Wargame Mechanics Index

Hit points / strength points

Units absorb hits until destroyed.

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Watch it played 4 moments

  • 4:09–5:08
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Simultaneous melee and wounding a Bondi

    A Bondi spearman clashes with a Berserker; both roll to hit simultaneously based on their melee ratings, followed by armor saves that leave the Bondi wounded.

  • 12:12–12:55
    Crusader Acre 1189 Wargame
    Little Wars TV · Lion Rampant
    Rule in play Resolving missile fire and courage test

    Carl rolls twelve dice for his full-strength horse archers, scores hits against the Turcopoles' armor, tracks the reduced strength points, and prompts a courage test.

  • 21:05–21:47
    Death of the Red Baron Wargame
    Little Wars TV
    Rule in play Balloon Destroyed Before AA Guns Strike

    German Albatros fighters pile damage cards onto a British observation balloon until it crashes in flames, but British anti-aircraft guns retaliate on the final turn, destroying two German planes.

  • 2:11–2:30
    Age of Hannibal Siege Warfare Tutorial
    Little Wars TV
    Rule explained Battering rams and gatehouse breaches

    Greg explains how battering rams damage gatehouses requiring three successful d10 rolls, and how breaching a gate immediately reduces the defender's morale clock.

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 9 games

2dmg

Hits accumulate on a unit and degrade its morale chart; units are removed when reduced to a remnant.

How it works

Morale chart by cumulative hits: A for 1-4, B 5-8, C 9-10 (or attempting to rally), D 11-12, E 13+ (or in melee vs a unit on Chart A). Units over 40 figures add 3 to cumulative hits thresholds. Units are removed if they fail to rally from rout, rout while shaken, or are reduced to 1 infantry or 2 cavalry stands.

Large units > 40 figures add 3 to cumulative hits in charts below
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2dmg

Losses are counted in Points on a pegboard until a block or strip must be surrendered.

How it works

One Point is 5 men of three-rank infantry, 3 Points = 10 men in two ranks, 2 Points = 3 skirmishers or 3 cavalrymen, 12 Points = 1 gun. Pegs on the loss tables for each arm advance until a threshold: 15 for closed infantry (a skirmisher strip), 60 for skirmishers, 60 for cavalry (a squadron), 25 for artillery (2 guns). Losses go to front-line troops actually engaged, never to reserves.

Zur Vereinfachung bei Berechnung des Verlustes wird derselbe in Ver- hältnifszahlen ausgedrückt , die man Points nennt.
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1dmg
Strength Points (SPs)A Wee DRAM of Napoleon

Divisions have strength points that are lost one per casualty; zero or negative SP stands are removed.

How it works

Each hit removes 1 SP. Stands pushed into negative SP are removed, and stands that began the turn at zero are removed if contacted by enemy in D or A orders. Removed bases straggle back through friendly lines.

Stands which started the turn with zero SPs are removed if contacted by enemy in 'D' or 'A' Stands which are forced by combat results into negative strengths are also removed.
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1dmg

Ships sink when accumulated hull damage reaches their Hull value.

How it works

Number cards 4-10 cause hull damage equal to their value, tracked with HULL markers; hulls are e.g. Bismarck 30, Hood 25, Prinz Eugen 18. Hull damage cannot be repaired and every 7 points worsens speed by 1.

Hull: The number of accumulated hull damage points caused by damage that a ship can take before it sinks.
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1dmg

Each ship has a fixed points total of endurance; it is destroyed when accumulated gunfire points equal it.

How it works

Duel battleships have a life of 200 points. In the fleet game a battleship has 1,000 points, an armored cruiser 500 and a protected cruiser 170; damage is recorded on a score card at 10 points per tenth of an inch, and destroyed ships are crossed out and removed at the end of the move after fire is recorded. Broadside and end-on targets are equally vulnerable.

A battle ship is considered to have a fighting endurance of 1,000 points, an armored cruiser 500 points, and a protected cruiser 170 points.
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1dmg
Wear and StaminaTercios: Brevis Editio

Uncancelled hits become Wear markers, with Stamina as the number a unit can carry before testing to break.

How it works

Each uncancelled success places a Wear marker. A unit with Wear equal to its Stamina is Weary (Combat and Fire Decreased). Wear beyond Stamina triggers a Break Check; survivors discard the excess back down to Stamina.

Each success at shooting that has not been cancelled by a Resist Damage roll counts as a Wear point.
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1dmg

Unsaved hits accumulate on the unit and are compared to its Shaken and Break values.

How it works

Hits are tracked with markers. Infantry are 18/20 (Shaken/Break), cavalry 14/16, artillery 12/14 in the core rules; v4.4 uses worn/shaken/broken values by unit size (e.g. standard infantry 8/16/24). Reaching the Break value removes the unit; Rally removes 1D3 hits (D3+2 in v4.4).

If at any time the number of hits on a unit is equal to or greater than the Break value of the unit, the unit is immediately Broken and removed from the game.
THG 24-pg · p. 6, 18 Quote verified
1dmg

The single-model elephant absorbs six wounds and weakens at three.

How it works

The elephant can take six wounds before it is felled; once reduced to three wounds it rolls only six dice in combat. If the general riding it is eliminated, the elephant suffers a wound.

The elephant can take six wounds before it is felled. When reduced to three wounds it only rolls six dice in combat.
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1dmg
Hull Tokens / Damage ControlUnterseeboot: U-Boat Solitaire

The boat has three Hull tokens, and each damage gets one immediate 4+ repair roll before a token is lost.

How it works

When damaged, roll once immediately: on 4+ the damage is repaired and ignored, otherwise remove a Hull token. Losing the third Hull token sinks the boat and ends the game.

To Repair the damage, roll a die: On a 4+, your crew has repaired the damage and it is ignored. Otherwise, the crew fails to repair it and you must remove a Hull Token
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