Demoralization represents the cumulative effect of combat losses on army morale. Each army (French and Allied) is assigned a Demoralization Level for each Day. For each Game-Turn, the Demoralization Level assigned to an Army represents the cumulative Strength Point loss which triggers the demoralization of that army. When playing the Third Day Scenario, units listed as "destroyed" in the Initial Deployment do count toward Demoralization Levels.
Game-Turns | Allies | French |
---|---|---|
1-5 | 80 | 100 |
6-11 | 120 | 110 |
12-20 | 160 | 110 |
At the instant either Player's Army is demoralized the game is ended and the Player owning the non-demoralized army is judged the victor.
If both Players' armies reach, or exceed, their respective Demoralization Levels at the same instant (possible by an "Exchange" Combat Result), the Phasing Player is automatically considered the victor.
If neither Player's army is demoralized at the conclusion of the last Game-Turn of the particular Scenario in play, the game is considered a draw.
At the end of the last Game-Turn of the Scenario in play, any French unit which cannot trace a Line of Communications to hex 2131 is considered eliminated for Demoralization and determination of Victory purposes. This Line of Communications must be a path of contiguous hexes free of Allied units or Allied Zones of Control leading from the unit to hex 2131. The Line of Communications may not be traced through an Allied controlled hex even if occupied by a French unit.