Wyldhunt wrote:You're not wrong, but also...
1.) Fluff-wise, almost no armies in
40k should actually be all that susceptible to morale. It should pretty much be a special rule for
IG, tau, gretchin, and *maaaaybe* craftworlders. Freaking out when you take casualties just isn't a behavior common enough to most playable factions to warrant being a core mechanic of the game.
2.) If we're revising morale, I feel that having models "run away" really isn't the way to go. My pet preference is to mark a bunch of buffs in the game as "command effects", and then say that units can't benefit from command effects if they failed a morale test in the previous player turn. This is relevant to this thread because I can't picture most of the units in the game having guys run away or become so distracted that they're rendered ineffective for the rest of the battle, but I *can* picture a squad having their groove thrown off by suddenly not having anyone watching the left flank, having their brains messed with by fear gas, or being infuriated by that disrespectful flourish a Night Lord added while he killed your friend.
Yeah.
40k has handled Morale in a number of different ways throughout the years, but the three key ones are:
Debuffs and loss of options if you fail a Morale test, to represent being pinned, confused, shaken, or otherwise distressedLoss of control if you fail a Morale test, as the unit is forced to retreat and regroup, possibly being overrun in the processCasualty multiplier, as extra models "flee" or are otherwise lost from units that fail Morale tests
The third type is the simplest of the three, which is probably why it's used in modern
40k and
AoS, but it has the flaw of not suiting the character of many armies (even when broken and routed, a Space Marine is hardly going to run off screaming and leave the battle) and being potentially quite extreme, meaning defences against it also have to be very strong. It works best in melee, as literal attrition caused by models being dragged down and trampled; that translates less effectively to shooting casualties.
The first two (as seen in Kill Team, 30k, and previous editions) are more complex, and can potentially feel very bad (if a unit refused to rally, or was locked down and unable to act, for example), but offer a much wider range of potential consequences, meaning defences against them can also be more varied and "softer".
That's important, because you hit the nail on the head when discussing specific armies; in general, Leadership mechanics should exist to support the themes of armies, in terms of how they exploit it (Night Lords, Drukhari, Slaanesh, Raven Guard, shock-and-awe charges, barrages, sniper attacks, psychic horrors, etc) or how they lessen their natural vulnerability to it (Orks mobbing up, Tyranids needing Synapse, T'au relying on Ethereals, Guard using vox for orders, etc). The current "hard" Leadership system
discourages these mechanics, because it's so binary and extreme - there's no room for "just a
little bit of Morale vulnerability".
Combat Attrition was a step in the right direction for adding
some granularity, but it's still in the same ballpark even if Space Marines hadn't utterly fluffed it. Rather than "my mates are all dead, I'll leg it", Leadership can cover discipline, morale, clear lines of communication, and so on. The old rule about having to make a Leadership test to shoot or charge a target other than the closest is a good example - in that situation, Leadership debuffs become less of a casualty multiplier, and more about disrupting the enemy's plans and taking control away from them.