Wargame Mechanics Index

Hail of Fire

Fire effects stay hidden as Received Fire Points until the target tries to act, so suppression and casualties are only revealed at activation.

A fast-play WWII company-level game in which platoons of half-squad teams and individual vehicles activate with Order Points from rolled Order Dice. Each successful hit places Received Fire Points (RFPs) on a team rather than killing it outright. Those RFPs are rolled off only when the team next activates, revealing whether it is killed, suppressed or ready. Assaults are decisive alternating rounds of Assault Checks, artillery uses observe, range-in, deviation and fire-for-effect, and games end when a side's randomly generated Break Points exceed its Break Limit. The 2026 edition is the version used here.

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Mechanics 29 · 3 distinctive

Ranged Combat

2fire
Firing ProcedureDice pool fire

Each firing team rolls dice equal to its Rate of Fire, with each 4+ a hit spread across teams near the target.

How it works

The player declares one target Team, and modifiers (+1 Concealed, +1 Long Range up to twice range) raise the target number. Hits go first to the target, then to other Teams within 4 inches in LoS and range, and to Small Teams last. Each non-vehicle Team takes at most 1 hit per Fire order and adds RFPs equal to the weapon's Firepower. Teams that have taken hits cannot be hit again by the same enemy unit that turn except through Hero Points.

Each firing Team rolls a number of Fire Dice equal to their weapon's Rate of Fire (RoF), trying to roll 4+, applying the following modifiers
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2fire
Artillery BarrageIndirect & artillery fire

Call for fire, range in with d10 deviation, then fire for effect or re-adjust.

How it works

The first Order Points of the turn order the battery and fix an Observing team. Next turn a Range In marker is placed in LoS and deviates d10 inches, with direction taken from the d10's point. The player fires for effect there or returns the marker and rolls deviation again next turn. Every Team within 4 inches (+1 inch per extra gun) takes RFPs by weight (1/2/3), as does any Team ending activation in the radius; the barrage continues on a 4+ each turn. Smoke, mortars (direct hit on 8+) and forward observers have their own rules.

Fire for Effect (FFE) - Resolve the barrage at the current marker location, OR return the marker to its original position.
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2fire
Armor PenetrationArmour penetration

AT is compared with armor, then a pool of dice is rolled looking for a 6.

How it works

If AR is at least twice AT, the weapon has no effect. If AT is at most AR, roll AT dice: any 6 gives RFPs equal to FP. If AT exceeds AR, roll dice equal to the difference: any 6 destroys the vehicle, otherwise it takes RFPs. Flank Armor is used when firing from behind the hull front line, and wrecks remain as concealing Difficult terrain.

AT > AR: Roll dice equal to the difference Any 6 Vehicle is Destroyed No 6 Receives RFPs equal to weapon FP
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1fire

Artillery units may fire for effect only a limited number of times per game.

How it works

Light artillery has 4 fire missions per game, Medium 3 and Heavy 2. Flamethrowers are one-shot weapons that become standard teams after firing.

Each Artillery Unit may Fire For Effect a limited number of times per game, based on its weight. 4 for Light, 3 for Medium, 2 for Heavy.
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1fire
Concealment and Hard CoverLine of sight & cover

Concealment makes a team harder to hit, and Hard Cover improves its RFP survival.

How it works

Woods and fields give Concealment (+1 to hit); buildings and stone walls give Concealment and Hard Cover. Area terrain can be fired into but not through. Linear obstacles give Hard Cover only to a Team touching them on the side away from the fire, and fire from both sides counts as unprotected. HE ignores Concealment against soft targets.

Firing at Concealed Teams applies a +1 penalty to Fire rolls. Hard Cover improves a Team's chances of survival when resolving RFPs.
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Command & Control

2cmd
Order Dice / Order PointsCommand points / PIPs

Roll 1d6 per Platoon Leader and Vehicle Unit; each 4+ is one Order Point, plus 1.

How it works

Each Order Point activates one Team (or a Platoon Leader, who brings his unit) to Move or Fire, and a Team cannot be activated by Order Point again that turn. Platoon Leaders with unresolved RFPs, and vehicle units more than half destroyed, suppressed or carrying RFPs, contribute no die. Leadership losses therefore shrink the activation pool directly.

Roll 1d6 for each friendly Platoon Leader and Vehicle Unit deployed; each 4+ generates 1 Order Point. Always add +1 to the total.
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2cmd

Non-vehicle teams deploy hidden and are revealed under distance and LoS limits.

How it works

Hidden Teams are not pre-plotted and can be revealed at any time without an Order Point. They must be revealed in their deployment zone, either out of enemy LoS or in concealing terrain beyond 16 inches of infantry, guns and open-topped vehicles, or 8 inches of other vehicles. Recon Teams extend the reveal distance to 24 inches and may reactivate on a Training Check when they reveal enemies.

Hidden Teams do not need to be pre-plotted and may be revealed at any time without spending an Order Point.
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1cmd
Platoon LeadersLeader effects

Activating a Platoon Leader activates every team in his unit he can see, with up to two split orders.

How it works

The PL activates all Teams of his unit within his line of sight and gives one order to all or two orders split between them. Vehicle units nominate a leader vehicle instead. Once per activation an unsuppressed PL can add +1 RoF to a Team in contact, rally a Team in contact, or give a Team +3 inches of move. If an RFP reveals the PL was killed, only one ordered Team acts, and a Training Check is later needed to place a replacement.

If the PL is activated, he may also activate any Teams in his Unit to which he has Line of Sight (LoS), and issue one order to the entire Unit, or two orders split between Teams in the Unit
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Forces & Unit Definition

3force
Force Parity ProcedureComparative force balancing

Pick-up forces are balanced by mutually ranking and pairing units, not by points.

How it works

Each player ranks the opponent's units from strongest to weakest, and units are paired by rank. Each pairing scores 1 for the more threatening unit, plus 1 for heavy hitters and 1 for size advantage, and each extra unit scores 2. The higher total takes the difference as Penalty Points, each spent as a starting Break Point for itself or a Hero Point for the opponent, or reduces its force instead.

The Force Parity Procedure provides a method for balancing forces for "pick up" matches without the use of a points system.
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1force

Elite troops re-roll 1s and Poor troops re-roll 6s on checks.

How it works

All Checks are a d6 needing 4+. Elite units re-roll 1s on Checks and anti-vehicle fire; Poor units re-roll 6s. Quality also applies to RFP resolution: Elite may re-roll one 1 and Poor must re-roll one 6.

Elite troops re-roll 1s on all Checks and when firing at vehicles, taking the second result. Poor troops instead re-roll 6s in each of these cases.
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1force
Weapon/Vehicle Special Rules and National CharacteristicsSpecial traits & abilities

Profiles carry keyword abilities, and optional national rules add doctrine.

How it works

Keywords include Bunker Buster, Fast, Slow, Man-Portable, Light Mortar, Limited HE, Unreliable, Overloaded and Wide Tracks. Optional national characteristics include British Mike Target and Stubborn Defense, German Mission Tactics and +1 Order Point, Soviet Artillery Saturation, Massed Assault and Follow The Leader, and US Semi-Automatic Firepower and Time on Target.

Unreliable: If any movement die shows a 1, roll 1d6 per Unreliable Team in the Unit; a roll of 1 suppresses that Team.
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Morale & Cohesion

3morale
Suppression, Rally and Fall BackRout & rally

Suppressed teams cannot fire or advance, and can only rally once all their RFPs are cleared.

How it works

Suppressed Teams cannot Fire or Move toward visible enemy. When ordered, a suppressed Team with no RFPs makes a 4+ Rally Check, but one with any RFPs cannot rally itself. A Leader in contact can rally it, and Teams that start or end activation out of enemy LoS rally automatically. Keeping a single RFP on a team therefore keeps it pinned.

Maintain just 1 RFP on a suppressed Team and they will never Rally without the aid of a Leader or retreating from their position.
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2morale
Break Points / Break LimitArmy breakpoint

Losses and lost objectives make the opponent roll for Break Points; exceeding the Break Limit routs the force.

How it works

Triggers are a unit falling below half (1 roll), a unit destroyed (1 roll) and an objective captured (2 rolls). Each roll gives 1 BP on 1-3, 2 on 4-5 and 3 on 6. The Break Limit is 5 plus 2 per unit; once Break Points exceed it at a qualifying moment, the force routs and the game ends. There is no fixed turn limit.

When certain conditions are met, your opponent rolls 1d6 to generate Break Points: 1-3 generates 1 BP, 4-5 generates 2 BP, and 6 generates 3 BP.
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1morale
Morale CheckMorale tests

A unit below half strength must pass a 4+ check or be removed, and retests on each further loss.

How it works

The check is taken as soon as it is revealed that the unit has lost more than half its starting Teams (not counting Small, Leader or Transport Teams). Failure destroys the whole unit. A unit reduced to a single infantry or man-portable gun Team is removed.

When it is revealed that a Unit has fallen below half strength, it must make a Morale Check immediately. If failed, the Unit is destroyed and all remaining Teams are removed.
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Movement & Manoeuvre

2move

Teams in enemy line of sight declare a destination and roll for distance; out of sight they move the maximum.

How it works

Infantry move 2d6 inches, guns 1d6 and vehicles 3d6, rolled once per team type in the unit. A team that rolls short moves toward its declared destination as far as the roll allows. If the whole move stays out of LoS of unsuppressed enemy, the team may move its maximum. The designer presents this as a built-in overwatch: short dashes are safer than long sprints.

The random movement rates used in these rules are a simple method for introducing a kind of “overwatch” mechanism to an otherwise “I go/You go” turn structure.
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1move

Infantry ignore terrain, while vehicles drop dice or take Terrain Checks by mobility type.

How it works

Infantry move freely, and guns cannot enter Very Difficult terrain. Tracked vehicles drop their highest move die in Difficult terrain and must pass a Terrain Check in Very Difficult. Half-tracks drop the highest die in Difficult and cannot enter Very Difficult. Wheeled vehicles take a Terrain Check in Difficult. Roads add +6 inches for tracked and +12 inches for wheeled vehicles, and optional rules add Bogged vehicles.

Unless deemed impassable, Infantry Teams move through terrain and obstacles freely. All other Teams are affected as shown below. A failed Terrain Check stops the Team in contact with the terrain.
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1move

Vehicle teams carry two to four infantry or man-portable gun teams, load and unload before moves, then are called to the rear.

How it works

Transports carry two to four Infantry or Man-Portable Gun Teams plus one towed Gun Team, only from their own Unit. To load, teams must be within 4 inches and in LoS; loaded infantry are set aside. Unloading is a Move order measured from the Transport, after which the Transport is Called to the Rear and may return within 4 inches of its Unit if no enemy is within 16 inches and LoS. If a Transport is destroyed, its passengers are placed within 4 inches and resolve 2 RFPs (as in or out of Hard Cover depending on how it died).

Transports carry between two and four Infantry Teams and/or Man-Portable Gun Teams, and one towed Gun Team per Vehicle. Transports may only carry Teams from the Unit they belong to.
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Battlefield & Environment

1env
Fortifications and Obstacles (optional)Fortifications & siege

Optional bunkers, trench lines, anti-tank obstacles, minefields and wire, plus Dug-In defenders.

How it works

Bunkers are always concealed, are +1 harder to hit and treat Killed as Suppressed. Trenches give lasting Concealment and Hard Cover. Minefields inflict 1 RFP on contact. Wire needs a Training Check to cross. Obstacles are removed by building up Clearing Points (AT obstacle 5, minefield 3). Defenders in the generic scenario start Dug-In (Hard Cover) until they move.

When a Team’s movement brings them into contact with a minefield, that Team must immediately resolve 1 RFP.
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1env

Destroyed vehicles stay on the table as wrecks that give concealment to fire through them and count as Difficult Terrain.

How it works

A destroyed vehicle is not removed but left in place. Fire traced through it gets concealment, and units crossing it treat it as Difficult Terrain and so move at a penalty. It is a simple persistent obstacle with no clearing procedure.

WRECKS - Destroyed vehicles are left on the table, offering concealment when fired through and counting as Difficult Terrain.
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Close Combat

2melee

Assaults alternate rounds of 4+ Assault Checks until no teams remain in contact.

How it works

Attackers must start within 12 inches, with at least one unsuppressed Team that has LoS, and no more than two may contact one enemy Team. Defenders activate for free, rally and resolve RFPs; any not Ready are destroyed. Ready defenders may move away or roll an Assault Check to kill an attacker, then attackers roll, and the steps alternate with 3-inch consolidation moves. Every Team that made an Assault Check ends suppressed (Regroup), leaving victors spent.

Repeat - Continue alternating Steps 2 and 3 until no Teams remain in contact.
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1melee
Vehicles in AssaultsTroop-type matchups

Infantry assaulting armor hit its Flank Armor; vehicles cannot assault vehicles.

How it works

A successful Assault Check against an armored vehicle counts as a hit on Flank AR. AT teams get +1 AT, teams without AT count as AT 2, and an adjacent Bazooka or Panzerschreck lends its AT value. Open-topped vehicles in contact are destroyed when resolving RFPs, and concealed infantry ambushing vehicles strike first.

When Infantry or Gun Teams contact an enemy Armored Vehicle, a successful Assault Check counts as a hit against the target's Flank Armor.
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Scenario, Campaign & Victory

2scen

From turn 3 the defender spends Order Points on Reserves Checks to bring units on.

How it works

Once per turn the defender may make a Reserves Check, at +1 to the target per reserve unit already arrived (max +2) or -1 by spending a second Order Point. On an odd roll the defender chooses which unit arrives, on an even roll the attacker chooses. Off-board artillery can also be held in reserve.

If the roll is odd, the Defender chooses which Unit arrives. If even, the Attacker chooses.
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1scen
Generic scenario objectivesObjectives & victory points

The attacker places objectives, and capturing them generates Break Points.

How it works

The weaker force chooses to attack or defend. The attacker places 1 objective plus 1 per two defending units, all starting under defender control. An objective is captured by being the only player with an infantry Team within 4 inches; vehicles may contest but not capture.

The Attacker places objectives (1 plus 1 more for every two of the Defender's Units) on terrain 6" away from any table edge and at least 12" from another objective.
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Turn Structure & Sequence

2turn

A hidden pool of Hero Points lets teams reactivate or act during the opponent's turn.

How it works

Before the game each player secretly rolls 1d6 Hero Points (1-2 count as 3). They can be spent to activate Teams normally, to activate Teams that already acted, or to act between enemy activations. If the coloured Hero Die among the Order Dice rolls a 6, the player discards remaining Hero Points and secretly rolls a new total with no minimum. An optional rule lets a Hero Point interrupt a vehicle mid-move to fire at a point on its path.

They may also activate Teams already activated this turn, or activate Teams during the opponent's Turn (after an enemy activation resolves, before the next begins).
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1turn

The active player spends all their Order Points, then the opponent becomes active.

How it works

Each turn starts with resolving artillery, then rolling Order Dice. The active player spends points one activation at a time. When all points are spent or the player ends their turn, the opponent rolls Order Dice and becomes active.

When all Order Points are spent, or the Player ends their Turn, the opponent becomes Active and rolls Order Dice.
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Air Systems

2air
Air Support and Anti-Aircraft (optional)Air support to ground

A Hero Die roll of 1 triggers an immediate air attack, which AA guns may try to drive off.

How it works

Each AA Team rolls its RoF against the aircraft's d6, with each higher die a hit; the aircraft is driven off if it fails a save against the AA's AT. The attack is rolled on d6: bombs (3-inch radius, 3 RFPs, d10-3 deviation), rockets (AT 5 or 3 RFPs) or a cannon strafing line 12 inches by 2 inches (2 RFPs). Aircraft cannot target enemies within 12 inches of friendly teams.

When rolling Order Dice, if the Hero Die rolls a 1, an air attack immediately occurs on the Active Player's behalf before they spend any Order Points.
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Damage & Attrition

3dmg
Received Fire Points (RFPs)Deferred hit resolution

Hits are tracked as RFP markers and resolved only when the target next activates.

How it works

When a Team activates (or is assaulted), it rolls 1d6 per RFP and takes the worst result. In the open, 1-2 is Killed, 3 Suppressed, 4+ Ready; in Hard Cover, 1 is Killed, 2-3 Suppressed. Vehicles and suppressed teams always count as Hard Cover. Neither side knows the effect of fire until the target tries to act.

Received Fire Points are not resolved until a Team activates for exactly this reason: the truth only emerges when someone is forced to act.
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Resolution Engine

1engine

Most rolls are a d6 needing 4+, with modifiers applied to the target number.

How it works

Training, Assault, Rally, Morale and Reserves Checks all need 4+ on d6. Modifiers change the target number rather than the roll, and a re-roll's second result stands. A single d10 is used for artillery deviation.

A Check is a d6 roll trying to equal or beat 4+.
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Special Systems

1special
Engineers (optional)Engineering & construction

Engineers clear obstacles and place demolition charges.

How it works

An Engineer in contact with a building, bunker or bridge spends an activation and passes a Training Check to place a charge, then detonates it on a later activation: occupants resolve 3 RFPs as if in open ground. Engineers count as AT 3 when assaulting vehicles and clear obstacles more easily.

An Engineer Team that starts its activation in base contact with a building, bunker, or bridge may spend a full activation attempting to place a demolition charge, requiring a successful Training Check.
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