Wargame Mechanics Index

Ammunition & fire limits

Ammunition tracking, depletion, reload.

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Watch it played 4 moments

  • 22:04–22:55
    Band of Brothers Crossfire Wargame
    Little Wars TV
    Rule in play Heavy machine gun ammo die check

    Tony opens fire with a heavy machine gun, rolling multiple dice including a green ammo die. He inflicts hits on the German-occupied building but rolls a 1 on the ammo die, triggering a jam/ammo exhaustion check.

  • 2:40–3:08
    Tombstone Tinderbox: A Complete Historical Wargaming Starter Box!
    Little Wars TV · Ruthless
    Rule explained Character cards track ammo and wounds

    Steve presents custom character cards in protective sleeves and demonstrates crossing off ammunition boxes and wound locations using a dry-erase marker.

  • 5:33–6:05
    Ruthless Rule Review
    Little Wars TV · Ruthless
    Rule explained Tracking ammo, wounds, and character traits

    Greg describes how players track revolver ammunition, wound statuses, toughness, and special traits on character cards. An example roster card for Doc Holliday is displayed on screen highlighting his stats and unique traits.

  • 10:12–11:05
    Fire as She Bears Rules Review
    Little Wars TV
    Rule explained National Doctrines and Ammo Depletion

    Greg and Steve discuss rules reflecting national tactical doctrine, including French rigging fire versus British hull fire, topgallant crew limits, and low-roll ammo depletion checks.

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 16 games

3fire

Each character has a firing card that only passes to its player (loading the weapon) if drawn while the Reload card is face up and the character is stationary.

How it works

If a firing card is drawn while the Reload card is face up and the character is stationary, the firing card goes to that character's player; otherwise it is discarded. A character may only use the Fire action if his player holds his firing card. The drawer need not reveal whose firing card it was, so opponents often cannot tell which weapons are loaded.

If it is a character's firing card, then if the reload card is face up on the table and that character is stationary, the firing card is passed to the appropriate character's player.
Download · p. 12, 13 Quote verified
3fire
Volley Fire / Reload MarkerVictory Without Quarter

Fully loaded units get +1, then carry a Reload Marker until a Reload card is drawn.

How it works

After firing a unit receives a Reload Marker and loses the +1 Volley Fire bonus. Markers are removed for both sides when a Reload card appears, or for a Steady unit given Hold orders beyond 12" of enemy foot. Events like Bad Powder impose a permanent marker.

The marker remains until a Reload card appears in the Order Deck (all markers in play are removed from both sides)
Download · p. 6 Quote verified
2fire
Archery tactic countersA Coat of Steel

A ward's arrow supply is the number of Flight and Sheaf counters in its Overall Order.

How it works

Archery tactics represent both firing modes and the limits on arrow supply; each volley expends a counter for the whole ward. Field guns may only fire every second turn and organ guns every fourth. Companies defending works get +1 intensity for extra arrows.

The Archery Tactics components represent both the different modes of archery barrage that were used in our era, along with limitations on ammunition that were a reality in English tactical usage.
Download · p. 19, 25 Quote verified
2fire
About Tanks (rate of fire)Dunn-Kempf

Tanks fire up to two rounds per bound, trading fire for movement.

How it works

Tanks may fire 2 rounds per bound; a second round at the same target subtracts 1 from the tens die. After 2 rounds a tank may not move. US tanks firing once may move half capability (over 50 m adds +2); Soviet tanks may fire one round on the move at +2. ATGMs may not move in the bound they fire. Each tank may use self-screening smoke twice per game.

All tanks may fire 2 rounds per bound at the same target or at different targets. If the second round is fired at the same target the hit probability is increased by subtracting 1 from the tens die.
Download · p. 20, 22 Quote verified
2fire
Smoke allocation and depletion numbersMicro Armour: The Game - WWII (2nd Edition)

Smoke missions, infantry AT weapons and special ammunition run out.

How it works

Each artillery stand has smoke missions equal to scenario turns x 0.3 (rounded down), recorded by stand. A stand with a 'D#' (bazooka, PIAT, Panzerschreck) loses its AP ability for the rest of the game when an unmodified AP CRT roll is at or below #. Optionally, a natural 20 on a fire roll means the stand is low on ammunition and may only fire back at stands that fired at it.

Whenever a stand marked with a “D#” in the Order of Battle or Weapons Data Table uses its AP firepower and the unmodified CRT roll result is equal to or less than the number following the “D” the platoon is out of ammo
Download · p. 14, 44, 50 Quote verified
2fire

Shot and shell are drawn as tickets dropped on the firing square, with reload time to change projectile.

How it works

Each ship has an ammunition allowance by type chosen beforehand; one ticket is dropped per A, B or C gun fired, on the firing square, naming the target. Tickets must be ready a move in advance and changing projectile needs reload time. Non-QF 10-inch, 6-inch and 4.7-inch guns fire every two moves; strategical ammunition is 10-20 rounds per gun.

A player wishing to fire drops one of these for every A, B, or C gun fired, while he is moving, and on the particular square he fires from, at the same time indicating the ship fired at.
Download · p. 9, 10 Quote verified
2fire
Out of ammo, jams and Fix gunThe Rules With No Name

Rolling 1s when blazing away empties or jams the gun.

How it works

If 1s equal 6s, the shot hits but the gun is out of ammo. More 1s than 6s is a miss and out of ammo, needing a Reload action. Two or more extra 1s jams the gun, and a Fix gun roll clears it on 5-6, fails on 3-4 and destroys it on 1-2. Optional muzzle-loaders need a shared Reload card face up before their firing card can be returned. Shotguns are always out of ammo after firing.

If two or more 1’s than 6’s are rolled the gun is jammed, he misses and the gun must be fixed before he can fire again.
Download · p. 4, 3, 20 Quote verified
1fire
Bursts, ammunition drums, jammingCanvas Eagles

Burst length spends ammo boxes on drum-fed guns, and long bursts risk jams.

How it works

Lewis, Hotchkiss and Parabellum guns cross off 1/2/3 ammo boxes for short/medium/long bursts and must reload when a drum row is empty (pilots only during simple straight manoeuvres). After a long burst roll 1d6: 5-6 jams; unjam on 4-6 in the recovery phase. Belt-fed Vickers/Spandau are unlimited (optional 20-box limit).

Players who fire long bursts must test their weapons for the possibility of jam- ming. Roll 1d6 and if a 5 or 6 is rolled, the weapon has jammed
Download · p. 19, 21 Quote verified
1fire
Fire MissionsHail of Fire

Artillery units may fire for effect only a limited number of times per game.

How it works

Light artillery has 4 fire missions per game, Medium 3 and Heavy 2. Flamethrowers are one-shot weapons that become standard teams after firing.

Each Artillery Unit may Fire For Effect a limited number of times per game, based on its weight. 4 for Light, 3 for Medium, 2 for Heavy.
Download · p. 13, 33 Quote verified
1fire
Ammunition (optional)Hoplomachia

Optional limits on how many belos charges or shots each type can make.

How it works

Hippeis may perform only 2 belos charges per game, peltastes 3 at printed strength (then psiloi strength) unless defending, psiloi unlimited, and toxotes 12 shots if records are kept.

Hippeis may perform only 2 Belos charges a game.
Download · p. 47 Quote verified
1fire

A howitzer battery can fire only 50 Züge with its normal ammunition.

How it works

A howitzer battery carrying only its ordinary ammunition may fire for 50 Züge. Ammunition wagons are placed 1000-1500 paces behind the first two lines at the start of the action.

Jede Haubitzbatterie, wenn sie nicht mehr als ihre gewöhnliche Munition mit sich führt, darf nur 50 Züge hindurch feuern.
Download · p. 50, 57 Quote verified
1fire

Naval guns hit automatically but need extra reloading.

How it works

Naval guns cannot be pushed or limbered, use the Solid Shot procedure but automatically hit, and re-roll unsuccessful 'to kill' rolls. After shooting, five Fire Markers (rather than the usual three) are placed next to the gun; normal reloading and reaction rules apply.

After shooting place five (rather than the usual three) Fire Markers next to the gun.
Download · p. 90 Quote verified
1fire

Guns and torpedo tubes have fixed reload intervals.

How it works

12-inch guns fire once every 1.5 minutes and 8-inch once a minute; all guns and tubes start loaded. Reloading a torpedo tube takes five minutes.

It requires five minutes to reload a torpedo tube.
Download · p. 7, 8 Quote verified
1fire
Rounds & Reload 3 ShotsRuthless

Ammunition is crossed off on the character card per shot and reloaded by action.

How it works

Each shot crosses off a round on the character card; the Reload action restores three shots. Weapons have fixed capacities from the weapon table; bows reload free.

Ammunition is marked off here, then erased as shots are reloaded.
Design Guide · p. 1 Quote verified
1fire
Ammunition Supply and SmokeThey Died For Glory

Artillery ammunition types are limited per game, and repeated infantry fire is penalised by smoke.

How it works

Canister can be fired only twice per game, shot ten times, and Prussian shell four times (not against buildings). An infantry battalion or mitrailleuse that fires places a smoke marker and suffers -1 on a second fire in the same turn. Muzzle-loader armed units cannot reload while prone.

(1) Can only be fired twice per game. (There is no pre-roll.) (2) Can only fire ten times per game. (3) Can only fire four times per game.
Download · p. 15, 17 Quote verified
1fire

The Type VIIA carries seven torpedoes, and each shot spends one.

How it works

A Torpedo token is removed for every shot, hit or miss, and only one may be fired per turn. The Type VIIC upgrade carries 14 and may fire two at once, split between two adjacent targets at Periscope Depth. A double salvo automatically triggers destroyer detection.

You may only fire one torpedo per turn. You must remove a Torpedo token in order to fire at a target.
Download · p. 2, 7 · found on p. 3 Quote verified