Wargame Mechanics Index

Hidden units & blinds

Units concealed by markers, dummies or off-table tracking.

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Watch it played 4 moments

  • 10:16–11:24
    Vietnam 1967 Mekong River Wargame
    Little Wars TV
    Rule in play B-41 RPG ambush penetrates riverine armor

    The Viet Cong spring their river ambush, rolling to hit the lead Armored Troop Carrier on 4s and punching through its thin armor with B-41 RPGs.

  • 10:33–11:22
    Bunker Hill 250th Anniversary Wargame
    Little Wars TV
    Rule in play Hidden American skirmishers reveal in Charlestown

    Tom reveals two hidden American skirmisher units concealed in Charlestown and fires into the British flank. The attack forces the British to divert a regiment and lifts the restrictions against bombarding the town.

  • 10:55–12:25
    Epic Austerlitz Wargame | Choose Your Own Ending!
    Little Wars TV
    Rule in play Fog of war blind deployment

    Both sides plot initial movements blindly on gridded paper maps, and the referee rolls each turn for the fog to lift so miniatures can deploy out of the mist onto the table.

  • 12:05–13:24
    1066 "Pocket Sized" Hastings Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Saxon Ambush Sprung from the Marsh

    Tony reveals an off-table ambush force concealed in the marsh below Senlac Hill, prompting Zach's advancing Norman cavalry to react and fling javelins at them.

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 13 games

3cmd

Unseen troops are kept off the map on small boards and only placed when visible.

How it works

Concealed columns are set up on separate small boards; only troops the enemy could actually see are placed on the plan. Hidden troops discovered by the commander are placed immediately; if found by a patrol, they appear only after the report has travelled. Surprise attacks (Überfall) from concealment let the attacker count each block double for the first 3 Züge if the victim fails a die I roll.

Der Vertraute bestimmt nach dieser Disposition und mit Rücksicht auf das Terrain , welche der gewählten Stellungen oder angeordneten Märsche von dem Feinde gesehen werden, und welche ihm verborgen bleiben
Download · p. 21, 52, 71 Quote verified
2cmd
Hidden TeamsHail of Fire

Non-vehicle teams deploy hidden and are revealed under distance and LoS limits.

How it works

Hidden Teams are not pre-plotted and can be revealed at any time without an Order Point. They must be revealed in their deployment zone, either out of enemy LoS or in concealing terrain beyond 16 inches of infantry, guns and open-topped vehicles, or 8 inches of other vehicles. Recon Teams extend the reveal distance to 24 inches and may reactivate on a Training Check when they reveal enemies.

Hidden Teams do not need to be pre-plotted and may be revealed at any time without spending an Order Point.
Download · p. 14, 15 Quote verified
2cmd

The Confederate player moves an equal number of decoy counters on the map.

How it works

Decoys hide Jackson's true location. When contacted by a Union counter a decoy is revealed and placed with the nearest Confederate force; if not in contact it may move again.

the Confederate Commander was given an equal number of decoy counters to move about the strategic map to confuse the enemy as to where Jackson really was
Download · p. 44 Quote verified
2cmd
Curtain and boxed soldiersLittle Wars

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
Download · p. 16, 34 Quote verified
2cmd
Dummy minefields and secret deploymentMicro Armour: The Game - WWII (2nd Edition)

Minefield markers may be dummies, and concealed deployment may be recorded secretly.

How it works

Each real minefield may be accompanied by dummies according to force cohesion (1/4 at 11 or less, 1/2 at 12-14, 1 at 15+), all recorded on a Minefield Record Sheet. A stand entering a marker must stop, and it needs a +3 cohesion roll to leave. Only then is the marker revealed as a dummy (removed) or real, in which case it attacks on a fixed CRT column. Stands placed out of sight in blocking or concealing terrain may be recorded secretly.

For each active minefield marker, one or more “dummy” minefields may be deployed. The actual number is based on the player’s force cohesion value
Download · p. 44, 45, 66 Quote verified
2cmd
Unnamed targets & hidden submarinesThe Jane Naval War Game

Enemy ships are not named and submarines move unseen, plotted on blank squares.

How it works

Shooting targets are unnamed so recognition depends on the enemy's knowledge, and disguises may be adopted if marked on the target. Submarine players plot speed, depth, distance and direction on paper; ship players are ignorant of their existence and even a destroyed boat's fate is not revealed.

The ‘shooting targets’ are not named: recognition of a ship is left to the enemy’s knowledge.
Download · p. 16, 27, 28 Quote verified
2cmd
Identifying a TargetUnterseeboot: U-Boat Solitaire

Targets start unidentified and may turn out to be false contacts; identification rolls their tonnage.

How it works

At the Surface or Periscope Depth the boat may try to identify one Unidentified Target in the same or an adjacent space each turn. Roll a target die: on 1 it is a false contact and is removed; on 2+ the die is placed on the target as its tonnage in thousands of tons. Optional Big Ships: a 6 rolls again for a larger die (d8-d20) for tonnage, and ships of 10,000 tons or more need two torpedo hits.

On a 2+, place the die on the Identified Target Token to represent the target's tonnage, with each point representing 1000 tons. On a 1, you've identified a false contact
Download · p. 3, 7 Quote verified
1cmd

Ambushing wards are set up secretly in concealing terrain under conditions set by commander traits.

How it works

A bushment must be hidden by terrain; in the friendly third it is free, in the middle third only if the enemy host commander cannot set one and on a card at or under Forwardness. It uses the hidden Reserve chit until triggered or discovered (A Wary Eye reveals on 8+); springing one within 12" forces a Falter check.

In all cases, the size of the ward in bushment must physically be concealed by a terrain piece- either some woods, or in a deep depression, or behind some buildings.
Download · p. 9, 13 Quote verified
1cmd

A pre-game roll may confine Bowie to a secret room.

How it works

Before the game the Texian rolls 1d6: on 5-6 Bowie fights as a Hero; on 1-4 he is bedridden in any room in the mission, unable to move, and his location need not be revealed.

On a 1-4 he is bedridden and confined to any room in the mission, unable to move. You do not need to tell the Mexicans where he is!
Alamo Ruleser · p. 1 Quote verified
1cmd

Brigades are counters and players also receive dummy counters.

How it works

Each brigade is a counter, with dummy counters issued in proportion to actual counters; a dummy revealed by scouting is discarded and does not return until the next campaigning season.

If it is a dummy counter, it is discarded, and doesn't come back until the beginning of the next campaigning season.
Download · p. 30, 31 Quote verified
1cmd

Unsighted units are represented by numbered markers, with dummies allowed.

How it works

Any unit on the table not in sight of the enemy is shown by a numbered marker, replaced by figures once sighted. Dummy markers may be used to confuse the enemy.

Any unit on the table top and not in sight of the enemy will be represented on the table by a numbered marker.
Download · p. 20 Quote verified
1cmd

Only Scouts/Natives units, or eligible forces deployed in a Pā, may use hidden movement.

How it works

Hidden movement is restricted to units with the Scouts and/or Natives trait; eligible forces starting deployed in a Māori Pā may use it. In the Puketutu scenario the attacking Crown units are also eligible.

Hidden movement - only units with Scouts and/or Natives trait (Muskets and Tomahawks, page 60) may use hidden movement.
Download · p. 91, 92, 94 Quote verified
1cmd

The umpire knows where hidden Mahdists are; the table often starts with few or none visible.

How it works

The umpire may add terrain and enemies as they are spotted or scroll the table as the force advances. Mahdists use hidden movement and home-turf knowledge to great effect.

Usually it will have few, or no enemy troops visible.
Download · p. 7, 8 Quote verified