Wargame Mechanics Index

Target-number to-hit

Roll vs a fixed number modified by circumstances.

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Watch it played 4 moments

  • 3:26–4:09
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Simultaneous archery and armor saving throws

    Josh checks range and rolls under his bowman's missile rating to score a hit, after which Keith rolls an armor save to negate the damage.

  • 6:38–7:46
    High Plains Drifter Tabletop Game
    Little Wars TV · Ruthless
    Rule in play Summoning the Stranger and wound location

    Players roll to see who controls the Stranger. Zach wins control, deploys him within range, fires at Lewis Belding, and rolls on the wound location table.

  • 7:33–8:04
    "Star Wars" Endor Wargame
    Little Wars TV
    Rule in play Wookiee blaster fire hits Stormtroopers

    Keith rolls blaster attacks for Chewbacca and the Wookiees against defending Stormtroopers, scoring three hits. Tony rolls three red defense dice, saves one, and removes two Stormtrooper figures.

  • 8:19–9:25
    Band of Brothers Crossfire Wargame
    Little Wars TV
    Rule in play Crossing the road under reactive fire

    Greg attempts a group move across an open road, triggering Tony's reactive fire from two German-held buildings. Tony rolls hits that suppress one squad and pin another, interrupting the advance and seizing initiative.

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

3fire
Order-card To Hit numbersCommand, then Volley & Bayonet

Each divisional order card lists d10 to-hit numbers for fire, melee, pursuit, ball and canister.

How it works

Columns F (infantry fire), M (melee), P (cavalry vs disordered), B (artillery long range) and C (artillery short range); artillery fires with two dice. A second row applies to units in a 'Stationary' stance, adopted when they did not pivot, move or fight that turn and lost once they move.

the "to Hit" number is dependent on the orders under which a unit is operating and the "To Hit" roll is done with a tensided die instead of a six sided die.
Download · p. 106, 107 Quote verified
2fire
Direct fire routine / Hit TableDunn-Kempf

Firer announces target and ammunition, measures range, and rolls d66 against the hit table.

How it works

The player names firer, target and ammunition, the signature is marked, then range is measured (1 inch = 50 m). The hit table gives a d66 number needed by weapon and range (e.g. M60 with HEP at 1000 m needs 41+). Conditions add to the tens die: target hull down +1, US tank moving over 50 m after firing +2, AT gunner under fire +1. Announced multiple fires on one target must all be executed.

In this example an M60 tank firing at a T62 with HEP ammunition at 1,000 meters requires a dice roll of 41 or better.
Download · p. 11, 21 Quote verified
2fire

One d10 per firing figure (or per gun) must score at or under a base number set by fire class and range.

How it works

Small arms: find the BASE hits score by Firing Class and range (e.g. Class I close 7, medium 5, long 4; Class IV close 4, medium 2); cast one d10 per figure firing and each die equal to or under the base removes one enemy figure. Modifiers do not change the target but the number of dice: half dice if unformed, target in cover, firer is skirmisher or moved; quarter dice for firing on skirmishers or gun crews or if two or more modifiers apply. Artillery casts one d10 per gun model (several for canister) against a hits table by crew quality with +/- modifiers.

if the score is equal to or less than the BASE, then remove 1 enemy figure per hit. Cast 1 ten sided die per figure firing.
Download · p. 16, 17 Quote verified
1fire
Resolving shooting2 by 2 Napoleonics

One d6 plus modifiers read against a graded result scale.

How it works

Roll 1d6 and add modifiers: 4 or less no effect, 5 pinned, 6 disrupted, 7 routs, 8+ destroyed. Modifiers include +2 vs cavalry, +1 first volley, +1 target disrupted, +1 flank shot, -1 target in cover, -2 shooting out of own flank/rear, +/-1 for large/small firer. Each unit shoots only once per turn.

Resolving shooting: Roll 1d6, add modifier, check results: a. 4 or less no effect b. 5 Target Pinned c. 6 Target Disrupted d. 7 Target Routs e. 8+ Target Destroyed
Download · p. 9, 10 Quote verified
1fire

Musket fire kills on a d6 threshold set by the firer's quality.

How it works

Each defender rolls 1d6; Mexicans roll 1d6 per 10 regulars and may not fire if they moved. Kills on 2-6 for Crockett, 3-6 Tennesseans, 4-6 Texians, 5-6 Mexicans. The firer nominates a target, but the target may pull losses from anywhere within 6 inches.

Flintlocks. 1(d6) per defender. 1(d6) for every 10 Mexicans regulars. Mexicans may not fire if they moved this turn.
Alamo Ruleser · p. 3 Quote verified
1fire

Roll 2d6 equal to or above the firing ship's modified shooting number to hit.

How it works

Each ship fires at one enemy per turn. Modifiers: +1 per space of range, -1 per 2 Captain Points, -1 per own splash marker on the target, +1 per King and +2 per Ace gunnery damage card, +1 if failed morale, +2 if target outside broadside. Example: Bismarck shooting 5 at range 4 with two splashes needs 7.

To score a hit you must roll both six-sided dice and score a result equal to or higher than the firing ship’s modified shooting number.
Download · p. 6 Quote verified
1fire

Gunnery hits on a d20 plus modifiers of 12 or better.

How it works

Roll one d20, add the range/gun-type modifier from the table and situational modifiers; 12 or more is a hit.

Guns: to Hit: roll one twenty-sided die plus modifiers = 12 or better
Download · p. 41 Quote verified
1fire
Belos checkHoplomachia

Missile intensity plus 1D6 is compared to the target's belos check number.

How it works

Belos intensity = firer's Belos number minus target's shield number (shield ignored on unshielded flank/rear), with +1 per extra stand concentrating, -1 for moving archers, -1 for cover, +1 for belos charges. Target adds 1D6 to the intensity; equal or under its belos check number passes. Zero or less intensity has no effect except counting as phalanx under fire.

The target subtracts his shield number from the firer’s Belos number. He adds or subtracts any modifiers for the firer’s movement or extra stands firing. This sum is the Belos intensity number.
Download · p. 41 Quote verified
1fire

Roll a d12 per shooting stand against the unit's shooting factor, raised by the target's armour.

How it works

Shooting factors are 5+, 6+, 7+ or 8+ on d12, with a range of 2 hexes from the front two hex sides. A1/A2 armour adds +1/+2 to the score needed, and woods or built-up areas add A2. Crossbows reduce armour by one step and gunpowder ignores personal armour. Disrupted shooters use half their stands, and hits from several units combine on the CRT.

Units shooting small arms at units with A1 or A2 armour, add 1 or 2 to the score shooters require to score a hit on their target. E.g., archers (7+) require a 9+ to hit a target unit with A2 armour.
Download · p. 20 Quote verified
1fire

Shots need a modified score on a die; if more than 6 is needed a lucky shot is still possible.

How it works

Modifiers for class (Raw -1, Veteran +1, Hero +2), aiming (+3), hasty shot, range, wounds, pistol use and target state set the required score. If the requirement exceeds 6 the firer throws three dice and hits only on two or three 6s.

Raw - I Each Serious wound - 2 Close range Veteran +1 Long range Hero +2 ... two or three 6's to hit.
Download · p. 14, 15 Quote verified
1fire
Shooting: 5+ to hitK.I.S.S. Rommel

Every unit hits on 5+ at the nearest enemy within range and spotting distance.

How it works

Fire one unit at a time; all units need 5+ on a d6 to hit. Ranges are 6" for most units, 12" for 88mm and 18" for artillery. Units must target the nearest enemy, except artillery (any target) and 88mm (may pick the nearest tank or recon). Units do not block sight; only artillery fires over hills.

Fire one unit at a time with all units needing a 5+ to hit.
Download · p. 4, 5, 6 Quote verified
1fire

Roll a d6 equal to or under the Missile rating to hit.

How it works

Bows range 18", javelins 8". Figures that moved more than half or are in melee may not shoot; cannot shoot into melee with friends engaged; leaders and heroes can only be targeted if closest. Hits are then blocked by cover or saved by Armor.

To hit with a ranged weapon, the Viking must roll a D6 equal or lower than their Missile rating.
Download · p. 15 Quote verified
1fire
ATTACK (5+ to hit)Real Time Wargaming

All shooting and close combat use one d6 hitting on 5+.

How it works

An attacking unit checks range and Line of Sight, then rolls a d6; 5+ is a hit. Elite hits on 4+, Poor on 6+, and targets partially obscured by buildings are only hit on 6+. Ranges: infantry 2 base lengths, artillery 6, cavalry base contact.

ATTACK: Roll a D6, hits on 5+. Fire Arc: 360o, but units block Line of Sight
Download · p. 5, 6, 13 Quote verified
1fire
ShootingRuthless

Each Shoot action rolls 1d10 plus modifiers against 6+ at short range or 8+ at long.

How it works

Modifiers: +1 aiming, -1 Lily Livered firer, -1 partial/soft cover, -2 hard cover, -2 firing mounted. When shooting at a mounted target a second d10 decides horse (1-5) or rider (6-10). Fanfire lets revolvers fire up to 6 rounds in one action at short range but needs 10s to hit.

For each Shoot action, roll 1d10 + modifiers to hit. Cross off ammunition on the character’s sheet. SHORT RANGE 6+ LONG RANGE 8+
Download · p. 1 Quote verified
1fire

One torpedo per turn sinks an identified target on 3+ from the surface or 4+ at periscope depth.

How it works

A surface attack requires being in the target's space and sinks on 3+. A submerged attack from Periscope Depth against an adjacent target sinks on 4+. Torpedoes cannot be fired from 100m or 200m. Sunk target dice go to the Tonnage Sunk area.

If the U-boat is on the Surface and in the same space as the Target, remove a Torpedo Token from your submarine and roll a die: On a 3+, the Target is hit and sunk.
Download · p. 4 Quote verified
1fire
Shooting hits on 6Wars of Alexander the Great

One d6 per shooting base, hitting on a 6, within short fixed ranges.

How it works

Bows and slings have a 6BW range, javelins 2BW, measured from each base's front centre. Roll one die per shooting base; 6s hit. Persian close-order archers hit on '5½' when not shooting overhead and may shoot over friendly infantry at targets 3BW+ beyond them. Units engaged in a fight cannot be shot at, and troops in woods can only be hit by light troops also in the wood.

Roll 1 dice for each base that is shooting. Any 6s you get are hits.
Download · p. 4, 5, 8 Quote verified
1fire
Shooting (Kyudo)Wrath of Heaven (Tenchu)

Hit on a d6 equal to or above the model's Kyudo score, modified for range and obscurement.

How it works

Models with missile weapons shoot instead of moving and not while in melee. -1 over half range, -1 target obscured. A hit requires a save or the model is removed.

They hit on a roll higher than or equal to their (modified) ‘Kyudo’ score
Download · p. 1 Quote verified