Wargame Mechanics Index

Points-based force building

Point costs to build balanced armies.

Open in the index

Watch it played 4 moments

  • 0:27–1:56
    Altar of Freedom Rule Review
    Little Wars TV
    Rule explained Rulebook presentation and contents

    Steve and Tony review the 68-page spiral-bound rulebook, highlighting the full-color layout, scenario focus over points-based forces, and appendices.

  • 1:05–1:38
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule explained Warband unit profiles and stats

    Josh explains the recruitment point values and core unit statistics in Ravenfeast, including movement, missile, melee, armor, and morale ratings.

  • 2:11–2:55
    Legion Rule Review
    Little Wars TV
    Rule explained Tournament structure and point-based army building

    Keith explains that Legion is structured around head-to-head tournament play with 800-point lists rather than historical or scenario-driven games.

  • 4:15–5:10
    Men Who Would Be Kings Rule Review
    Little Wars TV
    Rule explained Building colonial and tribal field forces

    Greg and Steve discuss army building in the rules, highlighting the standard 24-point starter force structure and the high model count required for tribal factions compared to European colonial forces.

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 14 games

2force

Every stand, weapon, vehicle and commander is costed by formula from its Command Decision statistics.

How it works

Infantry stand = (two hit-effect numbers + A/T modifier)/3 + hits to eliminate + rate-of-fire modifier. MGs and indirect weapons = range/10 x rate of fire; A/T guns sum accuracy/9, hits/9 and HE factor x area. AFVs = armour (avg front + side) + gun value + sqrt(cross-country speed), x1/1.25/1.5 for HE resistance and x0.75 if turretless; amphibious +10%. A commander costs sqrt(value of everything under him) + his stand value; staff cost as the next-lower commander.

For the commander add the value of all his men plus any equipment and vehicles under his command. Find the Square root of this and add in the commanders stand value.
Download · p. 33, 34 Quote verified
2force

Unit cost is calculated with a transparent formula so players can build their own troop types.

How it works

Points Value = Class (A=5 to E=1) + Speed + Hand-to-Hand Combat value (excluding impact) + Shooting value (5+=4 down to 8+=1) + characteristics (A1/A2, E1/E2, F, etc.). Hordes get -1. Generals cost 8, 10 or 12 by command quality, with +5 for a Hero General. Typical armies are 100-150 points.

Unit Class + Speed + H to H Combat value (excluding any impact bonus) + Shooting value + Additional Characteristics = Points Value
Download · p. 7, 19 Quote verified
2force
Point base and Force Point CalculatorMicro Armour: The Game - WWII (2nd Edition)

Weapons have point costs, and the opposing force's points are scaled by cohesion ratio and scenario force ratio.

How it works

Players bid a point base secretly and the lowest bid is used. Player B's points = (A's cohesion / B's cohesion) x point base x the scenario force ratio (1:1, 1:2, 1:3 or the reverse). Extras such as HQs (x1.5), GHQ quality multipliers, engineers (+10), FOs (15/25/35 by nation), mines, wire, improved positions, airstrikes and allocated off-map fire turns are priced. A procedure adjusts points for Unit Determination.

To begin with, divide Player A's Force Cohesion Level (FCL) by Player B's FCL and multiply the number obtained by Player B's "point base."
Download · p. 20, 63, 64, 65 Quote verified
2force
Open Points ArchitectureRavenfeast: Viking Age Rules

Warbands are bought with points; custom figures are costed per rating.

How it works

300-400 points is suggested. Predefined types (Jarl 75, Huskarl 36, Berserker 30, Hirdmen 18, Bondi 12, Thrall 9) plus traits. The open architecture costs each rating level (e.g. Melee 4 = 8 points per attack, bow Missile 3 = 9 points, Move 8" = 2 points) so players can design custom units or monsters.

players who want to build their own special units are welcome to use the open design architecture below.
Download · p. 20, 22 Quote verified
1force
Army points (AP)2 by 2 Napoleonics

Units are bought with army points, standard 40AP.

How it works

HQ 4AP, line infantry 2, guards/light infantry/cavalry/foot artillery 3, horse artillery 4, militia 1; large +1, small -0.5. A standard template of 16 units is provided.

Players may pick an army size to fight; the standard army points (AP) total for pickup games is 40
Download · p. 14 Quote verified
1force
Forces on the tableFUBAR

Afghanistan supplement gives rough point values for fireteams and vehicles.

How it works

Guide values: FT1 75 points, FT2 70, IFV 60, MRAP 70, WMIK 40; Taliban 6-man teams 35/60/75 points by grade.

As a rough guide to the forces that should be on the table use the following: FT 1 – 75 points FT 2 – 70 points
Afghanistan · p. 1 Quote verified
1force

The German player buys captains for both ships from a 5-point budget.

How it works

The British pick an Admiral (Tovey or Holland) for Hood and any captain for Prince of Wales; the Germans have Lütjens on Bismarck and spend up to 5 points on captains for Bismarck and Prinz Eugen, cards costing 1-4 points.

They then spend up to 5 points to buy captains for both the Bismarck and Prinz Eugen.
Download · p. 2 Quote verified
1force
Composition of ForcesLittle Wars

Forces are normally equal, with an optional points pick.

How it works

Recommended proportions are 20-25 infantry and 12-15 cavalry per gun. One variant has each player pick 150 points secretly behind a curtain, counting infantry 1, cavalry 1.5 and guns 10. A handicap option dices for 12 reserved men per side.

he counted infantry as 1 each, cavalry as 1-1/2, and a gun as 10, and, taking whatever he liked in whatever position he liked, he made up a total of 150.
Download · p. 24 Quote verified
1force

New points-costed unit profiles with Discipline, Shooting, Aggression and Defence ratings.

How it works

E.g. Māori Gun 36 pts (Recruit, 6+/7+/7+) with extra gunners +15 each; Naval Guns 56 pts; Congreve Rocket/Coehorn Mortar 31 pts; NZ Militia officer 16 pts; Militia/Sappers/Volunteers 14 pts for four plus 4 pts per figure, with options such as Terrified (-5), Determined, Arms Cache and Mounted Volunteers (+10 each).

A unit of Māori Guns includes three gunners and their gun, and costs 36 points.
Download · p. 89, 90, 91 Quote verified
1force

Stands have point costs and armies are balanced at 200 points.

How it works

The troop table gives a cost in points per stand type (e.g. elephant 10, Assyrian heavy chariot 12), and each listed national army totals 200 points.

Aasyrian:l normal commander, 3 units normal hag~ infantry, 1 hel!-vy catapult unit, 1 unit normal heavy cavalry, 2 unite Heavy Foot Archers, 3 units Heavy Mounted Archers, 1 unit .Light: Chariote, 2 units Heavy Chariots--- 200 poWs
Download · p. 14 Quote verified
1force

Armies are bought as whole Regiments for a small number of points within an agreed total.

How it works

Regiments of 1-4 units cost 1-5 points; 7 points is recommended to start and up to 12 later. An army takes 1-3 Foot Regiments, 0-3 Horse Regiments, 0-2 Artillery Batteries and 0-1 Battle Group.

We recommend an amount of 7 points to start with and up to 12 points when the rules are mastered.
Download · p. 22 Quote verified
1force

Each side fields a 24-point Lion Rampant retinue.

How it works

Sicilians: three units of Almogavars (5 pts each), Sicilian knights (7), Bidowers (2). Angevins: two units of mounted men-at-arms (6 each), mounted sergeants with crossbow (5), foot yeomen (3), crossbowmen (4).

Sicilian retinue: 24 points • 3 units of Almogavars (fierce foot + drilled) @ 5 points each
Download · p. 48 Quote verified
1force

The player with more provinces fields 10% extra points.

How it works

Battles use an agreed points limit; a player controlling more provinces than his opponent gets an extra 10% points, and Aegyptus (grain) always gives a 10% bonus.

Any player who controls more provinces than his opponent is entitled to field an additional 10% points in addition to the points limit agreed with his opponent for that battle.
Rules PDF · p. 4 Quote verified
1force

A simple per-base points cost balances forces and sets the defeat threshold.

How it works

Each base has a points cost; total the army's points and take a third (or a quarter for a quick game) as the loss threshold for defeat. Persian medium infantry and light cavalry are cheap so Persian armies are larger.

Use the following simple points system to achieve a rough balance of forces on your tabletop battlefield.
Download · p. 9 Quote verified