Wargame Mechanics Index

They Died For Glory

Breech-loader firepower is modelled through fire taken during the enemy's move, forced prone 'going to ground' after four small-arms casualties, and a deliberate voluntary fallback phase, so attacks are won by attrition of the defender rather than by shock.

Grand tactical Franco-Prussian War (1870-71) miniatures rules where the unit is an infantry battalion, cavalry regiment or artillery battery, with each figure representing 50 men, 1 inch = 50 yards and a turn of 15 minutes. A 17-phase sequence alternates Prussian and French movement while the non-moving side fires its breech-loaders at any time during the enemy move; each unit gets two operations per turn. Fire and melee roll dice per figures against target numbers set by target formation, casualties remove figures, and d6 morale checks against national ratings drive fallbacks, rallies and the merging of shattered units. Includes optional simultaneous written-order play, command rules, and eleven historical scenarios with orders of battle.

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Mechanics 34 · 2 distinctive

Movement & Manoeuvre

2move
Voluntary FallbacksEvade, retreat & pursuit

In a dedicated end-of-turn phase any unit may deliberately withdraw 12" while staying faced to the enemy, at the cost of its next operation.

How it works

In phase 15 any unit, even prone or one that has used both operations, may fall back the full 12" to its rear without moving closer to the enemy or through units (unless skirmishers). It must first pass a morale test, ends facing the enemy, and loses its first operation next turn (guns must unlimber again). Non-skirmish units falling back cause morale checks on friends within 4".

During phase 15 of the Sequence of Play, all units (including those in a prone formation) may make a Voluntary Fallback of 12" to their rear.
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2move
Formations: Skirmish, Line, Column, Deep ColumnFormations & formation change

Units adopt skirmish, line, column, deep column or prone formation, each changing speed, firepower and vulnerability.

How it works

Skirmish lines are hard to hit and screen units behind; line fires the whole unit but moves slowly; column is needed for the road bonus and gets a melee charge bonus but is easy to hit; deep column moves as fast as skirmishers, is hit on its own table and converts to an assault column at the point of contact for free. Formed-to-skirmish is free, other changes cost an operation and are prohibited within small-arms range of a visible enemy. Garde Mobile and similar cannot use deep column.

Infantry in Deep Column formation can change formation during movement into an assault column without taking a Change of Formation.
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1move
Charge and CounterchargeCharges & assault moves

Charges are announced before movement, require a morale check, and can be met by prorated countercharges.

How it works

Any move contacting an enemy is a charge, announced before movement; charging and countercharging units test morale before moving, and targets test only when contacted. Units within two movement operations may countercharge (costing an operation) and both moves are prorated to find the meeting point, so a charge can be stopped short. Cavalry must be in line to charge, and there is no breakthrough movement since melees are resolved after all movement.

If a charging unit is countercharged, prorate the movement of both units to see where they contact. The charging unit may be stopped short of its intended target.
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1move
Change of Face, Oblique Movement, WheelsFacing, wheeling & turning

Units may move obliquely up to 45 degrees free, wheel within limits, and must spend an operation to change face.

How it works

Formed infantry wheel up to 45 degrees and cavalry up to 90 degrees; changes of face pivot on the unit centre. Infantry in line may back up at half speed while still facing the enemy. Skirmishers change face automatically.

Units can move obliquely (up to 45°) without taking a Change of Face.
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1move

Each move operation covers a fixed distance set by troop type and formation.

How it works

Infantry move 6" in skirmish, line or deep column, 3" in double line and 4.5" in column; heavy cavalry 6"-9" and light cavalry 10"-12". Limbered field artillery moves 4.5", horse artillery 9", and unlimbered guns handpush 1" and rotate up to 180 degrees. Premeasurement is not allowed.

Note: Premeasurement of weapon ranges and movement distances is not allowed.
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1move
Terrain and Movement PenaltiesTerrain movement effects

Woods, obstacles and streams halve speed, hills cost 1" per contour, and some arms are barred from terrain.

How it works

Movement is prorated so only the part spent in woods or crossing obstacles is halved. Cavalry and artillery cannot enter woods or cross obstacles; artillery crosses streams only at bridges. Jägers, Chasseurs, Zouaves and Turcos move at full speed in woods in skirmish or deep column. Battalions can split into two nearby buildings and must exit in skirmish order.

Hills: Units going uphill lose 1" per contour. There is no penalty for going downhill.
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Ranged Combat

2fire
Artillery Fire (pre-roll and fire table)Indirect & artillery fire

Artillery fires once per turn at the start of the turn, using a two-stage roll: accuracy pre-roll, then a damage roll for dice on target.

How it works

Roll two dice per live gunner; each 3+ (Guard artillery 2+) is on target. Roll the on-target dice on the Artillery Fire Table, needing a number set by gun type, ammunition and target formation, with each success killing a figure. Canister skips the pre-roll. Fire must go to one target, guns may handpush 1" before or after firing, and off-board batteries fire the same way.

Artillery rolls dice twice, once to determine the number of hits, and again to determine the damage caused by those hits.
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1fire
Ammunition Supply and SmokeAmmunition & fire limits

Artillery ammunition types are limited per game, and repeated infantry fire is penalised by smoke.

How it works

Canister can be fired only twice per game, shot ten times, and Prussian shell four times (not against buildings). An infantry battalion or mitrailleuse that fires places a smoke marker and suffers -1 on a second fire in the same turn. Muzzle-loader armed units cannot reload while prone.

(1) Can only be fired twice per game. (There is no pre-roll.) (2) Can only fire ten times per game. (3) Can only fire four times per game.
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1fire
Line of Sight and Overhead FireLine of sight & cover

Fire needs a clear line within a 60-degree arc; units, buildings, hills and woods block sight, with overhead-fire and dead-zone rules.

How it works

Line of sight is blocked by any units (including skirmishers and prone units), buildings, hills and woods; troops in woods or buildings are only sighted at close range or when they fire. Fire over intervening units is allowed from or to a higher contour if those units are nearer the higher unit, and dead zones behind walls or woods protect from overhead fire. Prone targets give -1 to hit, and fire into woods is limited to 4".

Line of Sight is blocked by other units (both friendly and enemy, including skirmish and prone units), buildings, hills, and woods.
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1fire
Infantry Fire TableDice pool fire

Infantry roll one die per three figures, each die meeting the target-formation number kills one figure.

How it works

Count live figures and roll one die per three (muzzle-loaders one per six, mitrailleuses three dice per gunner). The required roll depends on the target's formation: e.g. at 0-12" 5-6 vs skirmishers or artillery, 4-6 vs line, 3-6 vs deep column, 2-6 vs column, 1-6 vs cavalry column. Firing at buildings or prone troops behind obstacles halves the dice instead of applying a modifier.

count the number of live figures in the unit and roll one die for every three figures (round up all fractions).
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1fire
Weapon rangesRange bands

French Chassepots have a second, less effective 12"-18" band, while other rifles and guns have single maximum ranges.

How it works

French infantry hit one number worse at 12"-18" than at 0-12"; German infantry are limited to 12" and mitrailleuses to 15". Artillery shot/shell ranges run 42"-54" and canister 9"-14" depending on gun. An optional rule applies -1 when firing beyond half range.

Firing at Long Range: All infantry (French and German) and Mitrailleuses subtract one from each die roll when firing at units that are beyond half the range of their weapons.
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Morale & Cohesion

3morale
Forcing Enemy to go ProneSuppression & pinning

Infantry taking four small-arms casualties in a turn is forced prone on the spot, becoming harder to hit but immobile until it spends an operation to stand.

How it works

If infantry receives four casualties from small arms or mitrailleuse fire in one turn, it immediately goes prone where the enemy opened fire. Prone units are -1 to be hit, +1 on morale, cannot change face or formation, and must spend an operation to stand up in their former formation; charged prone units stand automatically. Voluntary prone is free. An optional Reaction Test lets a charging unit roll higher than its casualties to keep going.

If an INFANTRY unit receives four casualties from small arms (including Mitrailleuse) fire in one turn, it is forced to change immediately to prone formation at the point at which the enemy opened fire at it.
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3morale

Shattered units that cannot rally alone may merge with other broken units of the same type to form a new, fragile unit.

How it works

A unit that falls back after 50% casualties cannot rally unless converged with another same-type unit (same melee and morale characteristics) that also fell back at 50%+. Converging takes one full turn, done in phase 16 at the table baseline; the new unit may not exceed 150% of an original unit's size, starts with morale 4, and is removed if it fails morale again.

If a unit falls back after receiving 50% casualties it cannot rally for the rest of the game, unless it is converged with another unit of the same type that has also fallen back after receiving 50% or more casualties
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1morale
Friendly fallbacks and destruction within 4"Morale contagion

Friendly units falling back or destroyed within 4" and in sight force morale checks.

How it works

Any non-skirmish unit falling back (including voluntary fallbacks and repeated routs) within 4" forces nearby friends to test, if they can see it. Destruction of a friend within 4" by fire or melee also triggers tests, except for units already in melee or victorious ones. A unit tests only once per turn for passing fallbacks.

Units (except skirmishers) that fallback within 4" of a friendly unit, even if the fallback is in front of the friendly unit, will cause a morale check.
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1morale
Failing Morale Test and RallyingRout & rally

Failing units fall back 12" toward their baseline and must spend a full stationary turn to rally.

How it works

A failed unit falls straight back 12" ignoring terrain and ends facing away (if testing to charge it instead halts but may still fire). It cannot fire until rallied, which takes one complete turn without moving; if charged while rallying it automatically fails. Units that fall back after 50% casualties cannot rally except by converging.

A unit must spend one complete turn without moving in order to rally.
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1morale
Morale ChecksMorale tests

Roll one die against a modified morale rating; rolling higher fails.

How it works

Ratings range from 4 (Garde Mobile/Nationale) to 7 (French Guard, Zouaves, Turcos). -1 per three casualties and for charging Prussian line; +1 prone, in buildings or fortifications. Triggers: any artillery casualty, reaching half strength and every casualty after, charging/countercharging, being charged, friends falling back or destroyed within 4". A unit reduced to morale 0 routs automatically.

To check a unit's morale, roll a die and compare the result to the modified Morale Rating. If the die roll is higher than the modified Morale Rating, the unit fails morale.
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Command & Control

2cmd
Operations AllowedPer-unit action allowance

Each unit may perform two operations per turn in any combination, spread across both sides' halves of the turn.

How it works

Operations are Move, Infantry fire, Change Face and/or Formation, Limber, Unlimber, and Stand up a Prone unit (e.g. move twice, move and fire, fire twice). Artillery fire, handpushes, going prone and changing to skirmish order are free. Numbered 1/2 markers track operations used; fire during the enemy's move and countercharges consume operations, so a unit that moved twice cannot fire or countercharge in the enemy half.

Units can do up to two of the following operations, in any combination, each turn: Move • Infantry fire • Change Face and/or Formation • Limber • Unlimber • Stand up a Prone unit
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2cmd
Fix Bayonets Rule (optional)Command friction & delay

French infantry rolling a 1 on any morale check must immediately charge a German unit within charge distance.

How it works

Whenever French infantry checks morale and rolls a 1, it premeasures its charge distance (by formation); if a German unit is in range it must use its next two operations to charge, cannot fire first, and must leave buildings, obstacles or woods to do so, even beyond its commander's range. Cavalry, artillery, mitrailleuses, engineers and pioneers are exempt.

Whenever a French Infantry unit checks morale for any reason, and rolls a 1, the unit must automatically charge
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1cmd
Command Rules - command radiusCommand radius / control range

Optional: units outside their commander's radius, or which have lost him, may only move once per turn.

How it works

Brigade, divisional and corps commanders have ranges of 12/18/24 inches for the French, with separate (partly illegible in OCR) German ranges. A unit beyond range can move in only one of its two operations (move/fire allowed, move/move not). Higher commanders can substitute for lower ones; chasseurs, jägers, light cavalry and horse artillery, and charging units, are exempt.

Units operating outside of a figure's command radius can only move once per turn
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1cmd
Command FiguresLeader effects

Optional brigade, division and corps command figures attach to units, raise morale, control artillery retargeting and can be killed.

How it works

Command figures have two operations, attach/detach freely and move at light cavalry or skirmish speed. An attached figure raises the unit's morale and must fall back with it. If the unit takes fire casualties a further roll checks whether the officer is hit; in melee a 2d6 roll of 10-12 kills him. Divisional and corps artillery can only change targets on the order of the appropriate commander.

If casualties result from melee, roll two dice. A roll of 10, 11, or 12 means that the Command Figure is one of the casualties.
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Close Combat

1melee
Units locked in CombatMulti-round / continuing melee

Tied melees lock the units together to fight again next turn.

How it works

If both sides suffer equal casualties, all units stay locked and fight again next turn without modifiers (newcomers get theirs). Locked units cannot move, fire or be fired on; a locked unit that reaches 50% casualties tests morale and falls back on failure.

In case of a tie (both sides suffer the same number of casualties), all units are locked in melee until the next turn when they fight again.
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1melee
Resolving MeleesOpposed melee roll

Both sides roll dice per figures simultaneously, each hit kills a figure, and the side with more casualties retreats 12".

How it works

All melees are fought simultaneously after a side's movement. Each unit rolls dice from the Melee Table by figure count, hitting on 4-6 with modifiers capped at -2/+1, and each hit kills one figure. The side suffering more casualties retreats 12" straight back; a unit whose retreat is blocked by enemy surrenders.

The side that suffers more casualties retreats 12" straight back, ignoring terrain penalties
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1melee
Multi-Unit Combats and Enfilade AttacksSupport, flanks & overlaps

Several units may fight one melee with casualties split proportionally; flank and rear bonuses exist only as an optional rule.

How it works

Each unit rolls separately and divides dice when modifiers differ; casualties are spread evenly among defenders by size. In the basic game there is no bonus for flank or rear contact. Optionally +1 for flank and +2 for rear hits (modifier cap +2), with geometric tests for whether an attacker starts on the flank.

An attacker does not receive melee benefits for hitting a unit in the flank or rear (but see OPTIONAL RULES regarding enfilade attacks).
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1melee
Melee Table and ModifiersTroop-type matchups

Dice per figure in melee vary by nationality and troop type, and specific matchups modify the roll.

How it works

French line rolls 1 die per 2 figures, French elite and all German infantry 2 per 3, light cavalry 2 per 3, heavy cavalry 1 per figure, artillery and engineers 1 per 2. +1 for infantry column charging (not vs charging cavalry or defended positions) and for cavalry charging 5" straight in line; -1 vs enemy in cover or uphill, for skirmishers vs formed troops, and against armoured Cuirassiers.

Cavalry in line formation that charged at least 5" in a straight line before contacting the enemy.
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Turn Structure & Sequence

2turn
Sequence of Play TableStructured phase sequence

A fixed 17-phase turn interleaves both sides' artillery, charges, movement, fire, melee, fallback and convergence.

How it works

Both sides handpush and fire artillery first and test morale for artillery hits. Then the Prussians announce charges, French announce countercharges, both test, the Prussians move while the French infantry fires, and melees are resolved; the same block is then repeated with roles reversed. Finally numbered and smoke markers are removed, all voluntary fallbacks are performed, half-strength units converge, and the turn ends.

Each Phase is done in sequence, some simultaneously, others by just one of the players. Once all the phases have been completed the turn is over
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2turn
Time of Fire (fire during enemy movement)Reactions & interrupts

Infantry and mitrailleuses fire only during the enemy's movement phase, at any moment they choose.

How it works

Small-arms fire is taken in place of movement and happens during phases 5 and 11 while the opponent moves, so the firer can wait for the best moment. Units that contact an enemy during the enemy's first movement operation may only fire once because they are then in melee.

Infantry and Mitrailleuses may fire at ANY TIME during the enemy's movement (Phases 5 & 11). Remember that fire is taken in place of movement.
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1turn
Simultaneous Movement / Writing Orders (optional)Written / plotted orders

Optional mode in which both sides write orders for two phases each turn and execute them simultaneously.

How it works

At the start of each turn players write orders for every battalion, cavalry regiment and battery for both phases, marking fire and ammunition type on a Movement Chart. All artillery fires, then two phases of announce/test charges and move/fire follow, then all melees. Orders must be carried out if possible; a unit unable to execute its order may substitute fire, and countercharges may ignore written orders.

Players must write down orders for their units at the beginning of each turn for both phases of the turn (see Movement Chart).
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Scenario, Campaign & Victory

1scen

Scenario units arrive at designated table edges on designated game turns.

How it works

Reinforcements are not deployed initially; they enter at the edge of designated areas during their side's movement phase on the given turn, sometimes on specific road junctions.

These units enter the table at the edge of designated areas during the player's Movement phase of the designated game-turn.
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1scen

Eleven historical scenarios from Weissenburg to Sedan, with gridded table maps, orders of battle and victory conditions.

How it works

Each scenario places terrain on a 5' x 8' table divided into lettered/numbered one-foot squares based on British War Office maps, specifies deployment order, off-board artillery areas, reinforcement turns, game length and victory conditions. Scenarios can be scaled down 1:3 or 2:3, and guidance is given for creating your own with the Prussians 1.5 times larger.

The gaming table (5' x 8') is broken down into one foot squares, which are designated by a letter and a number to determine their coordinates.
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Damage & Attrition

1dmg
Removal of CasualtiesFigure / stand removal

Each hit kills one figure; casualties are recorded on the back rank and consolidated into whole stands.

How it works

Casualty markers go on the rear rank so the front stays intact for fire, and losses are consolidated so whole stands can be removed. Artillery is destroyed when its last gunner dies; attached engineers or pioneers can replace gunners until then.

Casualties within a unit should be consolidated so that an entire stand can be removed.
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Resolution Engine

1engine
Six sided diceSix-sided dice core

All resolution uses handfuls of d6.

How it works

Fire and melee roll many d6 against target numbers, morale is a single d6 versus rating, and command-figure melee casualties use 2d6.

Players will need several six sided dice and a 12" ruler.
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Battlefield & Environment

1env
Obstacles and Buildings; Destruction of Obstacles and BuildingsFortifications & siege

Buildings and obstacles protect troops and can be battered into rubble by artillery.

How it works

Artillery firing at a defended obstacle declares whether it targets the obstacle or the troops. Each hit on an occupied building kills one occupant, and a destroyed building kills all inside. Wooden buildings and bridges take 10 hits, stone 15, redoubts 15 per 6" of damage, while earthworks cannot be destroyed.

If artillery destroys a building or blows up a bridge, all of the men in the building or on the bridge are automatically killed.
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Forces & Unit Definition

1force
Morale Ratings TableTroop quality grades

Troop quality is expressed as national and type-specific morale ratings and weapon tables.

How it works

France, Prussia, Bavaria, Württemberg, Baden and Saxony each have morale ratings by troop type (e.g. French line 6, Guard/Zouaves/Turcos 7, Garde Nationale 4). French reserve troops fire on a worse table, some use muzzle-loaders, and cannot use deep column. Prussian line infantry is -1 morale when charging.

Prussian Infantry is -1 on morale if charging. This rule does not apply to other German infantry.
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Special Systems

1special
Engineers and PioneersEngineering & construction

Engineers and pioneers can crew guns and replace gunners, and optionally Prussian pioneers demolish obstacles and bridges.

How it works

One engineer or pioneer stand attached to a battery can replace gunner casualties at no operation cost. Optionally Prussian pioneers take two full turns to set a charge, which blows during the artillery phase of the third turn and destroys or rubbles the obstacle, building or bridge.

It takes two complete turns to set the charge. The charge blows up during the Artillery Fire phase of the third turn.
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