Wargame Mechanics Index

Step losses

Units degrade through discrete states.

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Watch it played 4 moments

  • 12:00–12:42
    9-Player Pyrrhic War Campaign | TURN 5
    Little Wars TV
    Rule in play Retreating through enemy cities inflicts attrition

    Following a skirmish outside Rome, Steve's cavalry army must retreat through Roman territory, requiring a 50% attrition roll for each unit to determine permanent campaign losses.

  • 14:26–15:20
    High Plains Drifter Tabletop Game
    Little Wars TV · Ruthless
    Rule in play Mayor executes unconscious outlaw Dan Carlin

    Mayor Jason Hobart moves up to execute the unconscious Dan Carlin, automatically winning close combat and rolling on the hit chart.

  • 23:34–24:18
    Epic D-Day Wargame
    Little Wars TV
    Rule in play Eliminating the surrounded 82nd Airborne

    German forces close in on the isolated and unsupported American paratroopers. Using column shifts and rolling on the combat chart, the Germans wipe out the entire 508th Parachute Infantry Regiment.

  • 4:46–5:42
    Learn to Play Live Free or Die
    Little Wars TV
    Rule explained Rallying demoralization markers with leaders

    Greg and Tom explain how attached officers use their star rating to remove demoralization markers (DMZs), and warn that units suffer base losses if 5 DMZs accumulate.

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 7 games

2dmg

Failed morale tests accumulate as counters until the unit routs.

How it works

Each failed test places a morale counter. Foot rout and are removed on their 4th failure; horse, dragoons and artillery on their 2nd.

Units rout and are removed when they fail multiple morale tests: Foot 4, Horse (including Dragoons) and Artillery 2.
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2dmg
Forfeiting & Surrendering Action DiceBlood on the Sands: Training Grounds (Quick-start)

Wounds, fatigue and mishaps shrink the action dice pool temporarily or permanently.

How it works

Forfeited dice sit on the sheet until recovered by spending a LAUREL Die; Surrendered dice are lost for the match. A gladiator surrenders a die when Fatigued and each time he reaches another 3 total wounds (Hurt); limb Slow Kills and wall collisions forfeit a die. Losing all dice concedes the match.

Surrendered Dice are permanently lost for the remainder of the match and cannot be recovered.
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2dmg

Shorter replacement blocks show half-battalions reduced by 1/6 and 2/6.

How it works

A half-battalion losing 1/6 swaps its block for the longer replacement block, 2/6 for the shorter, and at 3/6 is removed. The same blocks show infantry dissolved into extra skirmisher strips, which are returned when the skirmishers are drawn in. Losses are spread across engaged battalions.

Die erstern kürzer als die gewöhnlichen Infanterie-Steine (Fig. 3.) werden gebraucht um auszudrücken, daſs die geschlossene Masse des Bataillons um 1/6 die andern (Fig. 4.) dals sie um 2/ schwächer geworden sei.
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2dmg

Results build up step by step: a repeat (S) becomes D, and a second D eliminates the stand.

How it works

'S' suppresses (more S results have no effect). '(S)' suppresses, or counts as a D if the target is already Suppressed. 'D' disorganizes, or eliminates a stand that is already Disorganized. 'E' eliminates. Destroyed armoured vehicles leave wreck markers that act as terrain.

If the target is not suppressed it becomes Suppressed as above. If the target stand is already Suppressed, treat this result as a “D.”
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2dmg

Damage thresholds cut a ship's firepower to one-half and then one-quarter.

How it works

At 30% of fighting endurance received a ship's offensive power is halved; at 60% it is quartered. Single and double rings (or punched cardboard squares) are placed on the ship's mast to remind measurers to divide wand values by two or four; a purple marker shows a torpedoed ship.

A ship having received a number of points equal to 30 per cent of her total fighting endurance, her offensive power is reduced to one-half
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1dmg

Units lose combat effectiveness points and are removed at zero.

How it works

Results take away CE points (or in a lopsided close action add 1 to the winner); a unit reaching zero CE is removed with no individual figure casualties.

If you go to zero combat effectiveness, the unit is removed from the table (no individual casting casualties are removed).
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1dmg
Suppression and casualtyFrozen Chosin (Command Post)

One hit suppresses a base and two hits remove it.

How it works

A single hit marks a base Suppressed; it can still move and fight. Two hits remove the base, which may later be restored by a Reorganize operation or evacuated for VP.

One hit is a suppression, two hits is a casualty. Remove the base from play (it could be restored through reorganization later).
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