Wargame Mechanics Index

Little Wars

Ranged combat is resolved by physical dexterity, firing real spring-loaded toy cannon at the figures, while melee is deterministic arithmetic with no randomiser at all.

The founding hobby wargame: players alternate timed moves with individual toy soldiers on a floor 'Country', moving infantry one foot and cavalry two feet. Spring-loaded toy guns physically fire projectiles and any figure knocked over is dead. Hand-to-hand melees are resolved deterministically by counting men, with isolated inferior forces taken prisoner, and games are scored on points for survivors, guns and prisoners. An appendix sketches a Kriegspiel extension with shell fire, supply, engineering and cavalry charge tables.

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Mechanics 23 · 4 distinctive

Movement & Manoeuvre

2move
Rules as to Cavalry ChargingCharges & assault moves

Appendix cavalry charge losses depend on distance and infantry formation.

How it works

At least eight cavalry in formation must charge. Against extended-order infantry from over two feet, cavalry lose one per five infantry and infantry lose one per sabre, improving to three per sabre under one foot; against close-order infantry the ratios reverse. Equal cavalry-vs-cavalry on level ground is a coin toss, the loser losing three-quarters and retiring.

If the charge starts at a distance of more than two feet, the cavalry loses one man for every five infantry-men charged, and the infantry loses one man for each sabre charging.
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1move
Mobility of the Various ArmsFixed movement allowance

Infantry move up to one foot, cavalry up to two feet, measured with string.

How it works

Each player has two strings, two feet and six inches long. Infantry move a foot or less, cavalry two feet or less. A gun moves with its crew: two feet if at least four cavalry accompany it, otherwise one foot.

An infantry-man may be moved a foot or any less distance at each move. (II) A cavalry-man may be moved two feet or any less distance at each move.
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1move
Formation changes (Kriegspiel appendix)Formations & formation change

Changing formation, mounting or limbering costs fractions of a move.

How it works

Infantry change from fours to two ranks or to extension in half a move; cavalry change formation in half a move and mount or dismount in one; artillery limber or unlimber in half a move. No arm can fire and move in one move.

To change from fours to two ranks = half a move. To change from two ranks to extension = half a move.
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1move
Embarking and disembarkingTransport & mounting

Embarking troops into boats costs two moves per twenty men, and disembarking one move per twenty.

How it works

In the movement-cost table for infantry, boarding boats takes two moves for every twenty men embarked and landing takes one move for every twenty men. Moves are spent from the unit's normal movement allowance. Transport and supply wagons have their own slower road rates in the same section.

To embark into boats = two moves for every twenty men embarked at any point. To disembark = one move for every twenty men.
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Special Systems

3special
Prisoners and escortPrisoners

Captured men are escorted to the rear and can be liberated.

How it works

Prisoners are disarmed and may be moved by the captor; one man within six inches can escort up to seven. Killing the escort liberates prisoners, who must return to their own back line to rearm before fighting again. Prisoners count toward scoring for both sides.

Prisoners may be sent under escort to the rear or wherever the capturer directs, and one man within six inches of any number of prisoners up to seven can escort these prisoners
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2special
Capturing gunsEquipment capture

Guns are captured by clearing the crew and moving men past the axle.

How it works

A gun is captured when no man of its side is within six inches and at least four enemy men have moved up and passed its wheel axis in the direction of attack. Until then it is disputed and cannot fire or move. A captured gun then follows all the rules of the captor's own guns.

A gun is captured when there is no man whatever of its original side within six inches of it, and when at least four men of the antagonist side have moved up to it and have passed its wheel axis
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2special
Supply in the FieldSupply & logistics

Appendix rules require periodic food, forage and ammunition packets.

How it works

Every six moves players surrender one packet of food per thirty men, forage per six horses, and ammunition per thirty infantry that fired for six consecutive moves, which must be within six feet of infantry or eighteen of cavalry. Unsupplied troops are out of action after six moves, infantry without ammunition cannot fire, and surrounded forces surrender four moves after eating their last horse. The extensions also suggest one supply wagon per fifty men within six moves.

The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves.
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1special
Destructions and ConstructionsEngineering & construction

Royal Engineers destroy and repair bridges, lay mines and build works over several moves.

How it works

Destroying a railway bridge takes R.E. two moves and repairing it ten; culverts and road bridges one move to destroy and five to repair. Two men lay a contact mine in six moves that destroys everything within six inches; infantry entrench in four moves at two men per inch. Commencement of works is noted to an umpire or in a sealed note.

To destroy a railway bridge R.E. take two moves; to repair, R.E. take ten moves.
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Ranged Combat

3fire
Spring breechloader gun fireDexterity-based shooting

Toy guns physically fire projectiles; figures knocked over are dead.

How it works

A gun in action may fire up to four shots per move, being swung, elevated and aimed by hand. Men knocked over or made to lean so they would fall are dead; a shot that touches but does not topple a man kills him only if it has not already killed one; ricochets and rolling shots also kill. The gun must be left pointing in the direction of its last shot.

When men are knocked over by a shot they are dead, and as many men are dead as a shot knocks over or causes to fall or to lean so that they would fall if unsupported.
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2fire
Shell fire (Kriegspiel appendix)Indirect & artillery fire

Screws fired from guns land and act as exploding shells.

How it works

A brass screw in the muzzle flies and stays where it falls; half (rounding up) of the men within three inches are dead, a gun wholly inside the radius is destroyed and one partly inside disabled for two moves. Men behind a wall, house or entrenchment are unharmed. Rifle fire is simulated by one shot per five stationary infantry in line.

Half, or, in the case of an odd number, one more than half, of the men within three inches of this shell are dead
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2fire

A gun functions only with at least four friendly men within six inches.

How it works

A gun is in action only if at least four men of its own side are within six inches; otherwise it can neither move nor fire. It may move or fire in a move but not both. After firing two men must be placed at the end of its trail, and when moved it is placed trail forward and four men must move with it.

A gun is in action if there are at least four men of its own side within six inches of it. If there are not at least four men within that distance, it can neither be moved nor fired.
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Turn Structure & Sequence

3turn

Each player's move is limited by a timekeeper's clock.

How it works

Time per move is about one minute per 30 men plus one minute per gun (e.g. 7 minutes for 110 men and 3 guns), reduced as the battle progresses. The mover waits a yard behind his back line until 'Go' and must stop instantly at 'Time', with warnings at two minutes, one minute and thirty seconds. An interval of four or five minutes follows for tidying and consideration.

He then proceeds to make his move until time is up. He must instantly stop at the cry of "Time."
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2turn

Within a move, guns must be moved or fired before any men are moved.

How it works

A player must move or fire his guns before moving his men, with no exceptions. Melees are then adjudicated after the move is over, in extra time between moves.

In making his move a player must move or fire his guns if he wants to do so, before moving his men. To this rule of "Guns First" there is to be no exception.
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1turn

Players alternate whole moves, each moving all their force.

How it works

After the Country is made and sides chosen, players toss for the first move and put down their men along their back lines. Thereafter each player in turn moves every soldier and moves or fires every gun. Guns may not fire before the first player's second move.

We arranged to move in alternate moves: first one moved all his force and then the other
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Close Combat

3melee

Melee is resolved deterministically by counting the men on each side.

How it works

At the end of a move, men in contact plus all within six inches form a melee. Equal numbers: all on both sides die. Unequal: if the smaller force is not isolated, each of its men kills one enemy and dies; if isolated, the forces kill man for man until one is double the other, and the remainder become prisoners (nine against eleven gives seven dead each side and two prisoners). The charging player chooses which men die or are captured.

If they are equal, all the men on both sides are killed.
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2melee
Isolated vs supportedSupport, flanks & overlaps

Whether a force has nearby friends decides whether it can be captured in melee.

How it works

A body is isolated if it has fewer than half its own number of friendly men within a move of it; otherwise it is supported. Supported inferior forces trade man for man; isolated ones lose prisoners. Isolated bodies may also surrender at any time.

A man or a body of men which has less than half its own number of men on its own side within a move of it, is said to be isolated.
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Scenario, Campaign & Victory

2scen
Varieties of the Battle-GameObjectives & victory points

Three game types with points for victory, survivors, guns and prisoners.

How it works

Fight to the Finish scores 100 for victory, 10 per gun, 1.5 per cavalryman, 1 per infantryman, 0.5 per own man held prisoner and 0.5 per prisoner taken; drawn if both fall below fifteen men. Blow at the Rear is won when three men reach the enemy back line, forcing a six-move retreat. The Defensive Game pits a two-thirds strength defender against an attacker who must reach the back line with a quarter of his strength.

you score 100 for the victory, and 10 for every gun you hold or are in a position to take, 1-1/2 for every cavalry-man, 1 for every infantry-man still alive and uncaptured
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1scen
Teams and larger battlesMultiplayer structure

Larger games with multiple players per side and a commanding general are suggested.

How it works

Each player should handle about a hundred men and three guns; with teams one could have a general controlling the campaign with divisional commanders. The Kriegspiel appendix envisages each arm entrusted to a particular player.

with a team of players and an extensive country, one could have a general controlling the whole campaign, divisional commanders, batteries of guns, specialised brigades
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Command & Control

2cmd
Curtain and boxed soldiersHidden units & blinds

Deployment behind a curtain and, in larger games, troops moved hidden in boxes.

How it works

With a curtain both players deploy simultaneously unseen. In the extensions, soldiers stay in lidded boxes moved as units at double or treble move rates behind cavalry scouts; a box's contents must be revealed when an enemy scout comes within ten feet, and boxes may be dummies or skeleton forces.

keeping the soldiers in their boxes with the lids on, and moving the boxes as units. (This boxing idea is a new one, and affords a very good substitute for the curtain
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Damage & Attrition

1dmg

Each figure is a soldier and is removed when killed by fire or melee.

How it works

Casualties are individual figures toppled by shot or allocated in melee. There is no wound or morale system; forces simply dwindle until victory, a draw under fifteen men each, or surrender.

When men are knocked over by a shot they are dead
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Resolution Engine

2engine
Deterministic resolutionDeterministic / diceless

No dice: fire is physical dexterity and melee is arithmetic.

How it works

The core rules use no randomiser apart from coin tosses for set-up and first move. Shooting outcomes come from the physical behaviour of toy projectiles; melee from comparing numbers. Dice appear only in an optional handicap and the appendix uses a coin toss for equal cavalry clashes.

Either the numbers taking part in the melee on each side are equal or unequal.
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Battlefield & Environment

2env

One player builds the terrain; the other picks a side.

How it works

The Country is arranged by one player chosen by coin toss, and the other then chooses which side to fight from. It must be disturbed as little as possible, nothing may be moved to aid gunfire, and accidental disturbances are restored after the move.

The Country must be arranged by one player, who, failing any other agreement, shall be selected by the toss of a coin. (2) The other player shall then choose which side of the field he will fight from.
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Forces & Unit Definition

1force
Composition of ForcesPoints-based force building

Forces are normally equal, with an optional points pick.

How it works

Recommended proportions are 20-25 infantry and 12-15 cavalry per gun. One variant has each player pick 150 points secretly behind a curtain, counting infantry 1, cavalry 1.5 and guns 10. A handicap option dices for 12 reserved men per side.

he counted infantry as 1 each, cavalry as 1-1/2, and a gun as 10, and, taking whatever he liked in whatever position he liked, he made up a total of 150.
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