Wargame Mechanics Index

Armour penetration

Weapon vs armour comparison determines effect.

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Watch it played 4 moments

  • 10:00–10:44
    Fireball Forward Rule Review
    Little Wars TV
    Rule in play Resolving vehicle fire and armor saves

    Gameplay footage shows an anti-tank shot rolling a hit die and range die bonus, followed by the defending tank rolling armor save dice.

  • 10:16–11:24
    Vietnam 1967 Mekong River Wargame
    Little Wars TV
    Rule in play B-41 RPG ambush penetrates riverine armor

    The Viet Cong spring their river ambush, rolling to hit the lead Armored Troop Carrier on 4s and punching through its thin armor with B-41 RPGs.

  • 7:05–8:38
    Disposable Heroes 2 Rule Review
    Little Wars TV
    Rule explained Multi-step vehicle combat and hit charts

    Greg walks through the multi-step vehicle combat procedure from acquiring targets to hit location and armor penetration, showing the printed vehicle data sheets and quick reference tables.

  • 9:54–10:48
    Dawn of Iron Rule Review
    Little Wars TV
    Rule explained Damage table determines severity and cards

    Greg explains the game's color-coded Damage Table comparing weapon caliber to armor rating to see if hits cause crew shaken, yellow cumulative damage cards, red critical damage cards, or instant destruction.

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 8 games

3fire

Each ship's armour lists which card suits and ranks cause damage, varying by firing ship class.

How it works

Drawn damage cards are compared to the target ship's armour list against that firer: e.g. Bismarck vs Hood/PoW takes damage from all Spades, all Clubs and Diamonds 5-7, never Hearts. Cards not listed are discarded without effect.

you compare the card to the armor of the target ship. if it is listed on the target ship’s armor then it causes damage.
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2fire
Armor / PenetrationFistful of T-34s

Each hit on a vehicle rolls effect dice equal to Penetration minus Armor: a 6 kills and 4-5 forces a Quality Check.

How it works

Vehicles have front (120 degree arc) and rear armour; rear shots need the firer wholly in the rear arc. Roll dice equal to Pen minus Armor, or 1 die if equal, or 1 die with the shortfall as a negative modifier if Pen is lower. Each 6 destroys, 4-5 forces a Quality Check (max one), and 1-3 has no effect.

Roll a number of d6 equal to the Penetration less the Armor. If the two are equal, roll 1 die.
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2fire
Armor PenetrationHail of Fire

AT is compared with armor, then a pool of dice is rolled looking for a 6.

How it works

If AR is at least twice AT, the weapon has no effect. If AT is at most AR, roll AT dice: any 6 gives RFPs equal to FP. If AT exceeds AR, roll dice equal to the difference: any 6 destroys the vehicle, otherwise it takes RFPs. Flank Armor is used when firing from behind the hull front line, and wrecks remain as concealing Difficult terrain.

AT > AR: Roll dice equal to the difference Any 6 Vehicle is Destroyed No 6 Receives RFPs equal to weapon FP
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1fire
Kill TableDunn-Kempf

A second roll on the kill table by weapon/ammunition and target type determines kill or suppression.

How it works

After a hit, the firer consults the kill table for the weapon and target; some combinations are automatic kills (e.g. HEP on a T62), others require a d66 roll and may yield suppression (S) or kill (K).

If the dice roll indicates a hit then the firer consults the Kill Table to determine the results of a hit. In this case a hit on a T62 is an automatic kill when using HEP ammunition.
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1fire
Armour savesFUBAR

Personal and vehicle armour grant a saving roll against each hit.

How it works

After hits are determined the unit saves against its majority armour type: Light 6+, Medium 5+, Heavy 4+, Power 3+, Battlesuit 2+. Vehicles save from 6+ (trucks) to 2+ (heavy tanks), and troops inside or directly behind a vehicle use its save. LWTV edition: small arms cannot harm armoured vehicles; heavy weapons reduce cover by one.

Once hits have been determined the Unit can make armour saves against the majority type in the Unit.
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1fire
88mm versus armourK.I.S.S. Rommel

Tanks and recon hit by an 88mm get no saving throw.

How it works

Tanks and Reconnaissance units automatically fail their save against the 88mm; the optional Tiger tank also denies saves to tank/recon targets. Italian foot infantry, short of AT weapons, need a 6 to hit tanks.

Tanks and Reconnaissance units automatically fail their save against the 88mm.
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1fire
AP/HE firepower and defence classesMicro Armour: The Game - WWII (2nd Edition)

Each stand has separate AP and HE firepower used against armoured or soft defence classes.

How it works

Stands have an AP value against armoured targets and an HE value against unarmoured and personnel targets. Defences are armoured ([7]), unarmoured equipment (4) or personnel (P). Against artillery and air attacks armour keeps 50%, or 25% if open-topped ('U'). Optional rules add special AP ammunition (x1.5 AP, used up on a CRT roll of 5 or less), limited HEAT rounds, and big guns firing HE at tanks within 4".

All stands have two firepower values: one for use against armoured targets (the “AP” value), and one for use against unarmoured targets and personnel (the “HE” value).
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1fire
Armour grades & gun penetrationsThe Jane Naval War Game

Armour is graded aaaa to f and compared with gun class, projectile type, obliquity and range.

How it works

Armour grades run from aaaa (proof except very close) through aaa=30in iron to f thin armour; deck slopes count double, coal improves one grade. Armour-piercing shell penetrates two grades less with A-C guns; HE/common shell four less for A down to one less for E; impacts over 30 degrees lose one grade, over 60 three. Under 1,000 yards solid shot gains a grade, and A guns at 700 yards penetrate everything.

With High Explosive, or Common shell, four grades less for A guns, three less for B, two less for C and D, one less for E.
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