Wargame Mechanics Index

Activation test

A unit or leader must pass a roll to act as desired.

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Watch it played 4 moments

  • 10:20–10:55
    Terrific Princeton Wargame
    Little Wars TV · Black Powder
    Rule in play Command roll gives three moves

    A player tests against his leader's command value of 8, rolling a 5 to beat the target by three and secure three full moves across the table. Brian then drafts a written message to relay his situation to Washington.

  • 10:24–10:54
    Can Wellesley Escape? Wargame
    Little Wars TV
    Rule in play Command roll failure makes division hesitant

    A failed command roll on turn one causes British divisions to become hesitant, halting their advance and forcing a printed 'Hesitant' marker onto the unit stand.

  • 15:12–16:10
    Ancient Naval Actium Wargame
    Little Wars TV
    Rule in play Fleet orders resolved with leadership rolls

    Zach and Chao issue orders to their fleets, testing against their commanders' leadership values on 2D6 to calculate how many movement actions their squadrons receive.

  • 15:48–16:15
    Incredible Isandlwana Wargame
    Little Wars TV
    Rule in play Artillery fire pins Zulu warriors

    Ed opens fire with his artillery at the advancing Zulu warriors, forcing Tom to roll a leadership test to see if the target unit is pinned for the turn.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 12 games

2cmd

Anything beyond a straight-ahead move requires a d6 action roll.

How it works

Actions replace movement and take a bound: roll 1d6, 1-2 nothing happens, 3-6 succeeds; -1 if the unit failed a morale test this bound, and generals' ratings modify it. Actions are: change formation then half move, withdraw from or follow up a melee, charge into contact if in line, or move including a wheel or 180-degree turn.

Actions take one bound and replace movement. Throw 1d6 die for each attempt: 1-2 do nothing; 3-6 action successful. -1 to roll if failed morale test this bound.
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2cmd
Divisional Commander re-rollBattle of Aughrim Black Powder amendments

A new Divisional Commander tier grants command re-rolls to brigade commanders in base contact.

How it works

Normally only the Army Commander may allow a re-roll for a failed Brigade command roll. For a 15-brigade game a Divisional Commander functions like an Army Commander and allows a Command re-roll for any Brigade commander in his Division with whom he is in base-to-base contact.

we introduced a ‘Divisional’ Commander, who essentially functioned like an Army Commander, and allowed a Command reroll for any Brigade commanders in his Division with whom he was in base-to-base contact.
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2cmd
Activation rollFUBAR

Each unit must roll its training-based Activation number to act.

How it works

Roll 1D6 equal to or above the Activation number: Green 5+, Seasoned 4+, Veteran 3+, Elite 2+. +1 if no enemy is visible; -1 per figure out of 3" coherency and -1 per suppressed figure. Failed units become On Guard, or withdraw 6" from the nearest visible enemy if over 50% casualties.

To Activate a Unit a player must roll equal to, or more than, the Activation number given in the Unit Training/Experience table.
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2cmd

Uncontrolled units roll to see if they halt, act freely, or repeat their last move.

How it works

Roll 1 AvD for A Grade and B-C light troops, 1 D6 for others; +1 if charging, looting, routing or pursuing; +/-1 with leader attached (optional after rolling). 1-2 halt for the turn and may not charge; 3-4 act as player wishes; 5-6 repeat last move. Also required to stop rout, pursuit or looting.

1-2 = Halt and remain halted for the duration of the turn. May not charge. 3-4 = Act as player wishes. 5-6 = Repeat last move.
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2cmd

Brigades roll on a maneuver table, modified by leaders and formation, to see how well they carry out moves.

How it works

Good-order results range from Retreat and Disengage through Hold Ground, Tardy and Cautious to Well Handled, with columns by C-in-C quality (Napoleon, Exceptional, Average, Poor). Modifiers: exceptional leader attached +3, within radius +2, leader attached/in maneuver column/fresh +1, attempting emergency change or disordered -2, spent -4.

Tardy - Half move, but DO fonnatioo change Cautious - Half move or deploy to line or square WeU Handled - Move and cbange fonnatioo nonnally
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2cmd
"To fire" and movement cohesion rollsMicro Armour: The Game - WWII (2nd Edition)

Each firing stand and each moving group must pass a cohesion roll to act at all.

How it works

Each stand in an attack rolls its own 'to fire' cohesion check, modified by its own S/D state, +3 for fire/move posture and the target's terrain. Failure means no CRT roll and no further fire that turn. Movement groups roll one base 1D20 and apply each stand's modifiers to it, so some stands may move while others stay; each HQ/GHQ in the group gives -2.

A failed cohesion roll indicates the fire was uncoordinated and/or ineffective. In this case, a roll on the CRT is not conducted and the stand may not fire for the rest of the turn.
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2cmd
Manoeuvre testOi Navarcoi!

Risky manoeuvres need 6+ on 2d6 or the squadron becomes disordered.

How it works

Wheeling, changing front or formation, about-facing, backing water or engaging the enemy all require 6+ on 2d6, with crew quality +/-1 and -2 within 8 inches of an enemy. On a failure the manoeuvre still happens but the squadron becomes Disordered, or Unformed if it was already Disordered.

If the test fails the squadron becomes Disordered, but the manoeuvre it was attempting is still performed successfully
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2cmd

Units carrying any Wear must pass a Discipline check to carry out their order.

How it works

A Steady unit (no Wear) executes its order automatically. Any other unit rolls D6 equal to its Discipline value (after Increases/Decreases) and needs at least one 5+; on failure the order is lost and the unit does not activate. Reactions always require this check.

Roll a number of D6 equal to the Discipline value of the unit. We need a result of 5+ on any of the dice rolled to pass the Order Check.
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2cmd

Units that have taken hits must test to carry out any order other than Hold.

How it works

Rules: roll 2D6 plus modifiers (+2 commander attached, +1 brigade or army commander within 12", +1 Steady, -1 per full 12" from brigade commander, -1 enemy within 6", -2 Shaken); the test passes if the result exceeds the unit's current hits, else the unit takes Hold; snake eyes always fails (Blunder). In v4.4 the unit rolls a pool by state (Steady 4D6, Worn 3D6, Shaken 2D6), 4+ is a success and a 6 counts double, and failure makes the unit Disordered.

If the result is greater than the current number of hits on the unit the test is passed.
THG 24-pg · p. 10, 11 Quote verified
2cmd

A failed first activation allows one more roll for another unit before the turn ends.

How it works

Lion Rampant activation rolls are kept, but if the first unit chosen in a turn fails its roll the player may roll once more for one other unit before the turn passes. On their first turn all Galatian units get +1 to activation rolls, not only those within 12" of the general.

If the first unit chosen in a turn fails its activation roll, the player can then roll once more for one other unit; then his turn is done.
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2cmd
Fleet vs individual manoeuvreTrafalgar 1805

French and Spanish ships move only as a fleet unless a 6 is rolled to free one ship.

How it works

British ships may move as a fleet or squadron following the leader, or individually once within Gunshot. The French and Spanish normally manoeuvre only as a fleet; on a roll of 6 at the start of a manoeuvre phase one ship may act individually for the rest of the battle.

The French and Spanish normally manoeuvre only as a fleet but if they roll a 6 at the start of a manoeuvre phase then one ship may act individually for the rest of the battle.
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1cmd
Issuing orders (advanced)Wars of Alexander the Great

In the advanced game formed units must roll to obey a spoken order.

How it works

State the order aloud, point to the destination and roll a d6: on a 1 the unit fails to move, on a 2 it moves half distance (and is disordered on a hillside). Skirmishers, light infantry, light cavalry, units led by the general, Spartans and native Macedonians do not roll.

Other troops must roll a dice before you move them: If it is a 1 they fail to move (orders can be misheard amidst the noise of battle!).
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