Wargame Mechanics Index

Saving roll

After hits are scored, the target rolls separately to cancel some or all of them.

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Watch it played 4 moments

  • 3:26–4:09
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Simultaneous archery and armor saving throws

    Josh checks range and rolls under his bowman's missile rating to score a hit, after which Keith rolls an armor save to negate the damage.

  • 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.

  • 9:28–10:20
    1066 Stamford Bridge Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Mounted Huscarls assault the bridge vanguard

    Saxon mounted huscarls charge across the river into the unprepared Viking vanguard, rolling melee attacks and armor saves.

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 4 games

2dmg
Resist Damage rollTercios: Brevis Editio

The target rolls Courage dice to cancel hits, and becomes Disordered if it fails to cancel any.

How it works

The hit unit rolls D6 equal to modified Courage; target 4+ vs Salvo, 6 vs Artillery, 5+ in melee. Each success cancels one hit. If no die succeeds the unit becomes Disordered (in melee, losing as well causes a Retreat). Cover, fortification and the Resist order grant Courage+.

Each success on the Resist Damage roll cancels a hit from enemy shooting. Failing to achieve a success in at least one roll will result in the unit becoming Disordered.
Download · p. 15, 17 Quote verified
1dmg
Saving throwK.I.S.S. Rommel

A hit unit rolls its type's saving throw or is removed.

How it works

Saving throws: HQ, infantry, artillery, 88mm and supply bases save only on 6; recon and Italian tanks 5+; German and British infantry tanks 4+; Tigers 3+. Dug-in infantry, artillery, 88mm and HQs improve to 4+. In the Blitzkrieg edition saves run from 5+ (Panzer II) to 3+ (Panzer IV, Matilda, Char B).

Any unit that is hit must make its saving throw or be removed as "Scattered", and can possibly return later in the day
Download · p. 4, 5, 7 Quote verified
1dmg

Targets roll to cancel each shooting hit, with better saves in cover.

How it works

Rules: basic save 6, improved to 5+ in cover; no saves in melee. v4.4: small arms hits saved on 5+ (4+ in cover, 4+ with rerolls when fortified), artillery 6 (5+ in cover), and melee hits saved on 6.

The basic saving throw against shooting is 6. If the target has cover this is improved to 5+.
THG 24-pg · p. 16 Quote verified
1dmg

Each hit is followed by a defender's saving roll based on armour class.

How it works

Heavy-armoured troops and phalangites save on 3-6 (only 4-6 for phalangites in a fight), medium infantry 4-6, light and medium cavalry on '4½' or better, skirmishers 5-6. A failed save destroys the base. The same saves apply to shooting and fighting.

Any Troops who are hit must then make a saving Throw. Heavy-armoured troops (Infantry & Cavalry) and Phalangites: save for 3,4,5,6.
Download · p. 5, 6 Quote verified