Wargame Mechanics Index

K.I.S.S. Rommel

Losses are recoverable only within reach of the Divisional HQ, so the game turns on keeping formations together and hunting supply bases rather than on combat tables.

Fast-play Western Desert 1941-42 rules where each player commands an Afrika Korps- or 8th Army-sized force of divisions built from battalion bases, chosen partly by random Force Cards. Units move in straight lines and never close within 2" of the enemy; all combat is fire at 5+ to hit followed by a saving throw by unit type. Units knocked out near their Divisional HQ are only Scattered and can be returned by the HQ, while those far from it are Destroyed for VPs. Optional rules add air attacks, minefields, dug-in positions, terrain and a desert campaign ladder; a Blitzkrieg 1940 adaptation and extra card sets extend it.

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Mechanics 22 · 1 distinctive

Forces & Unit Definition

2force

Each side picks one division card and is dealt four more at random, including blank event cards.

How it works

Each side chooses one Force Card and is dealt four more at random (four total for a quicker game; beginners may choose two). Each card is a Division with a fixed organisation of HQ, recon, tank, infantry, artillery and 88mm battalions. Blank cards represent losses such as supply convoys sunk from Malta or troops diverted to Greece.

Each side may chooses one card and then randomly deal four more. This is their strength for the oncoming battle.
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1force
Divisional organisationArmy lists

Each Division card has a fixed historical battalion organisation.

How it works

The organisation table gives e.g. German Panzer: 1 HQ, 2 recon, 3 tank, 4 motorised infantry, 1 artillery, 1 88mm; British Infantry: 1 HQ, 1 recon, 9 motorised infantry, 2 artillery. Independent armoured brigades have no HQ and attach to another HQ. The Custom HQ Cards and Blitzkrieg edition add further divisions.

These have no HQ but can be attached out to another HQ for the battle.
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1force

Each base is a battalion, about a dozen per Division, at army/corps command level.

How it works

Most units equate to battalions, giving about a dozen bases per Division. Bases are 30mm square for 6mm figures; in 2mm several models share a base. Divisions and unit types must be distinguishable.

Most units equate to battalions giving about a dozen bases per Division.
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1force
Italian Problems / French ProblemsTroop quality grades

National handicaps model poor equipment and doctrine.

How it works

Optional: Italian HQ distance is 9" instead of 12" and Italian foot infantry need a 6 to hit tanks. In the Blitzkrieg edition French tanks move at infantry speed and must stay with the infantry.

Count the Italian HQ distance as 9" rather than 12". Italian Foot Infantry is short of AT weapons, so require a 6 to hit Tanks.
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Movement & Manoeuvre

2move

Units may never move closer than 2" to an enemy unit.

How it works

Movement cannot bring a unit nearer than 2" to any enemy unit, so there is no close assault; all combat is by fire.

This is always in straight lines and cannot move nearer to an enemy unit than 2".
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1move

Battalion bases move a fixed speed in straight lines.

How it works

Speeds: foot infantry 3", HQ, motorised infantry, artillery, 88mm and most tanks 6", recon and British cruisers 9". Movement is always in straight lines, pre-measuring is allowed, and units may exit off their own edge, becoming Scattered.

This is always in straight lines and cannot move nearer to an enemy unit than 2".
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1move
Hilltops and bad groundTerrain movement effects

Optional terrain: hilltops, infantry-only bad ground and impassable escarpments.

How it works

Up to 8 terrain pieces; set terrain before randomly deciding which way is North. A hilltop holds one unit and only artillery fires over hills. Bad ground may be infantry-only. In the Blitzkrieg edition infantry and HQs save on 5 in soft and 4 in hard terrain.

possibly some bad ground classed as "infantry only may enter" or an impassable escarpment.
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Scenario, Campaign & Victory

1scen
Desert campaign ladderCampaign linkage

A linear campaign track from Tunisia to Cairo, advanced by victories.

How it works

Starting at Tobruk, a Victory pushes the enemy back one area and a Major Victory two; losing the last-stand area (Tunisia or Cairo) is total defeat. Divisions with half their bases Destroyed are left out of the next game's force pack. After a Major Victory the next battle allows half the minefields and dug-in positions.

A Victory pushes the enemy back one area; a Major Victory pushes two spaces. Losing their "last stand" area means total defeat!
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1scen
Victory Points and Supply basesObjectives & victory points

VPs for destroyed enemy units, with supply bases worth five.

How it works

Each side gains 1 VP per enemy unit Destroyed and 5 per Supply base destroyed. Under 5 VP difference is a draw, 5-9 a Victory, 10+ a Major Victory. Destroying all three enemy Supply bases allows an immediate Major Victory.

Each side gains one Victory Point (VP) per enemy unit Destroyed (each Supply base destroyed counts as five VP's).
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1scen
Battle set-upPre-game sequence

Zoned table, card selection and staged deployment by nationality.

How it works

The table is divided into foot-square zones (sea to the north, sand sea south) with supply and defence zones for each side. Select forces, deploy British then Axis minefields, then deploy Italians, British and lastly Germans, at least 6" from the centre line. A supply base sits in each Supply zone.

Deploy Italian forces, then British and lastly the Germans
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Command & Control

2cmd

Staying within 12" of the Divisional HQ decides whether losses are recoverable.

How it works

The HQ distance of 12" (9" for Italians in the optional rules) is the only command range: units sent away from it risk being Destroyed rather than Scattered. HQs also represent the Division's light AA.

You may send units anywhere around the battlefield but risk them becoming Destroyed rather than Scattered.
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2cmd
Spotting range, shared by DivisionSpotting & detection

A unit can only be fired on if within range and spotted; spotting is shared within a Division but not across Divisions.

How it works

Each unit type has a spotting distance (recon 9", others 6"). If any unit of a Division spots an enemy, the whole Division can see it; Divisions do not spot for each other. Hilltops add 3" to spotting and reduce enemy spotting onto them by 3"; Dug-in units spot 3" further.

If one unit of a Division can Spot an enemy unit, the entire Division is assumed to see it. Divisions do not spot for other Divisions.
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Damage & Attrition

3dmg
Scattered vs DestroyedScatter and regroup

Failed saves remove units as Scattered (recoverable by their HQ) unless they were beyond 12" of their Divisional HQ, in which case they are Destroyed.

How it works

A unit that fails its save is Scattered if within 12" (Italians 9") of its own Divisional HQ, otherwise Destroyed and out of the battle. In the HQ phase each HQ may return one Scattered unit of its Division to play, which then moves. A Scattered HQ can swap with one of its Division's units, and is only Destroyed when no elements of its Division remain. Only Destroyed units score VPs.

However, it is classed as "Destroyed" and removed from that battle if it was not within 12" of its own Divisional HQ.
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1dmg
Saving throwSaving roll

A hit unit rolls its type's saving throw or is removed.

How it works

Saving throws: HQ, infantry, artillery, 88mm and supply bases save only on 6; recon and Italian tanks 5+; German and British infantry tanks 4+; Tigers 3+. Dug-in infantry, artillery, 88mm and HQs improve to 4+. In the Blitzkrieg edition saves run from 5+ (Panzer II) to 3+ (Panzer IV, Matilda, Char B).

Any unit that is hit must make its saving throw or be removed as "Scattered", and can possibly return later in the day
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Ranged Combat

1fire
88mm versus armourArmour penetration

Tanks and recon hit by an 88mm get no saving throw.

How it works

Tanks and Reconnaissance units automatically fail their save against the 88mm; the optional Tiger tank also denies saves to tank/recon targets. Italian foot infantry, short of AT weapons, need a 6 to hit tanks.

Tanks and Reconnaissance units automatically fail their save against the 88mm.
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1fire
Shooting: 5+ to hitTarget-number to-hit

Every unit hits on 5+ at the nearest enemy within range and spotting distance.

How it works

Fire one unit at a time; all units need 5+ on a d6 to hit. Ranges are 6" for most units, 12" for 88mm and 18" for artillery. Units must target the nearest enemy, except artillery (any target) and 88mm (may pick the nearest tank or recon). Units do not block sight; only artillery fires over hills.

Fire one unit at a time with all units needing a 5+ to hit.
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Turn Structure & Sequence

1turn

Each turn both sides take a turn as Mover, the Axis always first.

How it works

A turn consists of each side being Mover and Defender. Mover phases: 1 HQs replace one Scattered unit of their Division; 2 minefield clearance (optional); 3 Mover moves; 4 Defender fires Dug-in units (optional); 5 Mover fires. The side that moves therefore usually gets the first shot.

A turn consists of each side being the Mover and Defender. The Axis player is always the first Mover.
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1turn
Random end of dayVariable turn / game end

The game lasts 9 to 12 turns, ending on a die roll from turn 10.

How it works

There are 9 to 12 turns in a day. Before each of turns 10, 11 and 12 roll a die; 5+ ends the game.

There are 9 to 12 turns in a day. Throw before each turn from 10 to 12 with a 5+ indicating the game has ended.
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Air Systems

2air
Stukas / Desert Air ForceAir support to ground

Up to three air attacks per turn on spotted enemy units, with a risk of losing air capacity.

How it works

Roll per attack: 5-6 the target must save or be Scattered/Destroyed; 2-4 no effect; 1 if within 12" of an enemy HQ (its AA) the aircraft are dispersed and that side has one fewer attack per turn for the rest of the battle.

1 = if the attack was within 12" of an enemy HQ, the aircraft are dispersed. That air force is allowed one less air attack per turn for the rest of the battle.
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Resolution Engine

1engine
d6 throughoutSix-sided dice core

All tests are single d6 rolls against fixed numbers.

How it works

Hits on 5+, saves by unit type, minefields, air attacks and game end are each one d6 roll. There are no modifiers or combat tables.

Fire one unit at a time with all units needing a 5+ to hit.
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Battlefield & Environment

1env

Up to 16 units may start dug in, improving saves and spotting and allowing defensive fire.

How it works

Dug-in infantry, artillery, 88mm and HQs save on 4+, spot 3" further and may fire in the Defender's Dug-in phase. Tanks and recon gain nothing. Captured positions give no spotting bonus.

Up to 16 units may begin as Dug-in (in substantial trenches, protected by barbed wire, suitable model bases being required).
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Special Systems

1special

Each side may lay 30" of minefields that units must dice to cross or gap with infantry.

How it works

A unit crossing an enemy minefield rolls: 5-6 through and stops, 2-4 stopped in front, 1 Scattered (or Destroyed if far from HQ). One infantry unit per Division per turn adjacent to the field may clear a one-base gap on 5-6, through which six units per turn can pass.

To clear a one base wide Gap (allowing up to six units to pass through each turn), get an infantry unit adjacent to the minefield and throw with a 5 or 6 to create a Gap.
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