Wargame Mechanics Index

Battle debris markers

Combat leaves persistent wreckage or debris markers on the table that hinder or disorder units crossing them.

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How games do it 3 games

2env

Every destroyed tank is replaced by a persistent wreck marker that acts as terrain, hindering movement and blocking roads until cleared.

How it works

When a tank is removed it is replaced with a wreck marker, which gives cover and does not count for overlap. Two or more wrecks in one space count as Rough Terrain 3. A stand moving through a wreck on a road must pay either the road or the wreck cost and cannot use the road movement rate there. Recovery vehicles, dozer-blade vehicles, large transports and heavy tracked vehicles can clear the road by sitting on the wreck and passing a cohesion roll in the marker-removal phase, after which the marker stays but the road rate resumes.

If two or more wrecks occupy the same space, treat it like Rough Terrain 3 instead. 9.2.2 If a wreck is located on a road or track, moving stands may choose to pay either the cost of the underlying terrain or the cost of the wreck.
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2env
Flotsam markerOi Navarcoi!

Melee sites leave wreckage that slows and disorders squadrons crossing it.

How it works

After a rout, a flotsam marker about the size of a squadron in epi mias is left where the melee was fought. Any squadron crossing it, even partly, moves at half speed and becomes Disordered.

Any squadron crossing the marker even with a small part must move at half speed and is Disordered, if not already
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1env

Destroyed vehicles stay on the table as wrecks that give concealment to fire through them and count as Difficult Terrain.

How it works

A destroyed vehicle is not removed but left in place. Fire traced through it gets concealment, and units crossing it treat it as Difficult Terrain and so move at a penalty. It is a simple persistent obstacle with no clearing procedure.

WRECKS - Destroyed vehicles are left on the table, offering concealment when fired through and counting as Difficult Terrain.
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