Wargame Mechanics Index

Spotting & detection

Rolls or rules for whether enemy units are seen or identified.

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Watch it played 4 moments

  • 12:44–14:32
    Outdoor Guadalcanal Wargame
    Little Wars TV
    Rule in play Double-blind plotting and radar acquisition

    Steve adjudicates the hidden pre-plotted patrol routes using GQ3's radar and visual acquisition charts, places poker chips for contacts, and reveals the Japanese role to the unsuspecting players.

  • 23:56–24:34
    11-Player Napoleonic Campaign | Spring 1813
    Little Wars TV · Volley & Bayonet
    Rule in play Scouting contact and retreat before combat

    Eugene advances into an Allied flag, prompting a scouting report revealing 50,000 French; Josh successfully rolls on the retreat table to pull Bülow's corps back one hex before combat.

  • 6:18–6:45
    Interactive Gettysburg Wargame
    Little Wars TV
    Rule explained Hidden units represented by flags

    The narrator explains the rule for concealed units: Reynolds' divisions entrenching on Cemetery Hill are represented by wooden flag markers instead of miniature stands because Confederate troops have not yet spotted them.

  • 10:20–10:55
    Massive Antietam Wargame
    Little Wars TV
    Rule explained Hidden deployment and morning fog rules

    Greg explains the fog of war scenario rule, where all miniatures start off the table and are only placed when spotted by enemy units.

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 11 games

3cmd
Observation Range Table / weapon signaturesDunn-Kempf

Defenders in prepared positions are only acquired at set ranges or after firing.

How it works

Targets in the open or moving within line of sight are acquired. Defenders in primary or alternate positions cannot be acquired until marked by their own firing signature or within the observation range for the terrain (e.g. 3000m/1000m in open, 500m/150m forest, 250m/150m town). Firing tanks and ATGMs are marked with cotton before range is measured and remain acquired for a full bound.

The defender’s vehicles or weapons cannot be acquired in their primary or alternate positions until marked by their own firing signature or until they are within the distances in this table.
Download · p. 9, 10, 22 Quote verified
2cmd
Strategic Intelligence / ScoutingAncient Campaign Rules for DBA

Percentage rolls determine spy-network warnings and the accuracy of scouting estimates of enemy strength.

How it works

Each country has a Strategic Intelligence rating of (d6+1)x10%, modified by ruler grade (+10 A to -10 E/Barbarian) and +10% across a common border; it is rolled whenever an action is taken against the country. Scouting percentage is intelligence plus general ability, +/-5% per cavalry/light chariot element advantage (light cavalry double) and +10% at home; it is subtracted from a d100 roll and any positive remainder is the percentage by which enemy strength is misreported, understated 33% or overstated 67%.

If the result is negative, scouting reports are accurate. Any positive value represents the amount by which the estimates of the enemy force will be mis-stated.
Download · p. 48, 50 Quote verified
2cmd

Light troop totals plus 2d6 decide how many enemy counters a side may examine; light troops also push enemy forces off contested roads.

How it works

Each player adds his irregular cavalry squadrons and light infantry battalions to 2d6; the higher total may examine one enemy counter per point of excess, with the owner naming the real units. When two forces move down the same road, the side with more irregular cavalry and light infantry pushes the other back.

Players add the number of irregular cavalry squadrons and light infantry battalions they have and throw 2d6. The player with the higher total gets to examine one counter for each point total in excess
Download · p. 30, 31 Words verified
2cmd
Spotting range, shared by DivisionK.I.S.S. Rommel

A unit can only be fired on if within range and spotted; spotting is shared within a Division but not across Divisions.

How it works

Each unit type has a spotting distance (recon 9", others 6"). If any unit of a Division spots an enemy, the whole Division can see it; Divisions do not spot for each other. Hilltops add 3" to spotting and reduce enemy spotting onto them by 3"; Dug-in units spot 3" further.

If one unit of a Division can Spot an enemy unit, the entire Division is assumed to see it. Divisions do not spot for other Divisions.
Download · p. 4, 5, 6, 7 Quote verified
2cmd
Spotting and concealing terrainMicro Armour: The Game - WWII (2nd Edition)

Concealed stands are harder to hit until they fire, after which they count as in clear terrain for spotting.

How it works

Attacks on stands in concealing terrain apply the terrain's cohesion modifier to the 'to fire' roll unless the target has already fired this turn or is adjacent; CRT terrain modifiers always apply. A stand that has fired counts as in clear terrain for spotting for the rest of the turn. In hedgerows, a target can only be spotted by adjacent stands unless it has fired. Units on higher ground gain 5" of sighting per level.

A stand is always considered to be in clear terrain for spotting and line-of-sight purposes in any phase of the current turn after it has fired.
Download · p. 9, 10, 39 Quote verified
2cmd
Sighting & Night ActionsThe Jane Naval War Game

Sighting ranges vary with daylight, moon and weather; torpedo craft detection is rolled by the umpire.

How it works

Clear daylight sighting 10 miles, moonlit night about 5 miles, dark nights 1,000 yards or less. Torpedo boats at full speed are visible at 2,500 yards on clear nights, 1,500 on dark, with even chances of not being sighted 500 yards nearer. Searchlights have 3,000-yard range; observers gauge a lit ship's distance by a d6 error table.

Both ships and boats shall always have even chances of not sighting for 500 yards nearer than the ranges mentioned.
Download · p. 22, 23 Quote verified
2cmd
Stealth and movementWrath of Heaven (Tenchu)

NPCs roll to spot Ninja in their 90-degree frontal arc, modified by cover, height, range and disguise.

How it works

Ninja are spotted in the open on 2+, in cover on 4+; -1 if on different height, -1 more if over 12" away; hiding/crawling gives a further -1; a disguise raises it to 5+ until the Ninja runs, fights or is spotted; smoke means only spotted on 6+. NPCs have a 90-degree arc and roll if the Ninja is within 24" in that arc. A spotted Ninja must break line of sight to shake pursuit.

Ninjas are spotted in the open on a 2+, in cover on a 4+.
Download · p. 2 Quote verified
1cmd
SpottingFUBAR

LWTV edition: units in cover that have not fired are hidden and must be spotted.

How it works

Units in cover that have not fired are hidden. An activated unit may try to spot one hidden enemy unit in line of sight by passing an Expertise roll; this does not use its action.

Units in cover that have not fired are "hidden." Activated Units may attempt to spot one hidden enemy Unit within line of sight by passing an Expertise roll.
LWTV FUBAR · p. 1 Quote verified
1cmd

German ships cannot fire until night-attacking British flotillas are spotted at d3 spaces.

How it works

In the MTB Attack scenario each German torpedo boat rolls a d3 at the end of each movement phase and spots British flotillas within that many spaces; until spotted Germans may not fire and must steam straight ahead.

Each German torpedo boat rolls a d3 and will spot British flotillas that many spaces away.
"Michel Scenario" · p. 2 Quote verified
1cmd

The umpire determines sightings from tabled recognition and visibility distances.

How it works

Table I gives distances at which ship types are visible and recognisable in clear weather; smoke of a single ship is visible 15 miles by day and 1 mile at night, larger squadrons further. When forces sight each other the umpire sends them written information and may shorten moves to 15 minutes.

The umpire then determines by inspection whether any of the forces sight each other or not.
Download · p. 15, 16, 17, 18 Quote verified
1cmd

Players get a chance to spot hidden enemies before blundering into them.

How it works

The umpire gives moving units a spotting chance before they run into hidden Mahdists; small patrols not under a player's command may simply vanish.

the umpire will give them a chance to spot the peril before they run into a ravine full of angry locals.
Download · p. 9 Quote verified