Wargame Mechanics Index

2 by 2 Napoleonics

Infantry that fires is automatically pinned ('the glue of war') and armies arrive piecemeal from reinforcement points, so committing troops and feeding in reserves are the central decisions.

Corps-level Napoleonic rules for 2mm figures on a 2ft x 2ft table, playable in about an hour. Each base is a regiment or brigade; formations are abstracted. Players alternate turns of move, rally, opponent shooting and melee, with single-d6 shooting results (pinned, disrupted, rout, destroyed) and opposed d6 melee. Most of each army enters as reinforcements diced for at pre-chosen rear and flank reinforcement points.

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Mechanics 23 · 2 distinctive

Ranged Combat

3fire

Infantry that shoots is automatically pinned and cannot move until rallied.

How it works

Any infantry unit that shoots is marked pinned immediately upon firing. Pinned units may not move (only change facing) until rallied, and rallying needs an HQ within 6" and normally no enemy within 2" (Guards and units with an HQ in base contact excepted). Unpinned muskets get a +1 'First Volley' bonus, so a unit's first shot is its best but stalls its advance.

Any Infantry unit that shoots is automatically pinned and is marked as such immediately upon firing.
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1fire
Cover and line of sightLine of sight & cover

Friendly units, woods and copses block sight; towns, walls and hedges give cover.

How it works

Line of sight is traced from the two widest points of the shooter's base to the two furthest points of the target. Infantry in town or behind wall/hedge gets -1 to be hit; light infantry in woods -1. Cavalry never receives terrain cover.

‘Cover’ = town, behind wall or hedge (not woods)
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1fire

Artillery has short and long range bands; muskets 1".

How it works

Foot artillery short 3"/long 8", horse artillery 2"/5", musket range 1". Artillery gets -1 at long range and +1 at 1" or less. Range is measured to the centre of the nearest target face.

a. Foot Artillery: short range 3”, long range 8" b. Horse Artillery: short range 2”, long range 5” c. Musket range 1”
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1fire
Resolving shootingTarget-number to-hit

One d6 plus modifiers read against a graded result scale.

How it works

Roll 1d6 and add modifiers: 4 or less no effect, 5 pinned, 6 disrupted, 7 routs, 8+ destroyed. Modifiers include +2 vs cavalry, +1 first volley, +1 target disrupted, +1 flank shot, -1 target in cover, -2 shooting out of own flank/rear, +/-1 for large/small firer. Each unit shoots only once per turn.

Resolving shooting: Roll 1d6, add modifier, check results: a. 4 or less no effect b. 5 Target Pinned c. 6 Target Disrupted d. 7 Target Routs e. 8+ Target Destroyed
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Morale & Cohesion

2morale
Guards and Militia rout chainsMorale contagion

Routing guards and nearby routs spread rout to militia and other units.

How it works

If a Guards unit routs, any unit it passes within 1" of also routs, chaining if that unit is also Guards. Militia automatically rout if any other unit routs within 1" or passes within 1" while routing.

A Militia unit automatically routs if any other unit routs within 1" of it or passes by within 1" when routing.
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1morale
Victory conditionsArmy breakpoint

Army loses on 5 destroyed units (fast) or 5 and 2 more than the opponent (decisive).

How it works

Players choose fast or decisive games before play. Units forced off the table by rout count as destroyed. A draw is possible once either side has no reinforcements left by exiting all units off one's own edge.

"Fast" games are lost by the first player who has 5 units destroyed;
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1morale
Rout and RallyingRout & rally

Routing units may be destroyed, flee a full move and become disrupted; HQs rally pinned/disrupted units.

How it works

On every rout roll a d6: 1-2 the unit is destroyed, otherwise it moves its maximum directly away and is disrupted; touching an enemy destroys it. Rally is 1d6 +modifiers needing 5+, only within 6" of an HQ in the chain of command; +1 guards, +1 HQ in contact, -1 militia/small, -1 disrupted, -2 enemy within 2" (normally prohibited), HQ self-rally +2.

Every time a unit routs for whatever reason the owner must roll a D6. On a 1 or 2 the unit is destroyed.
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1morale
Pinned / DisruptedMorale / disorder states

Two degraded states limit what a unit can do until rallied.

How it works

Pinned units cannot move but may change facing and fire normally. Disrupted units cannot fire or move and are more vulnerable (+1 to be shot, +2 to enemy in melee). Markers are cotton wool.

6: Disrupted - The unit is marked as disrupted ... Until it rallies the unit may not fire or move. In addition it is more vulnerable to attacks
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Movement & Manoeuvre

2move
Abstracted formationsFormations & formation change

Unit formations are not represented; subordinate commanders change them at their discretion.

How it works

Formations such as square are assumed rather than shown, so infantry can always turn to face a charge and cannot normally be caught in the flank except by two attackers. Optional 'column of attack' gives +1 in melee for an identical unit directly behind, which shares the result.

the individual unit commanders are presumed to change unit formations at THEIR discretion. ... Therefore, unit formations are not shown on the table.
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1move
Moving to contactCharges & assault moves

Melee occurs when a mover's front contacts an enemy base after a straight final approach.

How it works

The last 2" of the move (or the whole move if shorter) must be straight ahead to contact. Multiple units may engage one target. Cavalry may not move to contact on a turn it moves through a town.

for a melee to occur the last 2" of the units move OR its entire move (if less than 2") must be STRAIGHT AHEAD.
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1move

Units not pinned or disrupted move up to a fixed allowance by type.

How it works

Infantry 3", HQ 6", heavy cavalry 4", light cavalry 5", foot artillery 2", horse artillery 4"; +1" if the whole move is on a road. Units pivot/wheel at no cost, move backwards at no cost, and sideways at double cost (not to contact).

During each movement phase any unit which is not pinned or disrupted may move up to its full movement allowance.
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1move
Movement terrain modifiersTerrain movement effects

Streams, towns and woods restrict movement.

How it works

Crossing a stream costs an extra inch; towns halve movement and cancel the road bonus; woods are impassable to all but light infantry and units forced into them by rout are destroyed. Hedges, walls and copses have no movement cost.

Towns – All units move at ½ rate and do not receive the road bonus when moving through a town.
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Forces & Unit Definition

1force
Austrian, French and British army listsArmy lists

National lists set min/max counts per unit type.

How it works

Lists use notation like 1-3 HQ (mandatory minimum) and (2)-6 (if taken, minimum 2). Optional new units include irregular shooters, irregular warbands and lancers.

Each command can take up to the indicated amount of units. A minimum number other than zero means that unit must be purchased
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1force

Units are bought with army points, standard 40AP.

How it works

HQ 4AP, line infantry 2, guards/light infantry/cavalry/foot artillery 3, horse artillery 4, militia 1; large +1, small -0.5. A standard template of 16 units is provided.

Players may pick an army size to fight; the standard army points (AP) total for pickup games is 40
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1force

HQ, line, guards, light infantry, militia, heavy/light cavalry and foot/horse artillery with special rules.

How it works

Light infantry treat any shooting result as pinned and can voluntarily rout, as can light cavalry; guards rally better; units have size categories large, common and small affecting fire and melee.

Light Infantry treats any result due to shooting as a PINNED result.
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Close Combat

2melee

Winners may advance a full move and chain into further melees.

How it works

When the loser routs or is destroyed, the winner may (or on a 4+ margin must) move up to a full move straight ahead; contacting another enemy triggers a new melee at -1, repeatable until no more contacts. Cavalry can destroy several units in one turn this way.

If this "follow up" move contacts another enemy unit then another melee is performed. This can be repeated until no more units are contacted.
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1melee

Each side rolls 1d6 plus modifiers; the margin determines rout or destruction.

How it works

Draws are re-rolled; a difference under 3 routs the loser, exactly 3 destroys it, 4+ destroys it with mandatory follow-up. Modifiers: heavy cavalry +2, guards +1, light cavalry -1, cavalry in town -2, enemy disrupted +2, higher ground +1, artillery/HQ/light infantry -3, large/small +/-1.

Each player rolls 1D6 and adds modifiers as below. Check the difference in scores. a. Draw. Reroll! b. Difference <3. Loser Routs
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1melee
Multiple attackersSupport, flanks & overlaps

Each attacker gains +1 per extra friendly unit engaged with the same enemy.

How it works

A unit in melee with more than one enemy gives each opponent +1 per extra unit beyond the first (three attackers on one defender each get +2). An HQ in base contact adds +1.

Example, if 3 attackers attack one defender: that means that each attacker gets +2
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Scenario, Campaign & Victory

3scen
Reinforcement pointsReinforcements & schedules

Most of each army arrives during play from pre-chosen rear and flank entry points by die roll.

How it works

Only 10AP deploys initially; each side then alternately places two reinforcement points (attacker may use flanks) with units queued in order. Each movement phase the player dices twice: 3+ for rear, 4+ for flank arrivals, entering within 3" of the point. An enemy within 3" of an arriving point can be traded off (both destroyed), and a unit exiting at an enemy reinforcement point destroys itself and the next queued enemy unit.

the phasing player may dice twice for reinforcements. Roll 1D6. Reinforcement from rear: 3+ required. Reinforcement from flank 4+ required
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1scen

Die rolls decide attacker/defender and initial deployment size.

How it works

Each player rolls 1d6; on ties each may place an extra 10AP at the start and re-roll. Higher score attacks; lower score chooses terrain and defends; terrain placed by quadrant die roll in set order (streams, hills, roads, towns, woods, copses, hedges).

If the dice are tied then each player may place an extra 10AP at the start of the game.
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Command & Control

1cmd

Units can only rally within 6" of an HQ in their chain of command.

How it works

HQs move 6" and must shuttle between flanks to rally units. An HQ in base contact gives +1 to shoot, melee and rally, but is destroyed if that unit is destroyed.

To attempt to rally a unit must be within 6" of a HQ unit in its chain of command.
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Resolution Engine

1engine
D6 with modifiersSix-sided dice core

All resolution is single d6 plus cumulative modifiers.

How it works

Shooting, melee, rally, rout survival, reinforcements and setup all use one d6, with modifier lists for each test. No cards or order writing are required.

Rally table: Roll 1D6 + modifier, 5+ to rally
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Turn Structure & Sequence

2turn

Alternating player turns, but the non-phasing player shoots during the phasing player's turn.

How it works

Each player turn has four phases: phasing player moves and dices for reinforcements, phasing player rallies, the opponent shoots firearms and artillery, then the phasing player resolves melees. Player 2 then takes the same sequence with roles reversed. The defender takes the first move.

Phase 1: player 1 Moves Units/Dices for reinforcements b. Phase 2: Player 1 Rallies Units c. Phase 3: Player 2 Shoots Firearms/Artillery d. Phase 4: Player 1 Resolves Melee's
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