Wargame Mechanics Index

Victory Without Quarter

Card-driven activation where the Turn Over card can end the turn mid-deck and a Reload card resets volley fire for both sides, so timing rather than position dominates.

Quick-play English Civil War rules for 8-12 units per side on multi-figure stands. An Order Deck with one card per unit plus officer, artillery, reload and Turn Over cards drives activation; each drawn unit gets one order (Hold, Move, Maneuver, Charge). Shooting and melee roll d6 pools, but only three hits from one attack inflict a lasting Casualty Marker, and 2d6 morale tests (7+) move units from Steady to Shaken to Rout.

Get it from the Wargame Library Open in the index

Mechanics 32 · 3 distinctive

Command & Control

2cmd
Maddening Subordinates (optional)Commander personality traits

Brigadiers may be rolled as Buffoon, Reckless, Fighting Man, Cautious, Stupid or Brilliant.

How it works

Before the game roll per brigadier: 1-3 solid; 4-6 roll again for a personality. Buffoons only move and on 5+ change written orders; Reckless must order charges when in range; Fighting Man attaches for +1 to hit but -1 morale elsewhere; Cautious on 5+ switch to hold/withdraw; Stupid on 5+ issue a random order; Brilliant issue two orders.

Roll for each brigade officer before the game begins. On a 1-3, the officer is considered solid and will enact the C-in-C's orders to the best of his ability.
Download · p. 10 Quote verified
2cmd

Couriers carry orders across the table at a random rate and may fail.

How it works

A C-in-C may order any unit by courier, which moves 3d6" per round on the C-in-C's card; any doubles mean the order has gone awry. Only one courier may be on the board, and couriers cannot rally shaken or routing units.

A Courier moves 3d6 inches per round (on the C-in-C's card), but any doubles on the dice indicate the order has gone awry
Download · p. 4 Quote verified
2cmd
Written brigade ordersOrders states

Each brigade receives general written orders that unit orders must comply with.

How it works

Brigades are issued general orders in writing at the start (attack the enemy left, hold a line). Units must be ordered in general compliance unless the C-in-C issues new written orders in person or by courier.

Each brigade should be issued general orders in writing at the beginning of the game (attack the enemy left, hold a defensive position along a specified line, etc).
Download · p. 3 Quote verified
1cmd

Officer cards let commanders order units within range in addition to their own cards.

How it works

An Officer card issues an order to a unit in command and moves the officer 12". Brigadiers order units of their brigade within 6"; the C-in-C orders any unit within 12". A horse regiment can be ordered as one only if squadrons are within 4" and receive the same order.

A Brigade Commander may issue orders to any unit in his brigade within six inches. A C-in-C may issue orders to any unit in his army within twelve inches.
Download · p. 3, 4 Words verified
1cmd
Attached commandersLeader effects

Commanders attach to units for melee and morale bonuses but risk removal.

How it works

An attached commander gives +1 in melee and +1 to morale; his card can then only order that unit. When the unit takes a Casualty Marker he must save on 3+ (shooting) or 5+ (melee) or be removed; he is swept away with a routing unit and captured or killed if it is destroyed in pursuit. A C-in-C within 12" gives +1 to morale.

A commander may be attached to one unit in his command, giving that unit bonuses to melee and morale.
Download · p. 4, 7, 9 Quote verified

Movement & Manoeuvre

1move

Charges have type-specific ranges and restrictions; horse must pass morale to charge steady troops.

How it works

Foot may only charge foot that is Shaken, in Open Order, in March Column or defending an obstacle. Horse may charge Steady foot or horse after a morale test; galloper range 16", trotters 12", cuirassiers 9". Horse may not charge a defended obstacle; targets must be directly in front. A failed charge becomes a full normal move.

Horse may charge Steady foot or horse, but must pass a Morale test to do so.
Download · p. 3, 6 Quote verified
1move

Steady horse may evade 3d6; winners must pursue and catch routers on a higher roll.

How it works

Evading horse moves 3d6" toward its edge and is Shaken; if the charger can still reach it, it is destroyed. Open-order shot may evade 2d6. Melee winners must pursue unless passing a morale test (-2 for horse); if the pursuit roll beats the rout roll (2d6 foot, 3d6 horse) the routers are destroyed.

If the Pursuit roll is higher than the Route roll, the fleeing troops are destroyed.
Download · p. 6, 7 Quote verified
1move

Fixed moves by type, doubled in march column.

How it works

Foot 4", horse 8", cuirassiers 6", limbered light guns 6". March column doubles these; pike stand cannot move. Maneuver allows a facing change of 45 degrees or less plus half move in open terrain.

Foot regiments move four inches. Horse regiments move eight inches. Cuirassier regiments move six inches.
Download · p. 2 Quote verified
1move

March Column, Line, Open Order and Pike Stand with tactical effects.

How it works

A Maneuver order changes facing or formation. Open Order ignores rough terrain and is harder to hit; Pike Stand cannot move, fires at -1d6 per stand in any direction and makes horse hit only on 6+. Dragoons may mount or dismount with a half move.

Formations include March Column, Line, Open Order, and Pike Stand (Foot only).
Download · p. 3, 6, 7 Quote verified
1move
Rough terrain and obstaclesTerrain movement effects

Rough terrain and linear obstacles halve movement.

How it works

Movement is halved in rough terrain or when crossing a linear obstacle; units in Open Order move through rough terrain without penalty.

This is reduced to half in rough terrain or if the unit crosses a linear obstacle.
Download · p. 2 Quote verified

Ranged Combat

3fire
Volley Fire / Reload MarkerAmmunition & fire limits

Fully loaded units get +1, then carry a Reload Marker until a Reload card is drawn.

How it works

After firing a unit receives a Reload Marker and loses the +1 Volley Fire bonus. Markers are removed for both sides when a Reload card appears, or for a Steady unit given Hold orders beyond 12" of enemy foot. Events like Bad Powder impose a permanent marker.

The marker remains until a Reload card appears in the Order Deck (all markers in play are removed from both sides)
Download · p. 6 Quote verified
1fire
Cover and field of fireLine of sight & cover

Cover penalises shooting; field of fire is a band to the front.

How it works

Soft cover -1, hard cover -2 for small arms. Against artillery, hard cover adds one range category and is destroyed on 5+, and cannot be hit at long range. Artillery needs line of sight but may fire over friends from higher ground if no friends are within 8" of the target.

Hard cover adds one range category, but is considered destroyed on a 5+.
Download · p. 5, 6 Quote verified
1fire

Roll d6 per stand; each 5+ (foot/horse) or 4+ (artillery) is a hit, with saves for some targets.

How it works

Foot roll 3d6 per stand of shot, trotter horse 2d6 per stand, artillery 3d6 per stand (4d6 vs enfiladed, pike stand or column, 2d6 if shaken). Firelocks add 1d6 per stand; shaken units lose 1d6 per stand. Saves: cuirassiers 6+ medium/5+ long, horse 6+ long, artillery 5+, open order vs artillery 4+. Units must target the closest enemy unless passing a morale test.

Roll 3d6 for each stand of shot in a regiment. Score a hit on a 5+.
Download · p. 5, 6 Quote verified
1fire

Short, medium and long range bands with modifiers.

How it works

Foot 0-4" short (+1), 5-8" medium, 9-12" long (-1). Field guns 0-6/7-18/19-36", light guns 0-3/4-9/10-18", +2 short and -2 long. Trotter horse halt 8" away but count as short range.

Range: 0-4" Short, 5-8" Medium, 9-12" Long.
Download · p. 5, 6 Quote verified

Close Combat

2melee

Supporting squadrons join from the second round; losses cascade morale through the regiment.

How it works

A brigaded horse regiment makes one morale test to charge. The first squadron fights the first round; from the second round the squadron behind also fights at the -2 not-charging penalty. On defeat each squadron tests morale in order, with -1 cumulative per previous failure.

In the second and subsequent rounds, the supporting squadron behind the first is also allowed to fight
Download · p. 7 Quote verified
1melee
Melee CombatOpposed melee roll

Both sides roll d6 pools hitting on 4+; most unsaved hits wins.

How it works

Dice: foot 2d6, horse 3d6, cuirassiers 4d6, dragoons 2d6 per stand; modifiers +1 veteran, -1 raw, +1 horse charge, +1 high ground, -1 per casualty marker, +1 officer, -2 horse not charging. Saves: steady pike 4+, cuirassier 5+, horse 6+. Combat is simultaneous. Artillery contacted is overrun.

The side that causes the most unsaved Hits is considered the winner, the other the loser.
Download · p. 7 Quote verified
1melee

The loser is pushed back 2" and tests morale; the winner must pursue.

How it works

The loser is automatically pushed back two inches and tests morale. Melee continues on subsequent activations while units remain in contact. Winners must pursue unless they pass a morale test.

The loser is automatically pushed back two inches. The loser must also make a Morale test.
Download · p. 7 Quote verified
1melee
Horse vs Pike StandTroop-type matchups

Horse charging a pike stand only hit on 6+.

How it works

Horse that charge foot in Pike Stand only hit on 6+ regardless of modifiers; horse cannot charge defended obstacles, and foot can only charge disordered or obstacle-defending foot.

Horse that charge foot in a Pike Stand only hit on a 6+ regardless of other modifiers.
Download · p. 7 Quote verified

Morale & Cohesion

1morale
Nearby routersMorale contagion

Units test when friendly routers are within 6" as their card is drawn.

How it works

Horse test if any routing friendly unit is within six inches when their card is turned; foot only test for routing friendly foot.

Horse must test if there is a routing friendly unit within six inches when their Order Card is turned.
Download · p. 9 Quote verified
1morale
Rally with Hold ordersRout & rally

Shaken or routing units rally via a Hold order and a passed morale test.

How it works

A Hold order allows a shaken or routing unit to test morale if no enemy is within 8"; success returns it to Steady. Routing units that are charged must evade or be destroyed.

Either status may attempt to rally if issued Hold orders as long as there are no enemy units within eight inches.
Download · p. 2, 9 Quote verified
1morale

Steady, Shaken and Routing states.

How it works

All units start Steady; the first failed test makes a unit Shaken (losing 1d6 per stand in fire and melee), a further failure makes it Rout (2d6" foot, 3d6" horse). Artillery can be Shaken but not routed.

If a Steady unit fails a Morale test, it becomes Shaken. If a Shaken unit fails a Morale test, it Routes.
Download · p. 4, 9 Quote verified
1morale
Morale TestsMorale tests

2d6 needing 7+ with modifiers, triggered by charges, casualties, artillery hits and lost melees.

How it works

Tests occur when charging steady enemy, on a Casualty Marker from shooting, a hit from artillery, losing melee, and for nearby routers. Modifiers: +1 veteran, +1 brigadier attached, +1 C-in-C within 12", -1 raw, -1 shaken, -1 per Casualty Marker, -1 unsupported, -1 horse charging steady pike, -2 horse testing not to pursue.

When a unit is called on to test Morale, they do so by rolling 2d6. A passing result is 7+.
Download · p. 9 Quote verified

Turn Structure & Sequence

3turn
Charge responsesReactions & interrupts

Charge targets may Stand and Fire, Form Pike Stand, Evade, Counter Charge or Stand, with random reaction distances.

How it works

Stand and Fire range is rolled (2d6 foot, 1d6 horse; veterans -2, raw +2): if the roll exceeds the charge distance there is no time to fire, and raw units over 12 fire too soon. Hits force a morale test; failure halts the charge at that range. Pike stand vs horse needs the attacker beyond half charge range and a morale pass. Countercharging horse test and move 2d6 toward the charger, halving the rest.

Work out the shooting as normal except that the range will be 2d6 for foot and 1d6 for horse. Veterans subtract two from this roll, while Raw troops add two.
Download · p. 6, 7 Quote verified
2turn

One card per unit plus special cards; when a unit's card is drawn it receives one order.

How it works

The deck holds a card per unit (a horse regiment shares one card), one Officer card per C-in-C and brigadier, two Artillery cards (all batteries of both sides may fire), two Reload cards and one Turn Over card. Orders are Hold, Move, Maneuver or Charge. Scenario cards for reinforcements or engineering may be added.

The Order Deck consists of one card per unit. When a unit's card is drawn, the commanding player may issue one order to the unit.
Download · p. 2, 3 Quote verified
2turn

Drawing the Turn Over card reshuffles the deck and starts a new turn, often before all units act.

How it works

The Turn Over card is shuffled into the deck; when drawn the deck is reshuffled and a new turn begins, so some units may not act in a given turn. This prevents precise positioning just outside musket range.

Astute readers will notice that the Turn Over card will probably come up somewhere in the middle of the deck before all of the units have had a chance to act.
Download · p. 3 Quote verified

Resolution Engine

1engine

All resolution uses d6.

How it works

Fire and melee use d6 pools, morale 2d6, movement randomisation 2d6/3d6, and events d66.

Roll 3d6 for each stand of artillery. Each result of 4+ scores a Hit.
Download · p. 5 Quote verified
1engine
Target numbers of 7+Re-rolls & exploding dice

Sixes allow re-rolls to hit when modifiers push the target number above 6.

How it works

For each 6 rolled, re-roll one die: target 7 hits on 4+, 8 on 5+, 9 on 6, 10 cannot hit.

For each die that scores a "6", you may re-roll one die and consult the following table
Download · p. 5 Quote verified

Forces & Unit Definition

1force

Standardised multi-figure stands; foot regiments are a pike stand flanked by two shot stands.

How it works

Scale 20-30 men per figure. Foot: three 60x60mm stands; commanded shot two stands; horse squadrons of two 80x60mm stands; artillery one stand. No army lists or points are provided; optional variations cover small regiments and Swedish brigades.

As this set is not intended for competitive play, there are no army lists, point values, or army composition tables.
Download · p. 2, 9 Quote verified
1force
Raw, Trained, VeteranTroop quality grades

Units are graded Raw, Trained or Veteran.

How it works

Grades modify melee, morale and stand-and-fire timing. Horse are also classed as Gallopers (must countercharge, charge 16") or Trotters (pistol fire, 12" charge).

Units should be classified as Raw, Trained, or Veteran.
Download · p. 4 Quote verified

Scenario, Campaign & Victory

2scen
Event CardRandom events

An optional Event card triggers a d66 roll on commander, unit, artillery or battlefield event tables.

How it works

Events apply to the next appropriate card drawn: e.g. Rousing Speech (+2 morale within 12"), Pig Headed brigadier, sermon (+1 morale), Bad Powder, desertion, Friendly Fire, surprise reinforcements, The Shadow (reorder the next six cards), sudden rain disabling firearms, a unit changing sides.

Roll 2d6 (different colors read as "10's" and "1's") on the charts provided below
Download · p. 10, 11, 12, 13 Quote verified
1scen
Battle of SouthamHistorical scenarios

A historical scenario for the 1642 Battle of Southam.

How it works

Provides terrain notes (walls hard cover, river impassable except at bridge, hedges linear obstacles) and historical deployments for Parliamentarians and Royalists.

The Parliamentarians deploy first within 24” of the right side of the battlefield.
"Battle of Southam" · p. 1 Quote verified

Damage & Attrition

3dmg
Hits and Casualty MarkersSingle-attack damage threshold

Hits do not accumulate; only three or more unsaved hits from one attack inflict a Casualty Marker.

How it works

Hits from an attack are resolved and then dropped. A single artillery hit forces a morale test; three hits from one artillery, shooting or melee attack place a Casualty Marker (and a morale test). Each marker gives -1 to hit and morale, and when markers equal the unit's stands it is removed. No rosters or figure removal.

Hits do not accumulate from turn to turn. If a unit survives the results of taking the Hits, they are dropped and cause no further effects.
Download · p. 4 Quote verified