Wargame Mechanics Index

Combat results table

Cross-reference odds or factors on a table for results.

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Watch it played 4 moments

  • 7:13–7:49
    11-Player Napoleonic Campaign | Fall 1813
    Little Wars TV · Volley & Bayonet
    Rule in play French vanguard drives back Austrian pickets

    Players check combat odds on the Combat Results Table, roll a d6, and apply a disrupted retreat result to the Austrian vanguard.

  • 49:10–50:18
    11-Player Napoleonic Campaign | Spring 1813
    Little Wars TV · Volley & Bayonet
    Rule in play Resolving combat on CRT and casualty table

    Oudinot sallies from Dresden to attack Tormasov, revealing forces of 50,000 versus 40,000; the players resolve 1:1 odds on the Combat Results Table and check the Casualty Table.

  • 3:28–4:12
    General Quarters 3 Rule Review
    Little Wars TV
    Rule explained Gunnery charts and hit modifiers

    Steve presents the gunnery combat results chart, explaining that although it looks dense and intimidating, players typically only need a couple of columns and modifiers to resolve surface gunnery.

  • 3:46–4:06
    Days of Knights 2 Rule Review
    Little Wars TV
    Rule explained Massed missile fire and the Bowfire Table

    Tony outlines how units shoot straight ahead, noting that massing fire is key and comparing longbows to crossbows before referencing the rulebook table.

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 5 games

2fire
Shooting Intensity ChartA Coat of Steel

Total shooting strength is cross-referenced with target size for an Intensity, then a Resolution card gives the result.

How it works

Sum the shooting strength of eligible bands (e.g. retinue bows 3 Flight/4 Sheaf, levy bows 2/3) and cross-index with target company size to get Intensity, modified (+2 vs cavalry, +1 sharp archery, -1 target with 3+ starting Courage, -2 rain into wind, -1 pavises). A Resolution card gives Falls Short, Scattered (Courage check, casualty draw), Galling (two casualty draws, Faltering check) or Discomfiting (also one mandatory casualty per 20 strength).

Total the Shooting Strength of all Archer bands in the company that can fire; find total (rounded down) against target company size (round down also) on the Shooting Intensity Chart to determine Intensity.
Download · p. 25, 26 Quote verified
2fire

One table, indexed by hits and troop class A-E, resolves both shooting and melee.

How it works

Hits from 1 to 10 are cross-referenced with the target's class to give no effect, recoil, recoil disrupted, flee disrupted and 1-5 stands lost. For example, 3 hits makes A/B recoil, C recoil disrupted and D/E flee disrupted. Units hosting or adjacent to a Hero General ignore the first three lines.

The number of hits scored is then cross referenced with the target troop class on the Combat Result Table, to ascertain the effect of the shooting on the unit.
Download · p. 30, 20 Quote verified
1fire
Combat Result TableCanvas Eagles

Combat Value is cross-indexed with 1d6 to give numbers of blue and red damage markers.

How it works

The CRT has combat value columns up to 17 and d6 rows; results like 'B', '2R' or 'B•3R' give blue and red hits (CV 11, roll 5 = one blue and three red). A combat value of zero or less has no effect though ammunition is spent and jams may occur. Cannons and AA fire use column shifts.

Roll 1d6 and find the intersection of the die roll and the combat value on the Combat Result Table: the table gives the number of “BLUE” and the number of “Red” hits suffered by the target.
Download · p. 17 Quote verified
1fire

Fire points (by stands and range) are cross-referenced with a die result for effects A-E.

How it works

Effects: A desultory (no effect), B disordered/battery silenced, C disordered and lose 1 stand, D lose 2 stands, E lose 3 stands or battery wrecked. Fire points are halved for disordered infantry, doubled for enfilade; +1 against limbered/column/mounted targets, -1/-2 for cover such as woods, towns, breastworks or sunken roads.

D - Deadly fire - troops disordered and lose 2 stands or battery wrecked
Download · p. 164 Words verified
1fire

Firepower minus defence picks a CRT column, and 2D6 is read for the result.

How it works

Firepower minus the target's defence gives the Combat Differential (FV-DV=CD), from -3 to +9; below -3 there is no effect unless it is artillery. Roll 2D6, add terrain and range modifiers, and cross-reference. Results are -, S, (S), D or E, and each successful firer rolls its own CRT. Minefields and overruns attack on fixed columns.

To determine this, subtract the target’s defense value from the attacker’s firepower value. If the difference is lower than -3 and not an artillery attack, it has no effect.
Download · p. 11, 123 Quote verified