a success. Each failure inflicts an additional Wound, but this time without triggering another Morale Test. It’s a punishing mechanic that remains smooth and fluid.
Broken Regiments: When the Line Breaks
A regiment becomes Broken if it loses half or more of its Stands during a Round (rounded up). This status change is immediate, interrupts play, and has serious consequences:
- It now uses its lowest Resolve characteristic.
- It can no longer charge, be healed, restore Stands, or count towards objectives.
- It ignores all bonuses that would improve its Resolve.
- Attached Characters :
- Cannot refuse a Duel.
- Can attempt to rally the regiment to remove its Broken status.
A Broken regiment quickly becomes a weakness in your front line. You must therefore decide whether to support it or sacrifice it.
Shattered Regiments : The Total Annihilation
If a Broken regiment loses half or more of its remaining Stands (counted from the moment it became Broken), it becomes Shattered. All its Stands are removed from the battlefield with no chance of return. This rule severely punishes units that are already on their knees. Good planning can turn an enemy Broken regiment into a gaping hole in their lines.
Stranded Regiments and Tactical Pressure
An appreciated nuance is the mechanic of Stranded Regiments. If, after casualties, a regiment finds itself out of contact with its opponent, it is pushed back into combat through the “Press the Attack” rule.
The active player then moves the Stranded regiments along the shortest path to reestablish contact. They cannot engage a new opponent this way, only reconnect with the same one.
This Rule :
- Prevents unintended tactical gaps.
- Encourages continuous aggression.
- Stops players from avoiding combat by inflicting well-timed losses.
Important: These “pushes” do not cause Impact Attacks, nor do they trigger effects related to movement such as Fluid Formation.
We find this mechanic in Conquest both simple and clever, especially compared to some other games with heavier systems. It forces the player to think long-term, assess the resilience of their regiments, and plan for moral or structural support (through officers or special abilities). A regiment can disappear very quickly, which helps avoid hopeless battles that would only unnecessarily prolong the game.
Managing Morale and Stands thus becomes just as crucial as offensive power. This is an aspect not to be overlooked, right from the army list building stage.
We’ll meet again soon in Chapter 7 to cover advanced rules about Command Stand.
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At the bottom of each post, you’ll find a list of all related blog entries, which we’ll update as the project evolves.
- Reviews : Conquest The Last Argument of Kings Chapter 1
- Reviews : Conquest The Last Argument of Kings Chapter 2
- Reviews : Conquest The Last Argument of Kings Chapter 3
- Reviews : Conquest The Last Argument of Kings Chapter 4
- Reviews : Conquest The Last Argument of Kings Chapter 5
- Reviews : Conquest The Last Argument of Kings Chapter 6
- Reviews : Conquest The Last Argument of Kings Chapter 7
- Reviews : Conquest The Last Argument of Kings Chapter 8
- Reviews : Conquest The Last Argument of Kings Chapter 9
- Reviews : Conquest The Last Argument of Kings Chapter 10
- Reviews : Conquest The Last Argument of Kings Chapter 11
- Reviews : Conquest The Last Argument of Kings Chapter 12
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