Wargame Mechanics Index

Figure / stand removal

Casualties remove physical models.

Open in the index

Watch it played 4 moments

  • 7:33–8:04
    "Star Wars" Endor Wargame
    Little Wars TV
    Rule in play Wookiee blaster fire hits Stormtroopers

    Keith rolls blaster attacks for Chewbacca and the Wookiees against defending Stormtroopers, scoring three hits. Tony rolls three red defense dice, saves one, and removes two Stormtrooper figures.

  • 9:00–9:30
    Capturing Alfred the Great Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Watchtower archers take cover saves

    Danish archers shoot at Saxon archers in a watchtower, scoring two hits. The defender rolls cover saves (needing 4+) and armor saves (needing 2 or less), resulting in one casualty.

  • 12:44–13:28
    Winter Kharkov Wargame
    Little Wars TV · A Fistful of TOWs 3
    Rule in play Stuka strafing run breaks frontline

    A German Stuka arrives on a randomized air-support roll and strafes four Soviet platoons, forcing Steve to make four troop quality tests.

  • 13:07–14:01
    Band of Brothers Crossfire Wargame
    Little Wars TV
    Rule in play Close assault on the 88mm gun

    Greg launches G Company into close combat against a suppressed German 88mm flak gun. After calculating modifiers (+5 for the Americans and -2 for the German crew), an opposed single-die roll results in Greg's 9 annihilating Tony's 1.

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 20 games

2dmg
Destroyed elementsDe Bellis Antiquitatis

There is no casualty tracking; elements are only recoiled, fled or destroyed whole.

How it works

By design players learn only whether a body advances, holds, edges back or disintegrates. Elements destroyed are removed; those recoiling or fleeing off the board edge or from a camp count as lost.

Wargames rules that tell players losses suffered and inflicted during play are therefore inherently unrealistic.
Download · p. 3, 10 Quote verified
2dmg
Kill / probability of burningDunn-Kempf

Killed vehicles are out of action and may or may not burn.

How it works

Each killed vehicle rolls 50-50 for burning, marked with dark cotton; non-burning wrecks may be wastefully fired at again. Forces can be enlarged by re-entering destroyed vehicles.

This probability is set at a 50-50 chance. This is important since those vehicles not burning stand a good chance of being fired at again and again.
Download · p. 20 Quote verified
2dmg
Unit destroyed on hitReal Time Wargaming

A single hit removes the target unit immediately.

How it works

When a hit is scored the enemy unit is destroyed and removed by the active player at once, before any other action. Removal means the unit is no longer a functioning fighting unit rather than necessarily killed. There is no morale system; unit loss is the only attrition.

A 5+ is a hit. When a hit is scored, the enemy unit is destroyed, and taken off the table by the active player.
Download · p. 6, 3 Quote verified
1dmg
CasualtiesA Coat of Steel

Casualties remove whole bands, with removal rules depending on the source.

How it works

Flight casualties come from the lightest-armoured bands first; Sheaf casualties from the closest rank; handstrokes only from bands in contact, weakest first. Light casualties are at least 1 band, Heavy at least 2; winning by 10+ strength adds one, and companies of 40+ strength double casualties. Losing 4 bands in a round or being reduced to 3 or fewer is an automatic rout; losing half the starting bands removes all Courage.

Lose 4 bands in casualties in one round: automatic Rout. •3 bands or less remaining at end of round: automatic Rout.
Download · p. 26, 29, 30 Quote verified
1dmg

Each kill removes one 1:1 figure.

How it works

All fire and melee results are expressed as killed figures, removed from the table. Removed Mexican figures feed the reserve pool.

Sum of all dice equals the number of kills.
Alamo Ruleser · p. 3 Quote verified
1dmg
CasualtiesFUBAR

Unsaved hits not taken as suppression remove figures.

How it works

Each casualty removes one figure. Units over 50% casualties that fail activation withdraw instead of going On Guard.

All hits not saved by personal armour result in casualties.
Download · p. 1 Quote verified
1dmg
Stand removalFistful of T-34s

Losses are whole stands, removed by kills or failed Quality Checks.

How it works

Stands are removed only by a 6 on vehicle effect dice, artillery against unarmoured stands in the open, or a failed Quality Check. Destroyed trucks eliminate their cargo, and infantry in a destroyed halftrack or tank survive on a passed Quality Check.

If a truck is destroyed, any infantry or towed weapons it carries are also eliminated.
Download · p. 3 Quote verified
1dmg
Broken lochoi and casualty countersHoplomachia

There is no attrition: lochoi are broken and removed as wholes, leaving casualty markers.

How it works

A lochos that is routed by fire or melee or slaughtered is lost (routers leave the board), and a Casualty counter is placed where it broke. These counters have no other effect but determine possession of the dead for victory.

Any time that a Hoplite or Peltaste lochos, or an ile of Hippeis is routed either by Belos Fire or by melee, or is slaughtered, a Casualty counter is placed as near to the point at which it broke or died.
Download · p. 44 Quote verified
1dmg

Stands are removed from 4 hits upward, and depleted units can merge.

How it works

Every class starts losing stands at 4 hits. A 4-stand unit reduced to one stand is removed, and 6-stand hordes can take up to 9 hits. Reduced units of the same type and class in adjacent hexes can combine during movement to rebuild full units. Stand loss also lowers the impact bonus and shooting dice.

All units start to lose stands regardless of their troop class ( A-E) when 4 or more ‘hits’ are scored against them.
Download · p. 13 Quote verified
1dmg

Bases are removed for defeats, failed retreats and DPs while Shaken.

How it works

A Defeat costs 1 casualty base; Shaken units lose a base per further non-fatigue DP; caught evaders/routers suffer free hacks (casualty per 4+). Casualties come from the front rank except wedges, which lose rear ranks.

Casualties are taken from the front rank except for units in wedge which take casualties from the rear rank.
Download · p. 8 Quote verified
1dmg
Dead menLittle Wars

Each figure is a soldier and is removed when killed by fire or melee.

How it works

Casualties are individual figures toppled by shot or allocated in melee. There is no wound or morale system; forces simply dwindle until victory, a draw under fifteen men each, or surrender.

When men are knocked over by a shot they are dead
Download · p. 19 Quote verified
1dmg
Casualties (removing bases)Longstreet Lite

Losses remove bases chosen by the owner; infantry reduced to one base break.

How it works

The owning player chooses which bases to remove so long as the formation stays legal, even ones not in the enemy's range. An infantry unit reduced to a single base is removed as broken; artillery can remain at one base. Removed bases are kept to count against the shattered point.

When an infantry unit is reduced to only a single base, that base is also removed, and the unit is broken.
Download · p. 5 Quote verified
1dmg

A casualty removes one company or troop, or knocks out a gun.

How it works

Casualties come from combat results, morale contagion, short-range artillery and DPs in excess of 5. One casualty removes a three-figure infantry company or two-figure cavalry troop; a gun that takes a casualty is knocked out. Each casualty is -2 in combat.

Loss of one ‘casualty’: Remove one company (three figures) of infantry or one troop (two figures) of cavalry. A gun that receives a casualty is knocked out.
Download · p. 6 Quote verified
1dmg

Each casualty removes a whole company or troop; a gun taking a casualty is knocked out.

How it works

Casualties come from fire and combat results and from DPs in excess of the five-DP maximum. One casualty removes three infantry figures or two cavalry figures; guns are knocked out by a single casualty. Each casualty is -2 in combat.

Loss of one ‘casualty’: Remove one company (three figures) of infantry or one troop (two figures) of cavalry. A gun that receives a casualty is knocked out.
Download · p. 28 Quote verified
1dmg

Hits remove individual figures; artillery hits kill crew figures or guns.

How it works

Each small-arms hit removes one figure and melee table results are figures lost. Counter-battery hits roll d10: 1-6 one crew casualty, 7-9 two, 10 re-roll with 6-10 destroying the gun. Crew losses are replaced from infantry within 5" but the battery then fires on the next lower ability table for the rest of the battle.

Whenever an artillery crew becomes a casualty, it is assumed that the nearest infantry unit will provide drafts to replenish the crew, if the friendly infantry unit is within 5" of the battery
Download · p. 15, 16, 17 Quote verified
1dmg
Stand lossesOi Navarcoi!

Melee losses remove stands in half-stand steps.

How it works

A squadron has four stands, each of two models, and Battle test results strip half, one or one and a half stands from the enemy. Single-model stands track half-stand losses. In 1:1 play, squadrons have 8 stands and losses are doubled.

You may want to have a few stands with only one model, to use when a unit lost half a stand in melee.
Download · p. 3, 10 Quote verified
1dmg
Armor and Blood TokensRavenfeast: Viking Age Rules

Hits are saved by rolling under Armor; failures mark a wound and the figure is removed at end of turn.

How it works

The target rolls a d6: at or under Armor ignores the hit, otherwise it gets a Blood Token. In the End of Turn phase figures with Blood Tokens are removed as killed unless Tough.

If the roll is equal to their Armor rating or lower, the hit is ignored. If this roll is higher than their Armor rating, they suffer a wound.
Download · p. 15, 16, 18 Quote verified
1dmg
Removal of CasualtiesThey Died For Glory

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.
Download · p. 16, 18, 21 Quote verified
1dmg
Base loss and the Dead PoolWars of Alexander the Great

Destroyed bases are removed, with formed troops placed in a Dead Pool used for victory.

How it works

Destroyed light infantry and skirmisher bases go back in the box; other destroyed bases go in a 'Dead Pool' on the owner's table edge. Hits fall on bases nearest the shooters (or as the inflicting player chooses in a fight), and a unit's command base is always lost last.

Put any other destroyed bases in a “Dead Pool” on your own edge of the battlefield.
Download · p. 5 Quote verified
1dmg

A hit model makes an armour save or is removed.

How it works

Each model has a Save value (naked 6+, clothed villager 5+, samurai armour 3+). Failing a save removes the model. Poison and bombs reduce saves by 1, silent kill by 2.

A hit requires the model to make a save or be removed from play.
Download · p. 1 Quote verified