Wargame Mechanics Index

Random force composition

Troops, allies or assets are determined by drawing cards or rolling on tables rather than chosen.

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How games do it 4 games

2force

2d6 tables decide which troops or tactical assets a recruitment action yields.

How it works

Recruit soldiers, Recruit mercenaries and Tactical innovation each give one 2d6 roll on their column. Soldiers range from scourers and prickers (2-3) and loyal retainers (4-6) to inexperienced bill and bow (8-10) and allies of doubtful loyalty (11-12); mercenaries include Burgundian crossbows, Irish kerns, Scots, French and Flemish handgunners; innovations include German pikes, field fortifications, barricaded buildings, field artillery and mounted men-at-arms.

Allows the player to roll once (with two d6) on the ‘Recruit Soldiers’ table below.
Download · p. 44, 46 Quote verified
2force
Force CardsK.I.S.S. Rommel

Each side picks one division card and is dealt four more at random, including blank event cards.

How it works

Each side chooses one Force Card and is dealt four more at random (four total for a quicker game; beginners may choose two). Each card is a Division with a fixed organisation of HQ, recon, tank, infantry, artillery and 88mm battalions. Blank cards represent losses such as supply convoys sunk from Malta or troops diverted to Greece.

Each side may chooses one card and then randomly deal four more. This is their strength for the oncoming battle.
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1force
Army Generation ListsHoplomachia

Armies are built by rolling d6 on per-nation Basics and Options charts rather than picking troops.

How it works

The player rolls 1d6 for each dotted item on the Basics chart of his chosen list, noting the troops received and how many Options he may roll for. He then picks which Options to roll for on the Options chart and rolls for them. Small armies use one round of rolls, medium armies repeat the round once, large armies twice. Each point equals set stand counts (e.g. a hoplite point is one lochos of 2-3 stands; allies are rolled as extra rounds on separate lists).

for a small army, the player first rolls a 1d6 for each item on the "Basics" chart of his chosen list, which has a dot to the left of it.
Armies of Hellas · p. 24 Quote verified
1force
Random citizens join possesRuthless

In the Dodge City scenario, firing can add a randomly assigned citizen character to the shooter's posse.

How it works

After each Fire action, the firing player rolls a d10. On 1-4 he is assigned one random citizen's character card for his posse, placed in a scenario-defined area (north of the street for Peacock, south of the railway embankment for Masterson). Citizens stop arriving when all cards are assigned; Jim Masterson must go to the Masterson posse and the last to appear is always the mayor.

After resolving every "Fire" action taken by any character, roll a d10. On a result of 1-4, the player who fired is assigned one random citizen for their posse.
"Dodge City" · p. 1 Quote verified