Wargame Mechanics Index

Six-sided dice core

d6 is the primary randomiser.

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Watch it played 4 moments

  • 2:21–2:44
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Rolling initiative with leader bonus

    Josh and Keith roll a D6 for initiative, aiming to roll low, and apply a minus-one modifier for having their leaders alive.

  • 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.

  • 10:20–10:55
    Terrific Princeton Wargame
    Little Wars TV · Black Powder
    Rule in play Command roll gives three moves

    A player tests against his leader's command value of 8, rolling a 5 to beat the target by three and secure three full moves across the table. Brian then drafts a written message to relay his situation to Washington.

  • 10:47–11:34
    Epic D-Day Wargame
    Little Wars TV
    Rule in play Paratrooper scatter and landing rolls

    The Allied players roll dice to determine scatter and deviation for the night paratrooper landings in Normandy. Keith and Josh suffer minimal deviation and successfully deploy their paratrooper stands across the sector.

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 35 games

2engine

Resolution uses d6 and Average Dice (d6 numbered 2,3,3,4,4,5).

How it works

Average Dice give the same 3.5 mean as a d6 with less spread and are used for movement, command point generation and combat; plain d6 are used for firing, extra movement and commander risk.

'Average Dice'? (six-sided, but numbered 2/3/3/4/4/5 so they give the same 3.5 average score as a D6 but with a more even spread).
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1engine
D6 with modifiers2 by 2 Napoleonics

All resolution is single d6 plus cumulative modifiers.

How it works

Shooting, melee, rally, rout survival, reinforcements and setup all use one d6, with modifier lists for each test. No cards or order writing are required.

Rally table: Roll 1D6 + modifier, 5+ to rally
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1engine

All resolution uses six-sided dice.

How it works

Combat dice, exhaustion tests, reorganisation and initiative use 1D6; general risk uses 2D6.

Roll 1D6 per stand
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1engine

All resolution uses d6.

How it works

Movement, fire, cannon, battering, melee and reserve morale all use d6, with small +1 modifiers in melee and battering.

Each side rolls 1(d6).
Alamo Ruleser · p. 3 Quote verified
1engine

Single d6 rolls with modifiers for all tests.

How it works

All resolution uses 1d6 plus tactical factors (morale) or a straight 3+ target (actions); design explicitly restricted to d6 and no bookkeeping.

-Only use d6 -No bookkeeping
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1engine

All rolls use d6, mostly 2d6.

How it works

Combat, hit location, wound and crowd rolls use 2d6 (3d6 at advantage/disadvantage); Action Dice are d6 whose faces map to symbols in the quick-start.

Most rolls in the game require only a pair of ordinary, six-sided dice (known as d6). Sometimes, you will roll three dice.
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1engine

A single d6 drives combat, jams and most tests, with 2d6 for spins and landing tables.

How it works

1d6 on the CRT, jamming, unjamming, wounds, fire and AA; 2d6 for spin tests, recovery, landing, crash, bailing and evasion tables; 1d10 for campaign missions.

The players need to provide a 1d6 die (six-sided die), an opaque contain- er, a hex playing sheet and miniature aircraft to play the game.
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1engine

All dicing uses a single ordinary d6.

How it works

One die for movement points, one per element in combat and shooting, plus single-die tests for rivers, deployment, sieges and storms.

All dicing uses a single ordinary 1 to 6 die.
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1engine
Six-sided Dice ConventionsFUBAR

All resolution uses d6 with natural 6 succeeding and natural 1 failing.

How it works

Every roll is a d6 vs target number. An unmodified 6 always succeeds and an unmodified 1 always fails.

Any unmodified roll of a Six is a success. Any unmodified roll of a One is a failure.
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1engine

All rolls (speed, shooting, damage control, morale) are 2d6 against a target number.

How it works

2d6 roll-equal-or-higher is used for speed, shooting (vs modified shooting number), damage control (10+), morale and magazine (10+).

You will need two standard six sided dice to resolve shooting.
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1engine
The rule of 1s and 6sFistful of T-34s

All rolls are d6, and natural 1s always fail and 6s always succeed.

How it works

Firing, effect dice, artillery and Quality Checks all use d6. A natural 1 always fails and a natural 6 always succeeds, regardless of modifiers.

Regardless of modifiers, a natural roll of 1 always fails and a natural 6 always succeeds. This applies to both firing and Quality Checks!
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1engine

d6 drives operations, combat, morale and movement.

How it works

Operations roll 1d6 or 2d6 against a target, combat hits on 5+ per Firepower die, and morale is a single d6 against the regiment rating. One event adds d3 operations dice.

Every base in combat rolls Firepower dice (d6s), seeking a 5+ to hit.
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1engine
Checks (4+)Hail of Fire

Most rolls are a d6 needing 4+, with modifiers applied to the target number.

How it works

Training, Assault, Rally, Morale and Reserves Checks all need 4+ on d6. Modifiers change the target number rather than the roll, and a re-roll's second result stands. A single d10 is used for artillery deviation.

A Check is a d6 roll trying to equal or beat 4+.
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1engine
1D6 and 2D6Hoplomachia

All resolution uses six-sided dice: 2D6 for Andreia and casualties, 1D6 for belos, charges and moves.

How it works

Andreia checks and strategos casualty rolls use 2D6 against target numbers; belos checks add 1D6 to intensity; epidromos, momentum, othismos, evasion, rout and pursuit distances use 1D6.

Once a cause is determined, a player rolls 2D6 for the unit in question
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1engine

All resolution uses d6s.

How it works

Movement (3d6), clear-shot, to-hit, hit location/effect, combat point allocation and fortitude pools all use ordinary six-sided dice.

You will need something to note your characters' wounds down on and plenty of ordinary six sided dice!
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1engine
d6 throughoutK.I.S.S. Rommel

All tests are single d6 rolls against fixed numbers.

How it works

Hits on 5+, saves by unit type, minefields, air attacks and game end are each one d6 roll. There are no modifiers or combat tables.

Fire one unit at a time with all units needing a 5+ to hit.
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1engine

All dice are d6, mostly rolled in pools succeeding on 4+.

How it works

Fire, kills, combat and fall-back all use d6; ties are broken by a single die (even wins for the roller).

All references to “dice” in these rules refer to normal six-sided dice.
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1engine
2d6 testsOi Navarcoi!

Nearly every test is 2d6 needing 6+, plus an average die for movement.

How it works

Manoeuvre, Battle, morale, diekplous and periplous tests all roll 2d6 against 6+ with small +/-1 modifiers. Movement uses an average die (2-3-3-4-4-5), and some losses use d3.

must perform a Manoeuvre test by rolling 6 or more on 2d6.
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1engine

Every test is a single d6 rolled equal to or under a rating.

How it works

Missile, Melee, Armor and Morale are ratings from 1-5; tests succeed on a d6 at or under the rating, so rolling low is good.

A Viking rolls a D6 for each attack. Any roll equal to or lower than their Melee rating inflicts a hit.
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1engine

Single d6 rolls resolve all attacks.

How it works

Each attack is one d6 needing 5+, modified only by extra dice (Powerful, flank), re-rolls (rear), dice removal (Heavy Armour) or changed target numbers (Elite/Poor/buildings).

A unit that wishes to ATTACK, rolls a D6.
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1engine

Special rules are resolved on d6 and 2d6 tables.

How it works

Single-die tables govern dragon allegiance, flame direction, saves and Ent terror; 2d6 tables govern missile hits on dragons and setting trees alight.

TREES can be set on fire by a roll of 2 dice as follows:
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1engine

An ordinary six-sided die is the only randomiser, used for torpedo chances.

How it works

Gunfire is deterministic; the die resolves torpedo zone-of-chance results and submarine attack chances (1 in 3, 1 in 6).

The die is one of the ordinary six-sided game dice in common use.
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1engine

All checks use handfuls of six-sided dice.

How it works

Order, shooting, melee, resist damage and break rolls all roll a number of D6 equal to a unit value and count successes against a target number.

Order Cards (explained in the next chapter), six-sided dice and measing tape in inches.
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1engine

Where not resolved by striker, outcomes use chances out of six on dice.

How it works

Torpedo hits, tube explosions, admiral casualties, submarine detection and searchlight range estimation are expressed as chances in six or double sixes, thrown by players or the umpire.

the chances of an explosion thrown with a dice every time the section containing the tube is hit: one in six for shot, three in six for shell, four in six for High Explosive shell.
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1engine
Fistful of diceThe Rules With No Name

All resolution is pools of d6 looking for 6s.

How it works

Shooting, fighting, nerve and fast draw all roll a number of d6 set by class and modifiers, and success is rolling 6s. Location and effect tables and simple d6 checks fill in the rest.

You will need something to note your characters’ wounds down on and plenty of ordinary six sided dice!
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1engine
Six sided diceThey Died For Glory

All resolution uses handfuls of d6.

How it works

Fire and melee roll many d6 against target numbers, morale is a single d6 versus rating, and command-figure melee casualties use 2d6.

Players will need several six sided dice and a 12" ruler.
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1engine

All tests use six-sided dice, either 2D6 totals or pools of d6.

How it works

The core rules use 2D6 totals for orders, charge home and morale tests and d6 pools for shooting and melee; v4.4 uses d6 success pools throughout.

A tape measure, several six-sided dice (D6), a marker for tracking hits on units
THG 24-pg · p. 7 Quote verified
1engine

All resolution uses six-sided dice.

How it works

d6 pools for gunnery, single d6 tests for tacking, d6 vs d6 for grappling, and 2d6 doubles for collisions and wind change.

to get players used to the idea of battlefield manoeuvres and rolling dice to decide combat.
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1engine
Battle die and Target diceUnterseeboot: U-Boat Solitaire

A single d6 battle die resolves all tests, and d6 target dice record tonnage.

How it works

One Battle die handles identification, spotting, attacks and repairs, all as simple target numbers. Five Target dice sit on identified targets showing their tonnage. Optional Big Ships use a d8, d10, d12 or d20 for tonnage.

You will need a total of six of these, including 1x Battle die and 5x Tanker dice.
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1engine

All resolution uses d6.

How it works

Fire and melee use d6 pools, morale 2d6, movement randomisation 2d6/3d6, and events d66.

Roll 3d6 for each stand of artillery. Each result of 4+ scores a Hit.
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1engine

All resolution uses handfuls of ordinary d6.

How it works

Each player needs a handful of six-sided dice. One die is rolled per base for shooting and fighting, one per hit for saves, and single dice for initiative, orders, panic, obstacle crossing and general risk.

Each player needs an army ... a handful of dice (the ordinary, 6-sided kind) and a ruler or tape measure.
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1engine

All dice are d6.

How it works

All tests (spotting, reaction, shooting, melee, saves, climbing) are single d6 rolls against target numbers.

All dice used are D6.
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