Wargame Mechanics Index

Indirect & artillery fire

Spotting, templates, deviation, bombardment.

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Watch it played 4 moments

  • 2:31–2:46
    Siege of Carthage Wargame
    Little Wars TV
    Rule in play Ramming gates and onager artillery fire

    Roman forces push battering rams against Carthage's gates and calculate shooting modifiers for two onagers targeting the defending stands.

  • 5:06–5:31
    Epic D-Day Wargame (Part 2 of 2)
    Little Wars TV
    Rule in play Air and naval combat upshifts

    British commander Chal uses airstrike and naval gunfire support cards to upshift his combat column against German defenders outside Caen.

  • 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.

  • 15:48–16:38
    75th Anniversary Battle of Berlin Wargame
    Little Wars TV · A Fistful of TOWs 3
    Rule in play Soviet artillery bombardment suppresses Kroll Opera House

    Soviet players coordinate their off-table artillery batteries against German defenders sheltered in the ruined Kroll Opera House. They tally gun factors, roll for hits against hard cover, and check quality to suppress the occupants.

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 12 games

3fire
Indirect FiresDunn-Kempf

Artillery is pre-planned or requested with turn delays, approval rolls and range/deflection error.

How it works

Soviet fires follow a fixed pre-game schedule that can only be lifted or shifted; US fires use a target list, requested one turn and arriving call turn +2 (reference points) or +3 (targets of opportunity), with supporting fires needing approval rolls (e.g. 155mm 4+, 4.2in mortar 5+). Range and deflection errors are diced in 50 m/25 m steps except for once-per-game final protective fires. A template ellipse covers targets; one die per vehicle gives suppression or kill by target type (kill of tanks on 6).

Fire on known reference points (listed target numbers) and receive it the second turn following the request, or, 2) Fire on a target of opportunity by adjusting from a known reference point and receive it on the third turn following the request.
Download · p. 14, 16, 17, 18 Quote verified
3fire
Artillery fire (direct, indirect, off-map)Micro Armour: The Game - WWII (2nd Edition)

Artillery places impact markers in sheaf patterns that persist all turn, with plotted indirect missions delayed by national doctrine.

How it works

Each battery section places one 1" impact marker in a closed (one spot) or open (line) sheaf. The markers attack every stand under them, friend or foe, and any stand that moves in during the turn. Indirect missions are plotted by an FO or HQ with LOS, arrive 1 (US, late UK), 2 (German, early UK) or 3 (others) turns later, and need 'to arrive' and 'to deviate' cohesion rolls. Deviation is 1D8 direction and 1D8/2 inches. Mission types are support, pre-registered (-2, 1-turn call), adjusted, barrage (+2 CRT) and multi-turn duration, and the number of FOs depends on nationality.

Indirect artillery fire arrives some turns after it is successfully plotted depending on the nationality as follows
Download · p. 13, 15, 16, 17, 18, 19, 20 Quote verified
2fire
Preliminary Bombardment and GonnesA Coat of Steel

Pre-battle bombardment attacks army morale; field and organ guns fire at intervals during battle.

How it works

A side with three or more guns including a bombard totals 1 per field gun and 2 per bombard (+2 for an expert gonner) plus 1d6; beating the enemy by 3+ places the 'Vex us with shot' verse on their Chronicle. In battle guns cannot move, fire last without needing orders, and crews flee if enemies come within 4". Rain or snow stops all gunpowder weapons.

This is more an attack on his foe’s morale rather than one on his men’s bodies, and will only have effectiveness against their army morale
Download · p. 24, 25 Words verified
2fire

Each artillery stand gives a 2" template, called in on 4+ by any stand with LOS, and the template stays in place until the next artillery phase.

How it works

Roll 4+ to call (availability +1 for Excellent). Roll 1d6 per stand under the template: unarmoured in the open die on 6 and are suppressed with a QC on 4-5; armoured or covered stands are suppressed with a QC on 6 and suppressed on 4-5. The template remains, and any stand touching it while moving is attacked. On-table mortars are always available but hit one stand. Smoke may be placed instead to block LOS.

Artillery templates remain until the Attacker's next artillery phase. Any stand that touches the template during movement resolves an immediate attack as above.
Download · p. 3 Quote verified
2fire
Artillery BarrageHail of Fire

Call for fire, range in with d10 deviation, then fire for effect or re-adjust.

How it works

The first Order Points of the turn order the battery and fix an Observing team. Next turn a Range In marker is placed in LoS and deviates d10 inches, with direction taken from the d10's point. The player fires for effect there or returns the marker and rolls deviation again next turn. Every Team within 4 inches (+1 inch per extra gun) takes RFPs by weight (1/2/3), as does any Team ending activation in the radius; the barrage continues on a 4+ each turn. Smoke, mortars (direct hit on 8+) and forward observers have their own rules.

Fire for Effect (FFE) - Resolve the barrage at the current marker location, OR return the marker to its original position.
Download · p. 12, 13 Quote verified
2fire
Shell fire (Kriegspiel appendix)Little Wars

Screws fired from guns land and act as exploding shells.

How it works

A brass screw in the muzzle flies and stays where it falls; half (rounding up) of the men within three inches are dead, a gun wholly inside the radius is destroyed and one partly inside disabled for two moves. Men behind a wall, house or entrenchment are unharmed. Rifle fire is simulated by one shot per five stationary infantry in line.

Half, or, in the case of an odd number, one more than half, of the men within three inches of this shell are dead
Download · p. 38, 39 Quote verified
2fire

Rockets and mortars fire only at long range with poor lethality but always force a reaction test.

How it works

They use the Solid Shot procedure but must re-roll successful 'to kill' rolls, may only fire at targets over 12", count as -1 hasty shot, and always cause a reaction test even without casualties. They cannot be pushed and take two movement actions to set up.

It may only fire at targets over 12", counts as -1 hasty shot, but always causes a reaction test even if no casualties are inflicted.
Download · p. 90 Quote verified
2fire
Flaming breath / fire ballRules for Middle Earth

Area attacks use a template placed with a windage bar or a grid with burst circle.

How it works

The dragon's breath is a 9" x 2" triangular flame template; a 5" windage bar is placed on the target and one die rolled, 1-5 giving the flame's direction and 6 a misfire. A wizard's fire ball (once every other turn, 24" range) is located with a 6" grid and a 2.5" burst circle; all figures under it die except heroes and anti-heroes, saved on 5-6.

It is used by placing a 5" windage bar on the target and rolling one die. A cast of 1 to 5 will determine the direction of the flame, a cast of 6 results in a misfire.
Download · p. 15 Quote verified
2fire
Artillery Fire (pre-roll and fire table)They Died For Glory

Artillery fires once per turn at the start of the turn, using a two-stage roll: accuracy pre-roll, then a damage roll for dice on target.

How it works

Roll two dice per live gunner; each 3+ (Guard artillery 2+) is on target. Roll the on-target dice on the Artillery Fire Table, needing a number set by gun type, ammunition and target formation, with each success killing a figure. Canister skips the pre-roll. Fire must go to one target, guns may handpush 1" before or after firing, and off-board batteries fire the same way.

Artillery rolls dice twice, once to determine the number of hits, and again to determine the damage caused by those hits.
Download · p. 17, 18 Words verified
1fire
Light MortarsFUBAR

Mortars may fire at unseen enemies if any friendly figure has line of sight.

How it works

Light mortars (40", 3FP) can target enemies they cannot directly see provided any friendly figure has line of sight to the target.

If you have any figure with line of sight, mortars can fire at enemies they cannot directly see.
Download · p. 1 Quote verified
1fire

Artillery can split its Firepower dice across several targets.

How it works

An artillery unit may divide its FP dice among any number of targets in range, for example 2 and 3 dice from FP 5. All targets are announced before rolling. Off-table Chinese guns (event card) need a spotter within 6 inches.

Artillery enjoys the unique ability to spread their Firepower dice among as many targets as they like within range.
Download · p. 5, 16 Quote verified
1fire
Artillery and Missile EnginesHordes & Heroes: Ancients & Medieval

Each artillery piece rolls a d12 for 1-3 hits, and high-trajectory engines can shoot over friends.

How it works

Artillery shoots only if it did not move, using range bands from the army lists; each model rolls a d12 for H, 2H or 3H, combined with small arms on the CRT. Ballistae and catapults can shoot over adjacent friends, and elevated shooters can shoot over friends at twice the distance. Artillery never recoils and is lost on a flee result.

Use one D12 per artillery piece to ascertain whether a hit (H), 2 hits (2H) or 3 hits (3H) have been scored.
Download · p. 20, 21 Quote verified