Wargame Mechanics Index

Fistful of T-34s

Most damage is a morale result: hits mark stands for one Quality Check at the end of the phase, and armour penetration works by rolling as many effect dice as the gap between penetration and armour.

A four-page introductory WWII version of Fistful of TOWs 3, edited by Little Wars TV. A stand is a platoon, a turn is about 15 minutes and 1" is about 100m. Attacker and defender each take a half-turn of artillery, movement, fire and Quality Checks. Hits seldom destroy stands directly; instead they force end-of-phase Quality Checks that remove failing stands, and formations that lose two-thirds of their stands test to quit the field.

Get it from the Wargame Library Open in the index

Watch it played videos of A Fistful of TOWs 3

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

Mechanics 23 · 0 distinctive

Ranged Combat

2fire

Each artillery stand gives a 2" template, called in on 4+ by any stand with LOS, and the template stays in place until the next artillery phase.

How it works

Roll 4+ to call (availability +1 for Excellent). Roll 1d6 per stand under the template: unarmoured in the open die on 6 and are suppressed with a QC on 4-5; armoured or covered stands are suppressed with a QC on 6 and suppressed on 4-5. The template remains, and any stand touching it while moving is attacked. On-table mortars are always available but hit one stand. Smoke may be placed instead to block LOS.

Artillery templates remain until the Attacker's next artillery phase. Any stand that touches the template during movement resolves an immediate attack as above.
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2fire
Armor / PenetrationArmour penetration

Each hit on a vehicle rolls effect dice equal to Penetration minus Armor: a 6 kills and 4-5 forces a Quality Check.

How it works

Vehicles have front (120 degree arc) and rear armour; rear shots need the firer wholly in the rear arc. Roll dice equal to Pen minus Armor, or 1 die if equal, or 1 die with the shortfall as a negative modifier if Pen is lower. Each 6 destroys, 4-5 forces a Quality Check (max one), and 1-3 has no effect.

Roll a number of d6 equal to the Penetration less the Armor. If the two are equal, roll 1 die.
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1fire

Hits on targets in difficult terrain are avoided on 5+, and difficult terrain blocks LOS unless the stand is at its edge.

How it works

Each hit on a target in difficult terrain gets a 5+ save. Difficult terrain blocks LOS unless the stand is on its edge. Optional spotting keeps stationary stands in cover hidden until enemies come within 4".

If the target is hit but in Difficult terrain, roll 1d6 for each hit. On a result of 5+ the hit is avoided.
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1fire
Fire PhaseDice pool fire

Roll dice equal to Rate of Fire; each modified 4+ is a hit.

How it works

All fire against a target is declared before rolling; LOS is required and fire through friendly stands is not allowed. Modifiers: +1 Good/Excellent quality, +1 short range, -1 long range, -1 if suppressed or firing on overwatch. Excellent stands gain +1 ROF. Against infantry, the weapon's Anti-Infantry modifier also applies.

Roll to hit by rolling a number of d6s equal to the stand's rate of fire (ROF). Each die with a result of 4+ is a hit (including cumulative modifiers).
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1fire
Short / Effective / Long rangeRange bands

Weapons have three range bands that change hit and penetration.

How it works

Data sheets give three ranges, for example 5/10/15". Short range gives +1 to hit and +2 Penetration (vehicle targets only), and long range gives -1 to hit and -2 Penetration.

Attacks at Short range (does not apply to infantry) add +2 Penetration and attacks at Long range suffer -2 Penetration.
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Movement & Manoeuvre

1move

Stands have fixed inch moves; moving no more than half still allows firing.

How it works

Movement may go in any direction. A stand may move up to half and still fire, or move full and not fire. Mechanised stands double speed on roads, and no stand may come within 1" of an enemy. Close combat is omitted. Embarking or disembarking infantry, and limbering guns, costs 2" for both stands.

Stands may move up to half their movement and still fire during their Fire phase. Stands may move their full movement but cannot fire.
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1move

Stands must start and end movement within a quality-based distance of another stand in their unit.

How it works

Cohesion distance is 2" for Fair, 4" for Good and 6" for Excellent. A stand out of cohesion suffers -1 on Quality Checks and must try to rejoin its unit whenever it next moves.

A stand is in proper Cohesion if it begins and ends its movement within Cohesion Distance of at least one other stand in its unit.
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1move

Difficult terrain halves non-infantry movement; campaign balkas can stall vehicles.

How it works

Only open and difficult terrain exist. Difficult terrain (forests, towns, rough ground) halves movement for non-infantry. In the Nach Stalingrad scenarios, vehicles crossing a balka off-road roll a d6 and stop in it on 1-3.

Difficult terrain (forests, towns, rough ground) halves all movement rates for non-infantry stands.
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1move
Carrying InfantryTransport & mounting

Trucks, halftracks and tanks carry one infantry stand, loading and unloading for 2 inches of movement each.

How it works

Each truck, halftrack or tank can carry 1 infantry stand. To embark, vehicle and infantry must be adjacent (or move adjacent) and both spend 2 inches of movement; disembarking costs both 2 inches as well. The same mechanic limbers and unlimbers towed guns. If a truck is destroyed its passengers and towed weapons are eliminated; if a halftrack or tank is destroyed, the infantry stand survives on an immediate Quality Check.

Each truck, halftrack, or tank can carry 1 infantry stand. To embark, the vehicle and infantry must be next to each other (or move next to each other) and both stands expend 2” of movement.
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Morale & Cohesion

2morale
Quality ChecksMorale tests

Stands hit by fire take one Quality Check at the end of the phase and are removed if they fail.

How it works

Each stand tests at most once per turn from fire. Roll 1d6 against Quality (Fair 5+, Good 4+, Excellent 3+); a failure removes the stand as withdrawn, a pass clears all markers. Unarmoured stands take -1 per excess hit, while armoured stands take no penalty however many markers they have. Hits on infantry never kill outright.

Roll 1d6. If the roll is less than the stand's Quality rating (see QRS), that stand is removed. They are not necessarily KIA, but rather, they are considered withdrawn
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1morale
Formation IntegrityArmy breakpoint

A formation that has lost over two-thirds of its stands tests, and all its survivors leave if it fails.

How it works

In the Quality Check phase, any formation past two-thirds losses makes one unmodified roll against Quality, and on a failure all its surviving stands are removed. The test is repeated every later turn in which the formation loses another stand.

During the Quality Check Phase, both sides check to see if any formations have lost more than 2/3 of their stands.
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1morale

Artillery-suppressed stands move and fire worse until the enemy's next artillery phase.

How it works

A suppressed stand is marked and has -2" movement and -1 to fire until the start of the enemy's next artillery phase.

Suppressed stands move with a -2" penalty and fire with a -1 modifier.
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Scenario, Campaign & Victory

2scen
Nach Stalingrad kilometer trackCampaign linkage

A branching seven-scenario campaign whose result is the kilometres the German relief force gains.

How it works

Each scenario's Consequences page awards kilometres by result (for example Major victory 10km +2d6km) and may set the next scenario or a pre-game decision. The Germans need 80km in total to win. Results carry forward, for example losing a T-34 battalion after a Major German victory in #0.

Which scenarios are played, and in what order, depends on the decisions you make and the outcome of your battles!
"Nach Stalingrad" · p. 5, 11, 12 Quote verified
1scen
Scheduled arrivalsReinforcements & schedules

Scenarios bring units on at set turns.

How it works

In Scenario #0, for example, the German panzer companies enter on Turn 5 from the Kotelnikovo edge. In Scenario #1 the Russian reserve regiments enter on Turns 3 and 4.

The panzer companies enter Turn 5 from the Kotelnikovo table edge.
"Nach Stalingrad" · p. 7 Quote verified
1scen
Operation Winter Storm scenariosHistorical scenarios

Historical December 1942 scenarios with orders of battle, maps and special rules.

How it works

There are seven scenarios plus a learning Scenario #0, each with background, OOBs giving unit quality and formation breakpoints, a 6'x4' map, objectives, a turn limit and special rules.

Each scenario in the campaign includes historical background, orders of battle, a tabletop map, objectives, and any notes for deployment and special rules.
"Nach Stalingrad" · p. 5 Quote verified

Turn Structure & Sequence

1turn

Attacker and defender each take a full half-turn in turn.

How it works

One side is Attacker and the other Defender. The attacker runs artillery, movement (with defender overwatch), fire and Quality Checks, then initiative switches and the defender does the same four phases.

5. Switch Initiative: Defender now conducts phases 1-4
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1turn

Each half-turn runs Artillery, Movement, Fire, then Quality Checks.

How it works

Artillery templates are placed and resolved before movement, direct fire follows movement, and all Quality Checks from fire and formation integrity are resolved together at the end of the half-turn.

1. Attacker Artillery: Place artillery templates & resolve barrages 2. Attacker Movement: Attacker moves & Defender Overwatch 3. Attacker Fire ... 4. Quality Checks
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1turn

Stands that skip moving and firing gain an Overwatch token to fire during the enemy's movement.

How it works

A stand that neither moves nor fires in its own turn is marked with Overwatch. During the enemy Movement phase it may spend the token for an immediate round of normal fire at -1, resolved before the mover's own Fire phase.

During the enemy Movement phase, any of your stands may expend their Overwatch tokens to conduct an immediate round of fire using the standard Fire procedure.
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Forces & Unit Definition

1force
Quality ratingsTroop quality grades

Three quality grades set the check number, cohesion distance and fire bonuses.

How it works

Fair: 5+, 2", no bonuses. Good: 4+, 4", +1 to hit. Excellent: 3+, 6", +1 to hit and +1 ROF, plus +1 to artillery availability.

Our version here splits the difference, using the free online game QRS to establish three quality ratings: FAIR GOOD EXCELLENT
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1force
Unit Data SheetsTroop type taxonomy

Each vehicle and weapon type has movement, front-rear armour, penetration, ROF, ranges and anti-infantry modifier.

How it works

The data sheets cover German Army Group Don and Red Army equipment for the campaign. For example, the T-34/76 has 9" move, armour 5-4, Pen 6, ROF 2, range 5/10/15" and AI -1.

Movement Armor Penetration ROF Range Anti-Inf.
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Command & Control

1cmd
Friction (optional)Command friction & delay

Optional rule: Fair stands must pass a Quality Check to leave cover.

How it works

Fair-quality stands that want to exit cover must take a Quality Check, and if they fail they refuse to move out.

"Fair" quality stands must take a Quality Check to exit cover. If failed, they refuse to move out!
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Damage & Attrition

1dmg

Losses are whole stands, removed by kills or failed Quality Checks.

How it works

Stands are removed only by a 6 on vehicle effect dice, artillery against unarmoured stands in the open, or a failed Quality Check. Destroyed trucks eliminate their cargo, and infantry in a destroyed halftrack or tank survive on a passed Quality Check.

If a truck is destroyed, any infantry or towed weapons it carries are also eliminated.
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Resolution Engine

1engine
The rule of 1s and 6sSix-sided dice core

All rolls are d6, and natural 1s always fail and 6s always succeed.

How it works

Firing, effect dice, artillery and Quality Checks all use d6. A natural 1 always fails and a natural 6 always succeeds, regardless of modifiers.

Regardless of modifiers, a natural roll of 1 always fails and a natural 6 always succeeds. This applies to both firing and Quality Checks!
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