Wargame Mechanics Index

Opposed fire roll

Attacker and defender both roll.

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Watch it played 4 moments

  • 13:25–13:55
    Epic Agincourt Wargame
    Little Wars TV
    Rule in play English archery rolls three consecutive ones

    The English player measures archery range to the advancing French vanguard, but rolls three consecutive ones, inflicting negligible damage before close combat.

  • 15:15–15:43
    5-Table Marengo Wargame
    Little Wars TV
    Rule in play Combat differential and morale checks

    Steve and Chao calculate combat results on the table using the Snappy Nappy chart, resulting in a difference of 19 that forces the defeated French unit to drop one status grade and test morale twice.

  • 15:19–17:02
    Deadly Fallujah Wargame
    Little Wars TV
    Rule in play Suicide Bomber Triggers Reaction Roll-Off

    When Iraqi civilians approach Marine positions, the insurgent team deploys a hidden suicide bomber, prompting an opposed reaction roll to determine whether the vest detonates before Marines can open fire.

  • 16:08–17:45
    Talavera 1809 Napoleonic Wargame
    Little Wars TV · Kriegsspiel (Anleitung zur Darstellung militairischer Manöver mit dem Apparat des Kriegs-Spieles)
    Rule in play British charge on French grand battery

    The British First Division launches an assault across the Portina stream into a French artillery battery, using supporting formations to grant re-rolls while taking defensive fire on the way in.

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 2 games

2fire

Both sides roll a performance level and the difference in levels gives the result.

How it works

Each class has percentages for Heroic, Gallant, Admirable, Proper, Poor and Despicable (Old Guard 50/30/20/-/-/-). The difference in levels is read on a table with Firefight and Close Action columns, e.g. difference 2-3 in a firefight: high side -1 CE, low side -2 CE and back 6". An alternative 'absolute' form gives each class a per-combat-type chance of winning (Old Guard firefight 80%), with four outcomes from both win to neither wins.

Combat is resolved by each side casting its performance and then comparing the results. The number of levels difference is translated into results.
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2fire
Distant ShootingDe Bellis Antiquitatis

Artillery and bows shoot at an element straight ahead and resolve it exactly like close combat, with return fire.

How it works

Artillery within 500p or bows within 200p shoot at one enemy within an element width of straight ahead with no element between. A target that can shoot back must do so. Both dice and add combat factors; extra shooters aid the first (-1 to target). A shooter not shot back at ignores an unfavourable outcome.

Except for the opponents not being in contact and some shooting being unreturned, the effects of shooting are resolved exactly as in close combat.
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