Raga, as I stated in my first response, my answer was purely from the perspective of literalsim. I was, in my own, attempting to put the fluff in a new light, if you will. I was explaining that even though they are subject to the Morale Test, it is not because they are "scared" or are "panicked." I was simply trying to state that if one considers other battlefield conditions (confusion, over-zealousness, indecisiveness, etc.) then the Morale Test takes on a new context which is easier to "believe" when dealing with Dark Legion units.
I used different words, but, in effect, the game mechanic is the same, but the fluff associated with it can be read anyway one chooses to interpret. It doesn't remove anything from the game, in my opinion. It is all about balance, playability and fun.
I loathe to type the next few words, but here they come, anyway:
Literally, one could be pushing tokens across a board with nothing more than scraps of paper representing whatever is written on them. Dice rolls would represent results of actions, and the game would, still, play the same; but the flavor and feel would simply not be the same. Therefore, at its core, this game is a set of rules and mechanics to determine the outcome of strategy and tactics, while allowing for randomness and the unexpected. Anything else is, literally, fluff.
No one is saying that one could not house-rule anything. However, in my house, we play it as it is written. In this way, whenever new people join us, or visit us from afar, there is a common understanding of the rules. It is my strongest opinion that house-rules take away from the enjoyment, in the end, because one changes the game in such a way as to suit their playing, rather than changing their play style to suit the game.