some bloke wrote:I considered having morale affect the action count a unit has, but have quite high values for them.
EG have 20AP, and have actions cost amounts like 5AP, 7AP, 3
AP etc. lesser actions like crawling or shouting would be 1AP. Morale then costs you
AP, and is damaged like
HP. so if you have 4 morale damage, you only have 16AP to use. so if you want t oget the most of your turn, you use more feeble, desperate and oppressed actions, EG crawling instead of running, potshots instead of sniping. you could have a simple table for each unit,
AP costs to crawl, walk, run and charge.
AP costs for each way of firing the weapon, and with each profile for doing so.
basically, reduce the efficiency of the unit as it takes morale damage. Give them a morale stat which is a degree of immunity (EG morale 4 can have 4 morale damage before anything affects them, or can remove 4 morale damage per turn, whichever works better).
I would also say that no unit can be reduced below 1AP, so they can always do one little thing. Further morale damage is ignored, so no-one becomes unrecoverable.
I would think this to be less oppressive than dictating activation order, as people have said, having this dictated to you isn't that much fun.