Wargame Mechanics Index

Dice pool fire

Dice count from unit strength; each success scores.

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Watch it played 4 moments

  • 8:20–9:03
    "Star Wars" Endor Wargame
    Little Wars TV
    Rule in play AT-RT walker opens fire on speeder bikes

    Brian consults his unit upgrade cards to select his AT-RT's rotary cannon, rolling a large dice pool against Imperial speeder bikes. Miles then rolls defense saves and fails.

  • 9:47–10:41
    High Plains Drifter Tabletop Game
    Little Wars TV · Ruthless
    Rule in play Fan firing knocks Dan Carlin unconscious

    A town defender fans the hammer at outlaw Dan Carlin, scoring multiple hits before rolling on the wound chart.

  • 12:00–12:44
    Winter Kharkov Wargame
    Little Wars TV · A Fistful of TOWs 3
    Rule in play German direct fire against woods

    Tony adjudicates German direct fire on Soviet infantry in woods, calculating a target number of 3+ across an eight-dice pool; six hits are scored, and Chao rolls saves.

  • 12:12–12:55
    Crusader Acre 1189 Wargame
    Little Wars TV · Lion Rampant
    Rule in play Resolving missile fire and courage test

    Carl rolls twelve dice for his full-strength horse archers, scores hits against the Turcopoles' armor, tracks the reduced strength points, and prompts a courage test.

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 17 games

2fire

Cannon roll dice and the total of the dice is the number of kills.

How it works

Heavy cannon (crew 3) roll 2d6 and light cannon (crew 2) roll 1d6; the sum of the dice equals the kills. The scenario's 18-pounder has 3 special shots of 3d6 before reverting to heavy cannon.

Cannon. Sum of all dice equals the number of kills.
Alamo Ruleser · p. 3, 1 Quote verified
2fire
Firing ProcedureHail of Fire

Each firing team rolls dice equal to its Rate of Fire, with each 4+ a hit spread across teams near the target.

How it works

The player declares one target Team, and modifiers (+1 Concealed, +1 Long Range up to twice range) raise the target number. Hits go first to the target, then to other Teams within 4 inches in LoS and range, and to Small Teams last. Each non-vehicle Team takes at most 1 hit per Fire order and adds RFPs equal to the weapon's Firepower. Teams that have taken hits cannot be hit again by the same enemy unit that turn except through Hero Points.

Each firing Team rolls a number of Fire Dice equal to their weapon's Rate of Fire (RoF), trying to roll 4+, applying the following modifiers
Download · p. 7 Quote verified
2fire
Shooting: deliberate fire or blazing awayThe Rules With No Name

The shooter rolls a range-based number of dice looking for 6s, either deliberately (one hit max) or blazing away (multiple hits, ammo risk).

How it works

With deliberate fire, any 6 is a single hit, and the character may Aim first (+6 dice rifle, +4 pistol, if he acts again before the target moves); Citizens cannot fire deliberately. Blazing away adds dice (+1 breech-loader, +2 repeater, +3 pistol) and each 6 hits, up to 1, 2 or 3 hits by weapon. A shooter left with zero or fewer dice may still try a lucky shot: three dice needing two 6s.

Blazing away: Each 6 rolled gives him a hit on his target, except that breach loaders may only hit once, repeating rifles up to twice, and six shooters up to three times.
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1fire
FiringFUBAR

Each figure rolls one die per weapon Fire Point; each die meeting Expertise is a hit.

How it works

Figures roll dice equal to their weapon's Fire Points (rifle 1, SMG/LMG/shotgun 3, HMG 4, heavy cannon 6) needing to equal or exceed the unit's Expertise (Green 6+, Seasoned 5+, Veteran/Elite 4+). Fire may be split among targets. Aimed Fire gives +1. Natural 6 always hits, natural 1 always fails.

Each figure in a Unit throws one die per Fire Point, trying to equal or exceed their Expertise rating. Each die that does so is a Hit.
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1fire

Roll a d10 per four infantry figures firing, or per artillery gunner.

How it works

Infantry roll 1d10 per 4 figures firing from two ranks deep, using a 45-degree arc from each front corner; no split fire. Artillery rolls 2d10 per gunner at short range and 1d10 per gunner at long range, scoring against the chart value for the target.

Artillery (short range): Roll 2 D10 for each gunner (1st number shown in above table)
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1fire

Roll dice equal to Rate of Fire; each modified 4+ is a hit.

How it works

All fire against a target is declared before rolling; LOS is required and fire through friendly stands is not allowed. Modifiers: +1 Good/Excellent quality, +1 short range, -1 long range, -1 if suppressed or firing on overwatch. Excellent stands gain +1 ROF. Against infantry, the weapon's Anti-Infantry modifier also applies.

Roll to hit by rolling a number of d6s equal to the stand's rate of fire (ROF). Each die with a result of 4+ is a hit (including cumulative modifiers).
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1fire

Heavy weapons and artillery fire their Firepower dice at range.

How it works

Units with a ranged Firepower (e.g. FP 5 (3"), 105mm FP 3 (24")) target enemies in range and line of sight using the same 5+ hit procedure. Line-of-sight spotting needs a friendly unit within 6 inches of the target; Outposts spot to 12 inches.

Units noted with a ranged Firepower may target enemies within range and line of sight using the same hit procedure with their Firepower.
Download · p. 5 Quote verified
1fire

Light troops and bowmen roll dice per base, each 6 inflicting a DP.

How it works

Range 4" for light troops, 8" for bowmen; nearest target with clear line of sight. Bowmen within 4" roll 2D6 per base, others 1D6; halve dice vs LI, cataphracts, cover or HI frontally; -1 die per DP on the shooter; minimum 1 die. Every 6 inflicts 1 DP.

Roll 2 D6 for bowmen base within 4”. 1 D6 for others. Halve dice if shooting at LI, or cataphracts, or at a target in cover
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1fire
Rolling to Hit / Rolling to KillLongstreet Lite

Each firing base rolls dice to hit on 4+, then remaining hits are rolled again to kill bases.

How it works

Front-rank infantry bases and unlimbered guns fire one die per base (canister two). Hits on 4+ (+1 dense target of 3+ ranks or enfiladed; -1 artillery vs cover; -1 volleying from difficult terrain); skirmish fire always hits on 6. Hits accumulate; after morale cards, the shooter rolls one die per remaining hit, each 4+ removes a base. Firing infantry are marked with smoke and cannot charge.

He rolls a number of dice equal to the hits on that unit, and each successful roll results in a “kill”: a base removed from the target unit.
Download · p. 11, 13, 14 Quote verified
1fire

Roll one d6 per firing company (or group of three skirmishers) less DPs; 6s inflict DPs.

How it works

Dice = companies firing minus DPs on the unit, halved against artillery or skirmishers and halved again against targets in fieldworks or buildings (round up). Each 6 inflicts 1 DP; skirmishers re-roll 5s and inflict 1 DP on a subsequent 4-6. Only skirmishers may fire and move in the same turn; musket range 0-8", rifle 0-10".

Roll one D6 for each company or group of three skirmishers firing, minus the number of DPs on the firing unit.
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1fire

One die per company firing, minus DPs, with 6s inflicting DPs.

How it works

Musket 0-8", rifle 0-10". Roll one D6 per company (or group of three skirmishers) minus the unit's DPs; halve vs artillery or skirmishers, halve again vs fieldworks/buildings, rounding up. Each 6 inflicts 1 DP; only skirmishers may fire and move in the same turn.

Roll one D6 for each company or group of three skirmishers firing, minus the number of DPs on the firing unit.
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1fire

Fire uses handfuls of d6 per stand, with stands able to score multiple hits at close range.

How it works

Mahdist fire is weak and mainly causes disorder; Imperial fire, especially formed British infantry and machine guns, is very destructive.

This is based on a very traditional 'big handfuls of D6s' approach, with a chance of each stand scoring more than one hit for close range shooting.
Download · p. 9 Quote verified
1fire

A unit rolls dice equal to its Shoot value; each die meeting the target's Defence is a success.

How it works

Roll D6 equal to modified Shoot value; each die equal to or above the target's Salvo Defence (small arms) or Artillery Defence (guns) is a success. Ranges are fixed per weapon: pistol 4", arquebus 8", musket 12", light gun 18", medium gun 24", heavy gun 36". Ready reduces Shoot; firearms firing as a reaction gain Shoot+.

Each die that rolls a number equal to or higher than the enemy´s Defence shall be deemed a Success.
Download · p. 14, 21 Quote verified
1fire
Infantry Fire TableThey Died For Glory

Infantry roll one die per three figures, each die meeting the target-formation number kills one figure.

How it works

Count live figures and roll one die per three (muzzle-loaders one per six, mitrailleuses three dice per gunner). The required roll depends on the target's formation: e.g. at 0-12" 5-6 vs skirmishers or artillery, 4-6 vs line, 3-6 vs deep column, 2-6 vs column, 1-6 vs cavalry column. Firing at buildings or prone troops behind obstacles halves the dice instead of applying a modifier.

count the number of live figures in the unit and roll one die for every three figures (round up all fractions).
Download · p. 15, 16 Quote verified
1fire

Units roll a pool of d6 set by formation, scoring hits on a modified target.

How it works

Rules: base to-hit 3+ with die modifiers (+1 point blank, +1 target in column/limbered or mounted, +1 Sharpshooters, -1 moved, -1 over half range, -1 cover, -1 obscure, etc.); 1 always misses and 6 always hits; if 7+ needed, halve the dice and hit on 6s. Shaken units halve dice. v4.4 instead fixes to-hit at 4+ and applies modifiers to the dice count (e.g. +4D6 against march columns, -2D6 against cover, minimum 2D6).

The basic to-hit value for shooting is 3+.
THG 24-pg · p. 15 Quote verified
1fire
Target ScoreTrafalgar 1805

A broadside rolls d6 equal to its Target Score; 5s and 6s hit at Gun Shot or closer.

How it works

Target Score = current broadside Gunnery minus range deduction, +2 stern rake, +1 bow rake, +1 British, -1 Spanish, +1 first shot. E.g. an undamaged British 74 stern-raking at Musket range rolls 5+2+1(+1 first shot) dice. At Random Shot (extreme range) all ships roll one die hitting on 6.

The final Target Score gives the number of dice (D6s) to roll.
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1fire

Roll d6 per stand; each 5+ (foot/horse) or 4+ (artillery) is a hit, with saves for some targets.

How it works

Foot roll 3d6 per stand of shot, trotter horse 2d6 per stand, artillery 3d6 per stand (4d6 vs enfiladed, pike stand or column, 2d6 if shaken). Firelocks add 1d6 per stand; shaken units lose 1d6 per stand. Saves: cuirassiers 6+ medium/5+ long, horse 6+ long, artillery 5+, open order vs artillery 4+. Units must target the closest enemy unless passing a morale test.

Roll 3d6 for each stand of shot in a regiment. Score a hit on a 5+.
Download · p. 5, 6 Quote verified