Wargame Mechanics Index

Range bands

Effectiveness changes across defined ranges.

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Watch it played 4 moments

  • 8:33–9:23
    High Plains Drifter Tabletop Game
    Little Wars TV · Ruthless
    Rule in play Rooftop rifle shot inflicts leg wound

    Dave Drake spends three actions attempting to escape with the town gold, but an outlaw on a rooftop takes a long-range shot and rolls for hit location.

  • 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.

  • 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.

  • 13:38–14:44
    1066 "Pocket Sized" Hastings Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Missile Volleys Batter the Saxon Shield Wall

    Norman cavalry, archers, and crossbowmen rain missile fire down upon the Saxon shield wall, scoring multiple hits which Tony attempts to cancel with saving throws.

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 24 games

3fire
Flight and Sheaf archeryA Coat of Steel

Long-range Flight and short-range Sheaf archery are separate tactics with different arcs, ranks and penalties.

How it works

Flight is high-trajectory area fire at long range (to 18"), uses all ranks and a 22-degree arc, and takes -1 intensity at short range. Sheaf is aimed close-range fire (about 8"), front rank only, straight ahead at the closest target, and takes -1 at long range. The whole ward fires and spends the tactic even if some companies are out of range. Crossbows have no wrong-range penalty; handguns may only use Sheaf.

Sheaf: This denotes short range, flat trajectory aimed fire, using a heavier sheaf arrow.
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2fire

Foot in line and unlimbered artillery fire automatically at enemies in range.

How it works

Foot in line and unlimbered artillery facing an enemy within range (200p foot, 1000p artillery) are assumed to fire, triggering a morale test on the target. Units in melee cannot be shot at; artillery at 200p+ gives the target +1.

Foot in line and unlimbered artillery are assumed to be firing if facing enemy and within range. Range is 200p for foot and 1000p for artillery.
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2fire
Range targets & 1,000-yard adjustmentsThe Jane Naval War Game

Different-size targets represent range bands, shifted by 1,000 yards for circumstances.

How it works

Ships under 6 knots or turning with engines are fired at as 1,000 yards nearer; ships passing at a combined 30 knots fire with the target for 1,000 yards greater; sun, lee sea, night and rolling ships also shift to targets 1,000-2,000 yards farther. Inferior gunnery can be represented by using targets 1,000 yards greater.

Ships passing at a combined speed of 30 knots or over will both fire at each other with the target for 1,000 yards greater than the actual.
Download · p. 11 Quote verified
2fire

Dice by range band peak at medium for pistols and long for rifles, and fall at point blank.

How it works

Pistol dice are 2 at point blank (2 inches), 3 close (6), 2 medium (9), 1 long (12) and -1 extreme (24). Rifle dice are 1, 2, 3, 2 out to 24 inches, then 0 in sight. The designer explains the drop at close range as the difficulty of tracking a moving target up close.

Perhaps I’d better justify my reducing the number of firing dice at closer ranges.
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1fire

Artillery has short and long range bands; muskets 1".

How it works

Foot artillery short 3"/long 8", horse artillery 2"/5", musket range 1". Artillery gets -1 at long range and +1 at 1" or less. Range is measured to the centre of the nearest target face.

a. Foot Artillery: short range 3”, long range 8" b. Horse Artillery: short range 2”, long range 5” c. Musket range 1”
Download · p. 9 Quote verified
1fire
Halved ranges / off-board batteriesBattle of Aughrim Black Powder amendments

28mm firing ranges are halved, and distant batteries sit on the table edge always at long range.

How it works

Black Powder ranges for 28mm are simply halved. Williamite batteries that historically fired at 1200-1600m are placed on the board edge but count as long range throughout the game.

Instead, we opted to have them on the board edge but count them as ‘long range’ throughout the game.
Download · p. 49 Quote verified
1fire
Hex range 0-3Canvas Eagles

Fire reaches the own hex plus three hexes, with range columns 0-3 on the combat values table.

How it works

Line of fire is the aircraft's own hex and three hexes out; hex range counts the target hex. Same-hex fire is allowed only if both face the same way and the attacker was slower. Seriously wounded crew cannot fire at long range; ace 'Range' ability fires as one hex closer.

Line of fire consists of the aircraft’s own hex and the three hexes from the aircraft
Download · p. 11 Quote verified
1fire
Shooting Ranges / Ballistae ratingsClassical Hack Siege Rules: The Siege of Tyre

Fixed maximum ranges per weapon, with ballistae split into light, medium and heavy.

How it works

The Tyre QRS gives bow 12", sling 6", ballista 36". The new siege rules rate ballistae light (12", +7), medium (18", +9) and heavy (24", +11), one rank each. Shooting factors are modified by stationary shooter +2, ball shot +2, shieldless target +2, hard cover -2, wall with fenders -1, soft cover -1 and missile-men targets -1, with a maximum of 2 figures from one shooter.

Light 12inches I Light + 7 ... Medium 18 inches I Medium +9 ... Heavy 24 inches I Heavy +II
Download · p. 60, 61 Quote verified
1fire
Weapon rangesFUBAR

Weapons have a single maximum range, with assault rifles gaining fire points at close range.

How it works

Each weapon lists range and Fire Points; most have a single band. Assault rifles fire 2FP at 12" or less and 1FP to 24".

* Assault Rifles get 2FP at 12"/30cm or less.
Download · p. 1 Quote verified
1fire

Artillery has short and long ranges with separate chart values.

How it works

Heavy guns 12"/48", medium 10"/36", light 8"/24", amusettes 6"/20"; each chart shows short/long values such as 7/5. Artillery may perform two functions per turn, one of which may be firing.

Artillery Functions & Firing:artillery may do 2 functions per turn, one of which may be firing.
Download · p. 1 Quote verified
1fire
Short / Effective / Long rangeFistful of T-34s

Weapons have three range bands that change hit and penetration.

How it works

Data sheets give three ranges, for example 5/10/15". Short range gives +1 to hit and +2 Penetration (vehicle targets only), and long range gives -1 to hit and -2 Penetration.

Attacks at Short range (does not apply to infantry) add +2 Penetration and attacks at Long range suffer -2 Penetration.
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1fire

A table gives to-hit modifiers by range band for six gun classes.

How it works

Columns for light, medium and heavy smoothbores (to 48lb, 90lb, 150lb) and light, medium and heavy rifles; bands run 0-2" (+6 to +9) out to 90"+ (-9), so heavier rifles retain accuracy at long range.

Ranges L.S.B. M.S.B. H.S.B. L.R. M.R. H.R. to 48lb to 90lb to 150lb
Download · p. 41 Quote verified
1fire

Pistol, musket and rifle have close, medium, long and extreme ranges that modify the shot.

How it works

The range chart gives four bands per weapon (e.g. pistol close 6", musket close 9", rifle close 12"; longer bands are partly illegible in the OCR). Close range adds to the shot and long/extreme ranges subtract, alongside class, aiming, hasty shot, wounds and target modifiers.

Close range Veteran +1 Long range Hero +2 Firing pistol after moving - I Extreme range ... CLOSE MIIEIIJlHQJMI !LONG IEXlI'lRlEMlIE PISTOL 6"
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1fire

Artillery has canister, heavy canister, ricochet-arc and rolling-shot bands; infantry fires in 100-pace steps.

How it works

For 6-pounders: small canister to 400, large canister 400-800, effective arc shot 800-1200, rolling shot 1200-1800 paces (12-pounders 500/1000/1800/2000); howitzers have their own bands. Infantry range is up to 400 paces, rounded to the nearest 100. The die face gives separate loss numbers for each band.

Die 1ste Abtheilung für 6pfünder 400 Schritt, für 12 pfünder 500 Schritt, zeigt die Weite des wirksamen Schusses mit kleinen Kartätschen
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1fire
Short range / canister / bombardmentLongstreet Lite

Small arms and canister reach 6BW; artillery bombards out to 24BW.

How it works

Within 6BW is short range for small arms and canister; artillery must fire canister at targets in short range and may only bombard (24BW in the Lite game) if no short-range target exists, never splitting bombardment fire.

Small arms and canister have a maximum range of 6BW. Being within 6BW is known as short range.
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1fire

Artillery rolls a modified D6 per gun with different results at long and short range.

How it works

Light, field and heavy guns; long range 10-36" (-6" light, +6" heavy), short under 10". Modifiers include +1 for repeating the same target at the same range, -1 per DP on the gun, -2 vs skirmishers or fieldworks. Long range: 4+ inflicts 1 DP; short range: 2-3 1 DP, 4-5 2 DPs, 6+ 1 DP and 1 casualty.

At long range inflict 1 DP for final total of 4 or over. At short range inflict 1 DP for total of 2 or 3, inflict 2 DPs for total of 4 or 5
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1fire

Each gun rolls a modified d6 with different damage thresholds at long and short range.

How it works

Light, field and heavy guns; long range 10-36" (-6" light, +6" heavy), short under 10". Modifiers include +1 heavy, +1 target in column or limbered, +1 same target and range as last turn, -1 new target, -1 per DP, -2 target in fieldwork or skirmish order. Long range: 4+ inflicts 1 DP; short range: 2-3 1 DP, 4-5 2 DPs, 6+ 1 DP and 1 casualty.

At long range inflict 1 DP for final total of 4 or over.
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1fire

Weapon-specific close/medium/long (and extreme for artillery) range bands.

How it works

Smoothbore muskets 0-3/3-6/6-10", carbines 0-2/2-4/4-8", M1841 rifles 0-4/4-10/10-15", long rifles up to 20". Artillery ball/shrapnel bands depend on calibre (4/6pdr 0-6/6-15/15-30/30-60") with separate canister bands. Firing from hills adds 1" maximum range per contour above the target.

Smoothbore 0-3" 3-6" 6-10" Carbine 0-2" 2-4" 4-8"
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1fire

Range bands modify the 2D6 CRT roll.

How it works

Range is measured centre to centre, and adjacent stands count as 1". The chart gives -1 at 1" or less, 0 at 2-5", +1 at 6-10", +2 at 11-15" and a further +1 per extra 5"; dual-purpose AA guns use wider bands. Stands cannot exceed their maximum range. Artillery direct and indirect fire ignore range modifiers.

Find that distance in the “Range” column of the Range Effects Chart and cross-reference with the “Die Roll Modifier” row to determine the effect on the attacker’s combat die roll.
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1fire
Weapon TableRuthless

Each weapon type has short and long ranges and round capacity.

How it works

Derringer 6"/-, 2 rounds; Shotgun 8"/12", 2 rounds, +2 close -1 long; Revolver 8"/12", 6 rounds, Fanfire; Buntline 8"/16"; Bow -/16" free reload; Repeating Rifle 10"/24", 10 rounds; Sharps Carbine 18"/36", 1 round.

Fanfire allows up to 6 rounds to be fired in a single action at Short Range, but “10s” are needed to hit.
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1fire
Weapon rangesThey Died For Glory

French Chassepots have a second, less effective 12"-18" band, while other rifles and guns have single maximum ranges.

How it works

French infantry hit one number worse at 12"-18" than at 0-12"; German infantry are limited to 12" and mitrailleuses to 15". Artillery shot/shell ranges run 42"-54" and canister 9"-14" depending on gun. An optional rule applies -1 when firing beyond half range.

Firing at Long Range: All infantry (French and German) and Mitrailleuses subtract one from each die roll when firing at units that are beyond half the range of their weapons.
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1fire

Weapons have maximum ranges, artillery rolls different dice at point blank, half and long range.

How it works

Carbines 24", rifled muskets 30", light guns 40", regular guns 60", siege guns 80"; point blank is 6". Artillery dice depend on band, e.g. regular guns 6D6/5D6/3D6. v4.4 gives every weapon close/effective/long/extreme bands with dice per band.

The three entries reflect (from left to right) the number of dice used at point blank range (6” or less), ½ range (6” to ½ range) and long range (greater than ½ range).
THG 24-pg · p. 15 Quote verified
1fire
Pistol / Musket / Point Blank / Gun Shot / Random ShotTrafalgar 1805

Range bands in squares subtract from the gunnery score.

How it works

Same square is Pistol Shot and Musket Shot is one square broadside-on, both no deduction; Bow/Stern Quarter count half Gunnery; Point Blank -1 or -2; Gun Shot -3 or -4 (deduction equals empty squares between); Random Shot rolls a single die hitting on 6.

Note that at Gun Shot and shorter, the range deduction is always the same as the number of empty squares between the firer and the target.
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1fire

Short, medium and long range bands with modifiers.

How it works

Foot 0-4" short (+1), 5-8" medium, 9-12" long (-1). Field guns 0-6/7-18/19-36", light guns 0-3/4-9/10-18", +2 short and -2 long. Trotter horse halt 8" away but count as short range.

Range: 0-4" Short, 5-8" Medium, 9-12" Long.
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