A morale test is taken by units in a single combat area (two or more units joined in a single HTH combat) before moving to the next combat area, as designated by the combat direction that turn, in the following circumstances:
• To avoid ROUT from hand-to-hand combat.
• To avoid SHAKEN from shooting casualties.
• To avoid SHAKEN if in the rout path of friends.
If a unit fails a morale test from HTH casualties it routs straight back 6 inches before being removed from play as dispersed. Any friendly unit within its 'rout path' must immediately pass a moral test using its remaining element strength, or become shaken itself.
A shaken unit receiving a shaken result routs.
If all the units of both sides of a single HTH combat have rout results, only the unit that lost the greater number of elements that turn routs. If all the units lost an equal number of elements throw one D6 for each unit, the lowest scorer routs, modify the die roll thus:
+2 if Elite;
-1 if Raw, Artillery or Shaken without General.

If a unit takes any casualties in a turn throw one D6 die and use the modifiers in the chart below to test the unit's morale against the total number of elements it has lost from the start of the battle.

If unit C routs A would not be in its rout path.
If unit B routs A would have to take a morale test. If B lost one element removing either one would still leave part of A in the subsequent rout path. However if B lost both elements A would be safe as there would be no troops to rout!

Note that the -1 modifier to Elite units shown in the chart below, means that they do not need to test morale after just losing their first element.

MORALE - Test to avoid ROUT from HTH; or SHAKEN from shooting, or a friendly rout path
Total num.
of ele. lost
Num. on D6
to succeed
To fail -1 to die score if Elite
-1 to die score if in the rout path of Skirmishers
-1 to die score if Square against only Cavalry
-1 to die score if French column taken artillery hits only
+1 to die score if Foot in line or column, fighting Cavalry
0, 1, 2, 3, 4, 5
Two 0, 1, 2, 3 4, 5, 6
Three 0, 1 2, 3, 4, 5, 6