Wargame Mechanics Index

Fortifications & siege

Works, walls, sieges, buildings.

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Watch it played 4 moments

  • 2:31–2:46
    Siege of Carthage Wargame
    Little Wars TV
    Rule in play Ramming gates and onager artillery fire

    Roman forces push battering rams against Carthage's gates and calculate shooting modifiers for two onagers targeting the defending stands.

  • 5:05–6:33
    9-Player Pyrrhic War Campaign | TURN 2
    Little Wars TV
    Rule in play Resolving repeated siege attempts at Lilybaeum

    The host explains the abstract campaign siege chart, after which King Pyrrhus conducts several consecutive siege attempts against Lilybaeum and fails each roll despite stacking cumulative attempt bonuses.

  • 11:28–12:40
    Epic 10mm Helm's Deep Wargame
    Little Wars TV
    Rule in play Culvert bomb detonation roll

    Isengard attempts to detonate the bomb planted in the culvert. Because Legolas and Gimli are within 10cm, the required detonation roll is raised to a 4+, which Turhan successfully rolls to blow a breach in the wall.

  • 12:45–13:16
    9-Player Pyrrhic War Campaign | TURN 4
    Little Wars TV
    Rule in play Storming Corfinium with a siege roll

    Steve attempts an assault against the minor Roman city of Corfinium, requiring a roll of 6 or higher on a ten-sided die to breach the defenses.

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 19 games

3env

A besieged city falls through the commander losing his nerve, treachery, starvation or assault.

How it works

C/D/E, timid or cowardly commanders roll d10 once (re-rolled with -2 after each defeated relief) for unconditional surrender, surrender with safe conduct or fight on. Every two weeks a d10 under 4 means the city is betrayed, modified by the leader's Popularity and Loyalty traits; 8-11 uncovers the plot. Cities have 6 weeks of supplies (4 if reinforced) before starvation forces a nerve roll. Assault requires a believed 30% advantage and a d100 roll modified by general grades (-40 if betrayed) on a table of success/failure and attacker losses as a percentage of the garrison.

Every TWO WEEKS, roll (D10). It the result is less than 4, the city is BETRAYED.
Download · p. 52 Quote verified
2env
Ladders, Battering and Captured GunsAlamo Ruleser (Remember the Alamo)

Walls are crossed by ladders placed or repelled by opposed roll, and doors/gates must be battered open.

How it works

Ladders are placed or repelled by an opposed die roll. Doors need at least 2 infantry and gates 4 to batter; infantry breach on a 6, light cannon on 4-6, heavy cannon on 3-6, +1 per Sapper. Mexicans can crew a vacant cannon on a 6 (+1 per Officer or Sapper) and turn it on gates.

All doors and gates must be breached before the Mexicans can move or Mano-a-Mano through them. It takes at least 2 infantry to batter a door and 4 men to batter a gate.
Alamo Ruleser · p. 3 Quote verified
2env
Ladders, Fascines & Fenders / Assaulting wallsClassical Hack Siege Rules: The Siege of Tyre

Escalade with ladder-height rolls, fascines to fill ditches and fenders to absorb shot.

How it works

Units carrying ladders or fascines move at half speed. On reaching a wall, a d10 of 9 or 10 means the ladders are too short and the unit mills under the wall. Units on ladders fight as 3 figures (5 for loose order) in a column two figures wide (three for loose). A fascine fills 1" of ditch or builds 1" of barricade; fenders hung on walls give shooters -1. Each city tower has a battery that fires in one direction once per turn.

Units carrying ladders and reaching a wall that can be scaled will roll a 0-10 to determine if the ladders are tall enough. A roll of 9 or 10 and the ladder is too short.
Download · p. 58, 59, 61 Quote verified
2env

Each army has an on-table camp, garrisoned by an element or camp followers, that can be attacked and captured.

How it works

Camps sit on the base edge in good going; defenders get +2 occupying the camp, and a camp has no flanks. An attacker in contact whose defenders are destroyed, recoil or flee captures it; an enemy-occupied camp counts as 2 extra elements lost.

An element in contact with a camp whose defenders are destroyed, recoil or flee, captures and immediately occupies it.
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2env

Cities are besieged by establishing a depot then rolling d6 each turn to remove fortification boxes until a breach.

How it works

Each city has 4 boxes and an automatic militia brigade garrison. After establishing a depot on the city, the besieger rolls 1d6 each turn; 5 or 6 removes a box, and when all are removed there is a breach. Defenders may then surrender as POWs or be stormed; storming kills defenders and an equal number of attackers and gives later sieges that year a cumulative +1. Defenders lose 1d6 figures per siege roll.

Each city is worth 4 boxes. A city autogatically has a ... Evet / week after that throw 1d6 for the siege. A 5 or ó removes 1 When all the boxes are removed there is a breach.
Download · p. 32 Quote verified
2env

A table sets the die for assaults on localities by obstacle type, garrison timing and reattack.

How it works

Positions are adequately held with about 1 battalion per 400-600 paces of edge (1 per 300-400 paces of field works). The §66 table gives the die for each class of obstacle (wood edges, solid villages, walls, field works, rivers over 50 paces, fortified villages) depending on whether attacks can be renewed with fresh troops and whether the defenders occupied it 1 or 2 Züge before. Shortfalls of garrison or attackers shift the die; howitzers can fire villages and guns breach walls over set numbers of Züge.

Lisieren der Wälder und Dörfer , Stadt- und Kirchhofmauern sind hinrei- chend besetzt , wenn man ungefähr für jede 4 bis 600 Schritt der zu besetzenden Linien , 1 Bataillon verwenden kann
Download · p. 56, 57, 68, 69, 70 Words verified
2env
Destruction of Constructions / Building Close ActionManifest Destiny: The Battles of the Mexican-American War 1846-1848

Artillery points wear down structure protection points; buildings hold figures by size.

How it works

Each gun inflicts its calibre in points on a construction it hits (6pdr = 6 points); once cumulative points reach the structure's value (wood fence 3, fieldstone wall 6, house 18, breastworks 36, stone fortress 320) it is destroyed or a 3" gap made. Artillery firing on buildings starts a fire on 8, 9 or 0 on d10. A building model holds one figure per inch of diameter (+50% if two-storey) and its occupants cannot be flanked.

Once the points equals or exceeds the protection points of the structure, it is destroyed or a 3" gap is created in a wall.
Download · p. 15, 18 Quote verified
2env

Outer and inner palisades, gates and buildings with rules for scaling and artillery breaching.

How it works

The outer palisade is a high obstacle giving solid cover to a defender touching it and cannot normally be crossed; troops with ladders/axes treat it as a high obstacle and leave ladders for follow-up troops. The inner palisade is a low obstacle with no cover. The outer palisade is treated as a large building in roughly 8" x 2" sections that only artillery can damage, automatically hitting and rolling 1D10 on the M&T damage table at -1 (reinforced), a further -1 for rockets/mortars, +1 for naval guns; figures within 2" of a destroyed section are eliminated.

Shooting can only damage a section of Palisade when it is done by an artillery unit. No roll to hit is necessary against a Palisade.
Download · p. 91, 92 Quote verified
2env

A siege succeeds when attackers achieve seven Vauban steps through successful arguments.

How it works

Steps: blockade, first parallel, battery, second parallel, battery, breach, assault. Defenders argue to undo steps; coordinated arguments make sieges last about 3-4 weeks; completing all seven takes the city without a fight.

If an attacker can accomplish all the seven steps of the seige, then the city falls, without a fight
Download · p. 153 Quote verified
2env
Forts & BombardmentsThe Jane Naval War Game

Forts are scored as ships in sections and may be bombarded, captured or ransom towns.

How it works

Forts carry up to 150 points of guns, have twelve 25-foot sections per 100 yards, ten men per gun, and are destroyed by a magazine hit. Unfortified towns are destroyed by projectiles worth half their value over set times. Long-range bombardment strikes at a blank plan showing only visible landmarks; disappearing guns are secretly placed on the scorer.

If the range is over 10,000 yards, the firer must strike with closed eyes.
Download · p. 24, 25, 32 Quote verified
1env
Prepared defencesA Wee DRAM of Napoleon

Troops in prepared defences ignore their first loss.

How it works

Stands in prepared defences, normally permanent fortifications, ignore the first SP loss per stand.

Troops in prepared defences (normally permanent fortifications) ignore the first loss per stand.
Download · p. 5 Quote verified
1env
Digging In: Hasty & Improved PositionsFrozen Chosin (Command Post)

Units that move little or not at all dig in for defensive bonuses.

How it works

Moving less than half the allowance earns a Hasty Position; not moving earns an Improved Position. Neither can be made on a road. Hasty Positions are hit only on 6s; Improved Positions are hit only on 6s and ignore the first hit (the quick reference words the Hasty bonus as ignoring the first hit). Outposts and tanks count as Improved Positions.

Units that voluntarily choose to move less than half of their movement allowance may be marked with a Hasty Position marker, providing a defensive bonus if attacked.
Download · p. 4, 5 Quote verified
1env
Fortifications and Obstacles (optional)Hail of Fire

Optional bunkers, trench lines, anti-tank obstacles, minefields and wire, plus Dug-In defenders.

How it works

Bunkers are always concealed, are +1 harder to hit and treat Killed as Suppressed. Trenches give lasting Concealment and Hard Cover. Minefields inflict 1 RFP on contact. Wire needs a Training Check to cross. Obstacles are removed by building up Clearing Points (AT obstacle 5, minefield 3). Defenders in the generic scenario start Dug-In (Hard Cover) until they move.

When a Team’s movement brings them into contact with a minefield, that Team must immediately resolve 1 RFP.
Download · p. 34, 14 Quote verified
1env
Stakes, Pavisses and Hard TargetsHordes & Heroes: Ancients & Medieval

Field defences block impact bonuses, add armour or make units immune to shooting.

How it works

Planted stakes cover 2 hex sides, deny impact bonuses, stop recoil in melee, and eliminate units forced back through them. Pavisses add A2 against bows (A1 against guns) on the front two sides but limit movement to 1 hex and must be dropped to charge. Hard targets such as war wagons and stone walls are unaffected by shooting. A Siege & Assault supplement is referenced.

Wooden stakes prevent the use of Impact Bonuses in hand- to-hand combat for both attacking and defending troops.
Download · p. 25 Quote verified
1env

Bombardment may open a breach on a 6; storming must target the breach.

How it works

Once the British artillery has arrived it is placed once and cannot move. Each bombardment rolls one die and a 6 creates a breach. A storm is near-suicidal without a breach; if one exists the assault must go there, with defenders uphill, in excellent cover and with good arcs of fire.

Roll a single die, on a '6' a breach has been created.
Download · p. 29, 30 Quote verified
1env

Up to 16 units may start dug in, improving saves and spotting and allowing defensive fire.

How it works

Dug-in infantry, artillery, 88mm and HQs save on 4+, spot 3" further and may fire in the Defender's Dug-in phase. Tanks and recon gain nothing. Captured positions give no spotting bonus.

Up to 16 units may begin as Dug-in (in substantial trenches, protected by barbed wire, suitable model bases being required).
Download · p. 7 Quote verified
1env
Improved positions, obstacles and destructible buildingsMicro Armour: The Game - WWII (2nd Edition)

Purchasable light, medium and heavy improved positions, wire and AT ditches, and buildings that artillery burns and rubbles.

How it works

Improved positions add stacking cohesion and CRT modifiers. Light ones (3 pts, DV 5) vanish if left empty, medium (6 pts, DV 8) need two E results, and heavy ones are usually indestructible; turning away from the original facing loses the benefit. Wire and AT ditches cost 2 pts per inch. Artillery and bombs attack building areas (DV 4/5/6 for light/medium/heavy), setting them alight with smoke and turning them to rubble after 2/3/5 'E' results.

Improved Positions come in Light, Medium, and Heavy types. All types of improved position are 1 square inch markers and are placed on the playing surface as part of a player’s initial forces.
Download · p. 39, 40, 45, 46 Quote verified
1env

Shore forts and mined channels can be added, with forts rated as battleship broadsides.

How it works

Fort fire is treated as so many battleship broadsides, a gun ashore counting as four guns afloat. A fort taking 300 points in a move has its next move's fire halved; 500 points silences it for at least two minutes. Mine positions are known only to the umpire, who determines damage to a fleet crossing them.

a gun on shore being considered equivalent to four guns afloat
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1env
Obstacles and Buildings; Destruction of Obstacles and BuildingsThey Died For Glory

Buildings and obstacles protect troops and can be battered into rubble by artillery.

How it works

Artillery firing at a defended obstacle declares whether it targets the obstacle or the troops. Each hit on an occupied building kills one occupant, and a destroyed building kills all inside. Wooden buildings and bridges take 10 hits, stone 15, redoubts 15 per 6" of damage, while earthworks cannot be destroyed.

If artillery destroys a building or blows up a bridge, all of the men in the building or on the bridge are automatically killed.
Download · p. 18 Quote verified