Wargame Mechanics Index

Weather

Weather affects play.

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Watch it played 1 moment

  • 17:55–18:32
    Massive Chosin Reservoir Wargame
    Little Wars TV
    Rule in play Blizzard event card grounds air support

    A player draws and reads out the Day 4 event card, which eliminates all US air strikes, limits ranged fire to 4 inches, and reduces operation dice due to blizzard conditions.

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 8 games

2env
Blizzard / Deadly ColdFrozen Chosin (Command Post)

Winter weather arrives by event card and attacks operations and suppressed units.

How it works

Blizzard cancels air operations, limits ranged fire to 4 inches, costs every command one operations die and kills one suppressed unit per command. Deadly Cold makes each Chinese command, and the UN as a whole, lose d6 suppressed units. Heavy Cloud Cover reduces airstrike FP.

All commands remove 1 Suppressed unit as a casualty from the bitter cold.
Download · p. 16 Quote verified
2env

Umpire-scripted weather and tides affect speed, gunnery and sighting.

How it works

The umpire prepares weather in six-hour periods on a 0-9 scale with barometer trend. Low freeboard ships lose 3 knots in a head sea; main-deck guns may not fire into a head sea in dirty weather; rolling ships use targets 1,000-2,000 yards farther and in very bad weather players may strike with eyes shut. Tides add or subtract 3 knots.

if the weather is very bad the umpire may direct players to use the shooting targets with their eyes shut.
Download · p. 21, 22 Quote verified
1env

Starting weather and changes come from cards; rain or snow stops gunpowder and penalises archery into the wind.

How it works

Draw two cards for starting weather; wind direction is chosen by one player and rotated by a card draw. Precipitation is snow from December to March, else rain. Gunpowder weapons cannot fire in rain/snow, and shooting into the wind in rain or snow gets -2 intensity.

No Gunpowder weapons: Bombards, Field Gonnes, Organ Gonnes, or handgonnes may not fire.
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1env

Seasonal foul weather by climatic region delays movement, wrecks fleets and changes river state.

How it works

Each country is assigned a DBM climatic region; each season's listed foul weather has a 10% chance on d10. Rain adds a week to cross-country movement and swells rivers (+1 to the DBA river die); Fog halves sea movement and may halt land movement (20%); Gale forces fleets ashore with 10% loss per fleet and element (20% mounted); Heat and Snow add a week, snow closing passes.

GALE: FLEETs at sea must land on the nearest beach with each FLEET and each ELEMENT having a 10% chance of destruction; 20% for mounted ELEMENTs.
Download · p. 49, 50 Quote verified
1env

Sea state and haze modify gunnery.

How it works

Calm seas +3, high seas -3, haze -2. A stack hit imposes the haze penalty on all guns downwind of the stack for the rest of the game.

Calm seas +3 High Seas -3 Haze -2
Download · p. 41, 42 Quote verified
1env

A daily weather roll may produce heavy rain that delays movement.

How it works

Any 0 on the weather d10 triggers a second roll; 0-1 then means heavy rain delaying movement.

any "0" means there will be a weather roll - i.e. roll again and a 0,1 will cause heavy rain delaying movement.
Download · p. 45 Quote verified
1env

Weather sets random sighting limits and changes terrain and movement.

How it works

Light rain cuts sighting to 3D6", haze/light fog to 2D8" (or by 1D20%), heavy rain/light snow to 2D6", and heavy snow, fog or sandstorm to 1D6", rolled at the start of the turn. Snow makes clear terrain Rough 1, and deep snow also doubles MP costs. Extreme cold freezes water to Rough 1, and extreme heat or cold gives +2 to dismounted personnel movement rolls.

Light Rain: Reduce maximum sighting distance to 3D6”
Download · p. 40 Quote verified
1env
Wind and weatherTrafalgar 1805

Wind direction and strength can be rolled at start and may change once per game.

How it works

Roll d6: 1-4 fresh wind from N/E/S/W, 5 light, 6 strong (roll direction). Optionally after firing starts roll 2d6 each turn end; on 11-12 the wind changes (1-3 drops, 4 veers, 5 backs, 6 rises). Only one change per game; no fighting above Strong winds.

On a roll of 11 or 12 the wind changes. Roll again 1, 2, 3 = it drops one level, 4 = it veers 1 point clockwise, 5 = it backs 1 point anti-clockwise, 6 = it rises one level.
Download · p. 7 Quote verified