Wargame Mechanics Index

Troop quality grades

Elite/veteran/raw style grading.

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Watch it played 4 moments

  • 11:37–12:44
    Learn to Play Live Free or Die
    Little Wars TV
    Rule in play Morale test after suffering a casualty

    Having lost a stand in combat, Greg's third-class Continental regiment must make an immediate morale test, using their attached two-star lieutenant to bolster their dice pool.

  • 16:45–17:23
    9-Player Pyrrhic War Campaign | TURN 5
    Little Wars TV
    Rule in play Cavalry clash erodes Greek morale clock

    Roman and Greek cavalry wings engage in opposed combat rolls with troop quality modifiers; the Roman victory destroys an enemy stand and knocks a pip off the Greek army morale clock.

  • 21:30–22:05
    North Africa Operation Compass Wargame
    Little Wars TV · A Fistful of TOWs 3
    Rule in play Italian garrison tests quality under fire

    Tony rolls quality checks for his infantry holding Fort Mechili and the surrounding town against heavy British pressure, needing 5+ for average troops.

  • 22:45–23:20
    What If Lee Relieved Vicksburg Wargame
    Little Wars TV
    Rule in play Bowen's division encircled and eliminated

    McClernand traps Bowen's isolated division south of Vicksburg; despite Bowen's elite status granting miss re-rolls, the trapped force is overwhelmed with no retreat path and must surrender.

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 27 games

2force
Company QualityA Coat of Steel

Company quality is derived from contingent origin and the commander's commitment.

How it works

The Company Quality table cross-references commander commitment with the majority contingent type (riding retinue with peer, riding retinue, well-wishers, array, mercenaries) to give starting Courage 0-4. Retinue archers outshoot levy archers.

To do this, he references the Company Commander’s Commitment level with the predominant types of contingents that made up the company.
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2force

Union unit quality is rolled before the first battle.

How it works

On a d10, infantry and cavalry are green on 0-6 and regulars on 7-9; artillery are regulars 0-6 and veterans 7-9. Confederate grades are fixed in the OOB (elite, veteran, regular).

Infantry & Cavalry: 0-6= green; 7-9= regulars
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2force

Five training classes from grenadiers to irregular Indians drive movement, rallying and combat.

How it works

1st Class grenadiers and light infantry; 2nd regulars, Continentals, rangers, jagers; 3rd raw regulars, veteran militia, loyalists; 4th militia; 5th other Indians. Grade sets movement dice, ability to redress ranks, and +3 per grade advantage in combat.

lst Class: Grenadiers, Light Infantry. 2nd Class: Regulars, Continentals, Rangers, Jagers. 3rd Class: Raw Regulars, Veteran Militia, Loyalists.
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2force
Force cohesion level / GHQ qualityMicro Armour: The Game - WWII (2nd Edition)

Troop quality is a single cohesion level for the whole force plus a purchased GHQ quality value.

How it works

TO&E tables suggest force cohesion ranges by nation, theatre and year, and players agree a value. That value sets initiative, every check, how many dummy minefields and pre-registered targets a force gets, and whether lost commanders can be replaced. GHQ quality (-2 to +3) changes the number of movement orders, and the cohesion ratio between sides scales scenario points.

A force cohesion level, or suggested range of levels, is provided in the scenario or agreed upon by the players prior to the start of play.
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1force

Ten quality classes from Old Guard down to Untrained Militia.

How it works

Classes (from Empire): Old Guard, Guard, Grenadier, Elite, Crack Line, Veteran Line, Conscript Line, Landwehr, Trained Militia, Untrained Militia; each has a probability distribution over performance levels.

from best to worse, Old Guard, Guard, Grenadier, Elite, Crack Line, Veteran Line, Conscript Line, Landwehr, Trained Militia, Untrained Militia.
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1force
Troop and crew quality costsA Point System for Command Decision

Infantry quality heavily drives cost while AFV crew quality adjusts vehicle cost by 10% per level.

How it works

Infantry base values by quality run green 2, trained 3, experienced 4, veteran 6, elite 8. For CD II armour crews, each extra hit or chance to hit above experienced adds 10%, so elite crews add 20% and green crews subtract 20%.

So an elite crew increases the cost of an AFV 20%, and a green crew decreases it 20%.
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1force
Calculating Strength PointsA Wee DRAM of Napoleon

Division SP comes from manpower, adjusted for troop quality, officer corps and gun weight.

How it works

1 SP per 2000 infantry, 1000 light cavalry, 750 heavy cavalry or 12 guns. Add +3 excellent (Old Guard), +2 good guards, +1 good line, 0 average, -1 poor (Landwehr), -2 awful; +/-1 for good or poor officer corps; +/-1 for heavy or light guns.

1 SP per 2000 infantry or 1000 light cavalry or 750 heavy cavalry 12 guns ... +3 if excellent troops eg Old Guard
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1force
Novice pilots & experienceCanvas Eagles

Pilots under 50 experience points are novices who cannot tail enemies or fly restricted manoeuvres.

How it works

Experience points come from turns flown (1), kills (24), missions and red hits; novices (<50 XP) cannot tail enemy aircraft or perform restricted manoeuvres and take -1 on spin tests and recovery.

A novice may not tail enemy aircraft, but may tail friendly aircraft. Novices may not perform restricted maneuvers.
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1force
Variation in Troop Quality (optional)De Bellis Antiquitatis

In campaigns, the worse of two same-type elements may suffer an extra -1.

How it works

When two elements of the same nominal type fight, the one with more disadvantage points (worse armour, low prestige, etc.) takes a single -1. General ability can be simulated by +1/-1 to movement dice.

If so, when two elements of the same nominal type fight each other, that judged to be worse counts a single extra -1 tactical factor.
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1force
Training/ExperienceFUBAR

Four training levels set activation, hit number and suppression capacity.

How it works

Green 5+/6+/1, Seasoned 4+/5+/2, Veteran 3+/4+/3, Elite 2+/4+/4 for Activation, Expertise and maximum Suppressed figures respectively. This single rating drives nearly all unit performance.

Each Unit is defined by its level of training & experience & by its weapon/armour selection.
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1force
Quality ratingsFistful of T-34s

Three quality grades set the check number, cohesion distance and fire bonuses.

How it works

Fair: 5+, 2", no bonuses. Good: 4+, 4", +1 to hit. Excellent: 3+, 6", +1 to hit and +1 ROF, plus +1 to artillery availability.

Our version here splits the difference, using the free online game QRS to establish three quality ratings: FAIR GOOD EXCELLENT
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1force
Crew is: Veteran/Average/Green/PoorGreyhounds of the Seas: ACW Sailing Rules

Crew grade modifies gunnery and morale.

How it works

Gunnery modifiers: Veteran +2, Average +1, Green 0, Poor -1. Grade also sets the morale pass ranges.

Crew is: Veteran +2 Average +1 Green 0 Poor -1
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1force
Elite / PoorHail of Fire

Elite troops re-roll 1s and Poor troops re-roll 6s on checks.

How it works

All Checks are a d6 needing 4+. Elite units re-roll 1s on Checks and anti-vehicle fire; Poor units re-roll 6s. Quality also applies to RFP resolution: Elite may re-roll one 1 and Poor must re-roll one 6.

Elite troops re-roll 1s on all Checks and when firing at vehicles, taking the second result. Poor troops instead re-roll 6s in each of these cases.
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1force

Units are graded from A (best) to E (worst), which sets their row on the CRT.

How it works

Class reflects motivation, arms and training: most troops are B-D. On the CRT, A-class units suffer only recoils where lower classes flee. A-class infantry may decline to follow up or pursue and can step back to disengage.

All troop types e.g., infantry, mounted, artillery, hordes etc., are given a classification from A (the best!), to E (the worst!).
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1force

Characters are Raw, Skilled, Veteran or Hero, which governs movement freedom, aiming, combat points and fortitude dice.

How it works

Raw characters may not aim, must move the full rolled distance and roll for combat points rather than allocating them. Skilled/Veteran/Hero get 6/8/10 combat points, and fortitude dice of 3 (Raw) to 6 (Hero). Class also gates which action cards a character may claim.

There are four classes of character: Raw: ordinary or worse regular soldiers who have no experience of skirmish warfare
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1force

Each contingent is rated separately for quality and morale.

How it works

British regulars are good quality and high morale; loyalists and mercenaries average/average; natives good quality but fragile morale; American regulars good/average; militia poor quality but high morale; Canadian labourers poor. One company of about 50 men is one unit.

The militia are of poor quality but with high morale, and the natives have both average quality and morale.
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1force
Italian Problems / French ProblemsK.I.S.S. Rommel

National handicaps model poor equipment and doctrine.

How it works

Optional: Italian HQ distance is 9" instead of 12" and Italian foot infantry need a 6 to hit tanks. In the Blitzkrieg edition French tanks move at infantry speed and must stay with the infantry.

Count the Italian HQ distance as 9" rather than 12". Italian Foot Infantry is short of AT weapons, so require a 6 to hit Tanks.
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1force

Units are graded A to D, affecting combat dice, control tests and redressing.

How it works

A Grade veteran Romans, B experienced, C average, D poor. Grades give +2/+1/0/-1 combat dice and govern DP removal when redressing and the die used for control tests.

A Grade: Veteran Romans with high morale B Grade: Experienced Romans with good morale, or others with high morale.
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1force

Five training classes drive movement, rallying, combat and morale interactions.

How it works

1st Class grenadiers and light infantry; 2nd regulars, Continentals, Rangers, Jagers; 3rd raw regulars, veteran militia, Loyalists; 4th militia, inexperienced Loyalists, European-led Indians; 5th other Indians. Each grade above the opponent is +3 in combat, and grade sets DP recovery and pursuit behaviour.

Each unit is given a basic efficiency grade at the start of the game, indicating its training and experience.
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1force

National and training categories set operations, fire effectiveness, melee base numbers and morale.

How it works

Movement classes I-III, Firing Classes I-IV (US Sharpshooters best, other Mexicans and other cavalry worst), melee base numbers from 10 (US Regular infantry) down to 6 (Mexican militia), and Morale Points of 3 (US Regulars, elite volunteers), 4 (US Volunteers), 5 (US Militia, Mexican Regulars) and 7 (Mexican Militia). Quality also modifies interpenetration tests.

Battalions/Regiments are assigned a Firing Class per training, specialty, etc.
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1force

Napoleon's Battles disorder/rout ratings are converted to Fire & Fury effectiveness ratings by class.

How it works

Classes Old Guard, Guard, Veteran, Regular, Conscript and Raw each have effectiveness triples (e.g. Old Guard 4/2/-, Raw 7/6/5) looked up from the Napoleon's Battles disorder/rout number.

Transcribing Disorder/Rout ratings from Napoleon's Battles to the McFarlane napoleonic variant for Fire & Fury.
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1force
Crew quality, crew morale and shipsOi Navarcoi!

Squadrons are graded by training, motivation and ship type.

How it works

Crew quality is Well trained +1 or Green -1 (manoeuvre and Battle tests). Crew morale is Determined +1 or Poorly motivated -1 (morale tests). Ships are Fast +1 or Heavy -1, applying only to diekplous and periplous. The modifiers combine freely, e.g. well-trained but reluctant crews.

This allows you to field well trained, but reluctant squadrons (Phoenician subjects of the Great King, perhaps?), or goofy but determined crews, such as the dogged Corinthians.
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1force
ToughnessRuthless

A single d10 Toughness score rates each character's grit and experience.

How it works

Toughness is the target number for d10 tests (lower is better): veterans 3-4, experienced 5-6, nervous 7-8; 1, 2, 9, 10 to be avoided or reserved for exceptional cases.

Each character in the game has a Toughness value, serving as a “catch all” score to represent his grit and combat experience.
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1force
Character classesThe Rules With No Name

Citizen, Gunman, Shootist and Legend classes set dice pools and behaviour.

How it works

Class modifies shooting and fighting dice (Citizen -1, Shootist +1, Legend +2), sets nerve and fast-draw dice (3-6) and decides which action cards a character can claim. Citizens must move the full rolled distance and cannot fire deliberately. Indians use Young Blood, Warrior and Mighty Warrior classes with extra action cards outside town.

Citizen: ordinary citizens who have never been in a gunfight and are likely to be in a state of considerable panic.
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1force
Morale Ratings TableThey Died For Glory

Troop quality is expressed as national and type-specific morale ratings and weapon tables.

How it works

France, Prussia, Bavaria, Württemberg, Baden and Saxony each have morale ratings by troop type (e.g. French line 6, Guard/Zouaves/Turcos 7, Garde Nationale 4). French reserve troops fire on a worse table, some use muzzle-loaders, and cannot use deep column. Prussian line infantry is -1 morale when charging.

Prussian Infantry is -1 on morale if charging. This rule does not apply to other German infantry.
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1force
National qualityTrafalgar 1805

British ships gain bonuses and Spanish suffer penalties across gunnery, seamanship and boarding.

How it works

+1 British / -1 Spanish to Target Score, tacking and boarding; British round gunnery up; Spanish add collision risk. These can be ignored for a balanced game, and special captains can get bonuses (e.g. Redoubtable +1 boarding).

For the purposes of this game, British ships are reckoned to be better than their French and Spanish opponents.
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1force
Raw, Trained, VeteranVictory Without Quarter

Units are graded Raw, Trained or Veteran.

How it works

Grades modify melee, morale and stand-and-fire timing. Horse are also classed as Gallopers (must countercharge, charge 16") or Trotters (pistol fire, 12" charge).

Units should be classified as Raw, Trained, or Veteran.
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