Wargame Mechanics Index

Line of sight & cover

Visibility and protection modify or block fire.

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Watch it played 4 moments

  • 9:00–9:30
    Capturing Alfred the Great Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Watchtower archers take cover saves

    Danish archers shoot at Saxon archers in a watchtower, scoring two hits. The defender rolls cover saves (needing 4+) and armor saves (needing 2 or less), resulting in one casualty.

  • 9:47–10:33
    Band of Brothers Crossfire Wargame
    Little Wars TV
    Rule in play Mortars laying smoke screen

    Greg calls in American mortar smoke to mask his paratroopers pinned in the road. He rolls four dice, scores two hits, and places smoke puffs on the table to block German sightlines and prevent reactive fire.

  • 10:33–11:22
    Bunker Hill 250th Anniversary Wargame
    Little Wars TV
    Rule in play Hidden American skirmishers reveal in Charlestown

    Tom reveals two hidden American skirmisher units concealed in Charlestown and fires into the British flank. The attack forces the British to divert a regiment and lifts the restrictions against bombarding the town.

  • 10:58–12:05
    Bolt Action St. Nazaire Wargame
    Little Wars TV
    Rule in play Ambush fire snipes commando squad leader

    As British commandos rush forward, a German heavy machine gun team reveals itself from an ambush order to open fire at point-blank range through cover. After rolling hits, a roll of six followed by another six triggers the exceptional damage rule, allowing Keith to eliminate the commando squad leader directly.

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 27 games

2fire
Fire Arc templates & Blind SpotCanvas Eagles

Per-weapon arc templates by clock position and altitude band define legal targets, with a rear blind spot.

How it works

Templates combine clock positions with Low/Same/High altitude bands (e.g. '6 O'clock Low'); shaded arcs allow fire but force a dive or climb after medium/long bursts. Rigid (R/RR), flexible (F/FO) and wing (W) mountings differ. Observers cannot fire into the hex directly behind at the same altitude unless their aircraft climbed.

The first hex directly behind an aircraft is called, “The Blind Spot”. Observers may not normally fire at targets in the “Blind Spot” because their aircraft’s tail assemblage interferes with their arc of fire.
Download · p. 12, 13, 15 Quote verified
2fire
Half Hex Rule and terrain protectionHordes & Heroes: Ancients & Medieval

Shooters need to see more than half of the target hex, and terrain blocks or adds armour.

How it works

Shooters must see more than half the target hex and cannot shoot through woods, built-up areas or impenetrable terrain. They may shoot only one hex into woods or towns, which give +A2. Steep escarpments give A1/A2 to defenders above. Hard targets (war wagons, walls) are immune to shooting, though shooters behind them can be suppressed at 1:1 or 2:1 stand ratios.

Shooters must be able to see more than half the target hex in order to shoot (see diagram).
Download · p. 20, 25 Quote verified
2fire

A firer must roll over the summed density of intervening woods to get a shot; cover protects specific body parts.

How it works

Each loose wood/scrub between firer and target counts 1, each dense one 2; the firer must roll a die higher than the total or he stands instead. Hits in woods are stopped by a tree on 4-6. Behind solid cover, hits on protected body parts only force a duck back; behind a wooden wall or fence a shot penetrates on 1-2 (damage die -1).

The firer must throw a dice and score more than the total density to be permitted to fire. If he fails the throw he stands instead.
Download · p. 14, 17 Quote verified
2fire
Fire zones, volley vs skirmish, obstructionLongstreet Lite

Each base fires down a 1BW fire zone; infantry volley in the open or skirmish through cover, artillery is obstructed.

How it works

The first base the 1BW zone touches is the target, with priority directly ahead then up to 45 degrees. A volley requires a zone free of cover and crests; otherwise the base skirmishes, which is never obstructed but hits only on 6s. Artillery fire passing obstructing terrain penetrates only 2BW further and cannot shoot over a crest.

A base may volley if it can lay down a fire zone to its front, up to short range (6BW) that does not pass through any cover, nor over the crest of a hill, prior to hitting an enemy.
Download · p. 11, 12 Quote verified
2fire

Defenders behind the outer palisade are only visible if touching it.

How it works

Figures behind the outer palisade can be seen from outside only when in contact with it; otherwise they are out of line of sight. A defender touching the outer palisade gets solid cover.

figures behind the obstacle can only be seen from the outside if they are in contact with the Palisade.
Download · p. 91, 92 Quote verified
2fire

Cover and open order are handled by a hidden saving throw rolled by the umpire.

How it works

Players only control mechanisms their historical counterparts would; factors like target cover and open order are resolved by the umpire's saving roll.

There's a saving throw, dice rolled by the umpire, to cover things like cover, open order, and other things that the Imperial players can't control
Download · p. 9 Quote verified
2fire
Cover and clear shotsThe Rules With No Name

Cover protects specific body parts, and flimsy cover may be penetrated.

How it works

Firing round a corner exposes head and chest (plus arms depending on weapon), and the head is always visible unless ducked back. Hits on protected parts behind solid cover only force a duck back. Wooden walls are penetrated on 1-2. Brush gives -1 die, and other characters can block and take hits. Outdoors, a d6 must beat the total density of scrub and woods on the line of fire to get a clear shot at all.

If he is only behind something like a wooden building wall or fence, then throw for each shot that hits cover: 1, 2 - shot penetrates, target hit, subtract one from the damage dice
Download · p. 8, 19 Quote verified
1fire
Cover and line of sight2 by 2 Napoleonics

Friendly units, woods and copses block sight; towns, walls and hedges give cover.

How it works

Line of sight is traced from the two widest points of the shooter's base to the two furthest points of the target. Infantry in town or behind wall/hedge gets -1 to be hit; light infantry in woods -1. Cavalry never receives terrain cover.

‘Cover’ = town, behind wall or hedge (not woods)
Download · p. 10, 13 Quote verified
1fire
Bloody Hollow / hedges / dismounted dragoonsBattle of Aughrim Black Powder amendments

Battlefield-specific fire and cover rules derived from walking the ground.

How it works

One battalion at the head of the Bloody Hollow re-entrant may fire overhead; the thick northern hedge line counts as light cover for Jacobites; the Attibrasil crossing counts as difficult going, and dismounted dragoons count as skirmishers for all firing.

we now allow overhead fire from one battalion at the head of the re-entrant.
Download · p. 50, 53 Quote verified
1fire
What Can Be SeenDunn-Kempf

Line of sight is checked over the 3D terrain board with a straight edge; smoke blocks it.

How it works

Targets must be within 45 degrees left or right of the firing system and in uninterrupted line of sight, verified with a straight edge or tape. A curtain prevents a helicopter view of the board. Weapons may not fire through smoke except high ground to high ground at controller discretion. Hull-down targets add +1 to the required roll.

If the line of sight is blocked by terrain, an engagement may not take place.
Download · p. 9, 11, 21 Quote verified
1fire
CoverFUBAR

Cover worsens the firer's Expertise target; defined cover areas block LOS.

How it works

If at least half the unit is in cover the whole unit benefits: Soft +1, Moderate +2, Hard +3 to the firer's required roll, but never worse than 6+. Fire into or out of cover only if within 2" of its edge; targets in the same cover area only within 6". Flamethrowers and tank cannon ignore cover.

If the target of a firing attack is in cover the number the firer needs to roll to hit (its' expertise) is modified as shown below
Download · p. 1 Quote verified
1fire
Terrain savesFistful of T-34s

Hits on targets in difficult terrain are avoided on 5+, and difficult terrain blocks LOS unless the stand is at its edge.

How it works

Each hit on a target in difficult terrain gets a 5+ save. Difficult terrain blocks LOS unless the stand is on its edge. Optional spotting keeps stationary stands in cover hidden until enemies come within 4".

If the target is hit but in Difficult terrain, roll 1d6 for each hit. On a result of 5+ the hit is avoided.
Download · p. 3, 4 Quote verified
1fire
Concealment and Hard CoverHail of Fire

Concealment makes a team harder to hit, and Hard Cover improves its RFP survival.

How it works

Woods and fields give Concealment (+1 to hit); buildings and stone walls give Concealment and Hard Cover. Area terrain can be fired into but not through. Linear obstacles give Hard Cover only to a Team touching them on the side away from the fire, and fire from both sides counts as unprotected. HE ignores Concealment against soft targets.

Firing at Concealed Teams applies a +1 penalty to Fire rolls. Hard Cover improves a Team's chances of survival when resolving RFPs.
Download · p. 10, 7 Quote verified
1fire
Belos targetingHoplomachia

Shooters need clear line of fire, must engage what is directly ahead, and suffer for cover and shields.

How it works

Only front ranks fire (toxotes may add a second rank at +1). Stands must fire at units directly ahead or deviate within 22 degrees, spreading fire one stand per stand unless impossible. Targets behind walls/palisades give -1; shooters may fire over a phalanx only from uphill when neither moved; higher shooters gain 1" range.

They must fire at any unit directly ahead of them; if there is no target directly in front, they may deviate to the next nearest enemy, as long as the target is within 22º.
Download · p. 40 Quote verified
1fire

Cover changes both the firer's die and the target's losses.

How it works

Covered skirmishers fire with the better die II. Infantry holding wood edges, villages, walls or dykes suffer half losses from musketry and canister and reduced losses from ball and shell; troops wholly behind 200-pace woods, whole villages or high dykes take none except from shell. Artillery effect depends on intervening ground (marsh, hedges, slopes over 10 degrees give the poor die).

Die Infanterie , welche die Lisieren der Wälder , Dörfer, Stadtmauern, Dämme und Gräben besetzt hat und sie vertheidigt , erleidet durch Gewehr- und Kartätschfeuer die Hälfte
Download · p. 54, 55, 56 Words verified
1fire

Skirmish order, fieldworks and buildings halve infantry fire and penalise artillery.

How it works

Infantry fire dice are halved against artillery or skirmishers and halved again against targets in fieldworks or buildings. Artillery takes -2 against targets in fieldworks/stone buildings or in skirmish order.

Halve the total if firing at artillery or skirmishers, halve again if target in fieldwork or building. Halves round up.
Download · p. 28 Quote verified
1fire

Fire arcs, gaps, overhead fire and cover restrict who can be shot.

How it works

Artillery and small arms have a 20-degree arc either side of the base front. Artillery may fire through a gap only if it is at least double the battery frontage, may not fire over friends unless a contour higher (and the enemy is 10" beyond them), and nobody may fire into a close action. Cover halves small-arms dice; units deep in woods can only be engaged by 'suspicion fire'.

Artillery is prohibited from firing over friendly troops unles the artillery is at least 1 contour higher than the friends or if friends are prone (except firing canister).
Download · p. 15, 16, 20 Quote verified
1fire
Line of Sight and Terrain EffectsMicro Armour: The Game - WWII (2nd Edition)

Centre-to-centre LOS is blocked by terrain and some stands, and target terrain penalises both the fire roll and the CRT roll.

How it works

LOS runs centre to centre and may enter blocking terrain but not pass through it. Personnel stands block LOS only to other personnel, while vehicles and weapons block everything. Target terrain modifiers apply to both the 'to fire' cohesion roll and the CRT roll and stack (e.g. medium IP + medium buildings = +5/+5 to the cohesion roll, +10 to the CRT roll). Smoke and impact markers block LOS and add +3 to fire into or out of them. Ambiguous LOS favours the defender.

A line of sight may not be traced through terrain which blocks line of sight. However, it may be traced into or out of the terrain type.
Download · p. 8, 9, 38 Quote verified
1fire

Each intervening piece of cover blocks a hit on 4+.

How it works

Each wall, fence etc. between shooter and target blocks the missile on a d6 roll of 4+. Enemies more than 2" deep in woods or inside buildings (not at a door/window) cannot be targeted.

each piece of cover between the shooter and the target (walls, fences, etc), has a chance to block the missile on a D6 roll of 4+.
Download · p. 15 Quote verified
1fire
Line of SightReal Time Wargaming

Units block line of sight; buildings give cover.

How it works

Fire has a 360-degree arc, but units cannot shoot through friendly units; they may shoot into close combat. A unit partially obscured by buildings is only hit on 6+.

The enemy unit is not in Line of Sight. And remember, you can’t shoot through friendly units!
Download · p. 6, 13 Quote verified
1fire

Cover is a property of squares; cane-shielded archers always count as protected.

How it works

Heavy foot archers, carrying cane shields, receive fire at all times as if they were in a protected square.

Since Hvy. Ft. Archers have cane shields, they receive fire at all times as if in a protected square.
Download · p. 13 Quote verified
1fire

Ships block gunfire across them.

How it works

Gun fire cannot be scored on a ship over any intervening ship, friendly or hostile.

Gun fire shall not be scored upon a ship over an intervening ship whether the intervening ship be friendly or hostile.
Download · p. 12 Quote verified
1fire

Soft and hard cover penalise shooting; line of sight required for reaction shots.

How it works

Targets in partial or soft cover give -1 to hit; hard cover (rocks, buildings) gives -2. Lily Livered characters must move to and remain in cover.

-1 Target in partial or soft cover -2 Target in hard cover (rocks, buildings)
Download · p. 1 Quote verified
1fire
Line of Sight, Hidden and CoveredTercios: Brevis Editio

Fire needs a clear line from the Front Centre to any enemy Centre; terrain can block it or give cover.

How it works

The line may not pass through units or vision-blocking terrain and needs a 3" gap between obstructions. Hidden terrain on the line blocks fire unless shooter or target is inside the same piece. Covered terrain gives the target Courage+ to resist damage; Hidden terrain also prevents units inside from being charged.

you will need to draw a straight line from the Front Centre of your unit to any Centre of the enemy unit.
Download · p. 14, 15, 18 Quote verified
1fire
Line of Sight and Overhead FireThey Died For Glory

Fire needs a clear line within a 60-degree arc; units, buildings, hills and woods block sight, with overhead-fire and dead-zone rules.

How it works

Line of sight is blocked by any units (including skirmishers and prone units), buildings, hills and woods; troops in woods or buildings are only sighted at close range or when they fire. Fire over intervening units is allowed from or to a higher contour if those units are nearer the higher unit, and dead zones behind walls or woods protect from overhead fire. Prone targets give -1 to hit, and fire into woods is limited to 4".

Line of Sight is blocked by other units (both friendly and enemy, including skirmish and prone units), buildings, hills, and woods.
Download · p. 15, 16 Quote verified
1fire
Line of sight, Cover and ObscureThis Hallowed Ground

LOS is drawn from the unit leader point; targets may be in cover, obscured or both.

How it works

LOS is from the unit leader point to targets in the front arc; full LOS needs half the target's facing visible. A unit within half an inch of an obstacle with half its facing behind it gains Cover, which also counts as Obscure (modifiers stack). Obscuring terrain applies if it cuts LOS to half the target, but a unit may see through up to 1" of terrain it occupies.

Any unit that gains a cover bonus is also considered to be obscured (the modifiers stack).
THG 24-pg · p. 6, 16 Quote verified
1fire
Cover and field of fireVictory Without Quarter

Cover penalises shooting; field of fire is a band to the front.

How it works

Soft cover -1, hard cover -2 for small arms. Against artillery, hard cover adds one range category and is destroyed on 5+, and cannot be hit at long range. Artillery needs line of sight but may fire over friends from higher ground if no friends are within 8" of the target.

Hard cover adds one range category, but is considered destroyed on a 5+.
Download · p. 5, 6 Quote verified