Wargame Mechanics Index

Troop type taxonomy

Units defined by broad type categories.

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Watch it played 4 moments

  • 1:31–2:25
    Force on Force Rule Review
    Little Wars TV
    Rule explained Troop count and table size flexibility

    Greg explains how Force on Force scales from six to eight elite operators up to dozens of irregulars, and notes that having no maximum weapon ranges allows flexible table sizes.

  • 2:35–3:28
    General d'Armee Rule Review
    Little Wars TV
    Rule explained Simulating the rock-paper-scissors of combined arms

    Miles and Tom evaluate the game's playability, explaining how effectively the system simulates the historical rock-paper-scissors interplay among infantry, cavalry, and artillery.

  • 2:40–3:42
    Fire and Fury Rules Review
    Little Wars TV · Fire & Fury
    Rule explained Brigade Basing and Model Scale

    Greg explains the scale and basing requirements in Fire and Fury, showing how miniature stands form a brigade and displaying the rulebook's stand basing diagram.

  • 2:58–3:26
    6 Tips for Getting Started in Napoleonic Wargaming
    Little Wars TV · Black Powder, Volley & Bayonet
    Rule explained Tip 3: Start with the French

    Miles explains why starting by painting French line infantry is the most practical choice, as the French fought against virtually every coalition nation.

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 16 games

2force
Troop DefinitionsDe Bellis Antiquitatis

Troops are classed by battlefield behaviour into a small set of functional types.

How it works

Mounted: elephants, knights, cavalry, light horse, scythed chariots, camelry; foot: spears, pikes, blades, auxilia, bows, psiloi, warband, artillery, war wagons; plus camp followers. Weapon, armour and morale/training distinctions are deliberately discarded as linked to function.

Troops are defined by battlefield behaviour instead of the usual formation, armour, weapons and morale classes.
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2force
Hoplites, Peltastes, Psiloi, Hippeis, Persian typesHoplomachia

Many finely differentiated hoplite and light troop types by city and class, organised as lochoi in taxeis.

How it works

Hoplite lochoi (2 stands of 4 figures) are grouped 1-5 into taxeis forming the phalanx; types include Spartiates, Lakonian, Peloponnesian, Arkadian, Athenian, Theban, Boiotian, Panhellenic, Ionian, Ataktes and Misthophoroi. Peltastes may be disciplined or tribal; psiloi, toxotes and sphendonetes form groups; cavalry ilai form hipparchies, with Thessalian rhomboids and Hetairoi wedges; Persian artisbara, sparabara, takabara, kardakes. Troops availability varies across five epochs.

When one army, theatre, and era are focused upon, we see that an opportunity presents itself for a real examination of variations in what is usually one monolithic classification of soldier- the Greek Hoplite.
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1force

HQ, line, guards, light infantry, militia, heavy/light cavalry and foot/horse artillery with special rules.

How it works

Light infantry treat any shooting result as pinned and can voluntarily rout, as can light cavalry; guards rally better; units have size categories large, common and small affecting fire and melee.

Light Infantry treats any result due to shooting as a PINNED result.
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1force
Troop typesA Coat of Steel

Fifteen troop types from men-at-arms and archers to mercenaries and artillery.

How it works

British: men-at-arms, levied billmen, levied spearmen, retinue archers, levy archers, kerns, galloglaich (fleet foot), mounted MAA, hobilars. Continental: handgunners, crossbowmen, pikemen. Artillery: bombards, field gonnes, organ gonnes. Bands are Melee troops or Archery/Other troops with both ratings.

For the purposes of combat, all bands (stands) in ACOP are divided into two basic types: Melee troops and Archery (or Other) troops.
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1force
Ballista / Ram types and unit morale valueClassical Hack Siege Rules: The Siege of Tyre

Siege engines are typed light/medium/heavy with a computed morale value.

How it works

Engines (ballistae, rams, mantlets, towers, sheds) come in light, medium and heavy types. A ballista unit's morale value is (number of figures x FV) + UV, e.g. light ballista 5 figures, FV .4, UV 5. Ballistae taking antipersonnel hits reduce their X5 shooting multiplier by the hits taken.

[Number of Figures times PV]+UV=Unit Morale Value
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1force

Troop types from grenadiers to militia, Indians, cavalry and four artillery weights.

How it works

Types: Grenadiers/Guards/British light companies, European regulars, Continentals & Loyalists, Jagers/Riflemen, Militia, Indians (unformed), Cavalry, Dismounted Cavalry, and heavy/medium/light artillery and amusettes, each with its own chart values reflecting quality.

Grenadiers/Guards/British Light Co.s
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1force
Unit Data SheetsFistful of T-34s

Each vehicle and weapon type has movement, front-rear armour, penetration, ROF, ranges and anti-infantry modifier.

How it works

The data sheets cover German Army Group Don and Red Army equipment for the campaign. For example, the T-34/76 has 9" move, armour 5-4, Pen 6, ROF 2, range 5/10/15" and AI -1.

Movement Armor Penetration ROF Range Anti-Inf.
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1force

Line infantry, jäger, tirailleurs, four cavalry types and four artillery calibres.

How it works

Infantry, pioneers and jäger; cuirassiers, hussars, dragoons and uhlans (light and heavy cavalry with different charge distances); 12-pounder, 6-pounder foot, 6-pounder horse and 7-pounder howitzer batteries, each with different ranges and canister effect (12-pounder canister +1/4).

Die Artillerie besteht aus 12pfündigen, 6pfündigen Fufs- , 6pfiindigen rei- tenden- , und 7pfiindigen Haubitz-Batterien.
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1force

Nine troop types from light infantry to cataphracts and chariots.

How it works

LI, MI, HI, Bowmen, LC, MC, HC, Cataphracts and Chariots, with only light troops and bowmen able to shoot. Roman legions are single units of 10-11 cohort bases; others form units of 2-6 bases.

Troops are classified as one of the following types:
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1force
INF and ARTLongstreet Lite

The Lite game uses only infantry regiments and artillery batteries.

How it works

Lite covers infantry and artillery only; the full game adds cavalry, six artillery types and ratings for experience and elan (shown on the full-game QRS and Force Roster).

These Lite rules deal with infantry (INF) and artillery (ART) units only. The Lite game does not cover the use of cavalry.
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1force
Defence classes and stand typesMicro Armour: The Game - WWII (2nd Edition)

Stands are armoured vehicles, unarmoured equipment/weapons or personnel, with special rules for many sub-types.

How it works

The three defence classes decide which firepower applies and how LOS works. There are special rules for HQs, MMG/light mortar/infantry support stands, weapons stands, recon, dual-purpose guns, infantry close support artillery, multi-turret 'land ships', horse cavalry (mount/dismount), bicycle, ski and mountain troops, boats and engineers.

All stands belong to one of three defense classes: armoured vehicles, unarmoured equipment or weapons, and personnel.
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1force
Basic units by eraReal Time Wargaming

Each era has a short list of unit types defined by move, attack range and traits.

How it works

Napoleonic: Infantry 2/2, Cavalry 4/0, Artillery 2/6 Close Combat Zero, Commanders move 4 / Command Range 2. Lists are also given for Pike & Shot, Roman, WW2 and Wars of the Roses, e.g. WW2 Tank Move 4, Range 4, Raid, Heavy Armour, Armour Piercing.

INFANTRY: Move 2, Attack Range 2 CAVALRY: Move 4, Attack Range 0 ARTILLERY: Move 2, Attack Range 6, Close Combat Zero (1)
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Orc classificationRules for Middle Earth

Fantasy races are mapped onto the parent rules' infantry classes.

How it works

Orcs with shield and hand weapons count as medium infantry; orcs without shields as light infantry. Other figures use medieval men-at-arms and knights under the base rules.

ORCS with shield and handweapons are MEDIUM Infantry. ORCS without shields are LIGHT Infantry.
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1force

Each special troop type has its own stats and is hit as one of the base game's generic classes.

How it works

A table lists move, melee value, support, number per stand, cost and firing range for each special type. For fire purposes velites and peltasts count as light infantry; legionaries, Numidians, hypaspists, phalangites and heavy foot archers as heavy infantry/light cavalry; companions and heavy mounted archers as heavy cavalry; chariots, elephants and subcommanders as chariots/elephants.

Companions and Hvy. Mtd. Archers are hit as heavy cavalry. Egyptian and Assyrian Chariots, Carthaginian Elephants, and Subcommanders are hit as chariots/elephants.
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1force
Foot, Horse, ArtilleryTercios: Brevis Editio

Units are Foot (Squadrons or Companies), Horse or Artillery, rated by six Values and four Defences.

How it works

Values are Speed, Melee, Shoot, Discipline, Courage and Stamina; Defences are vs Infantry, Cavalry, Salvo and Artillery. Squadrons are mixed pike-and-shot formations (Tercio Viejo, Reformed Battalion, Swedish Modern Squadron, etc.); Companies are detachments. Horse gets Mobility, Evasion and Pursuit; artillery gets Crew Defence and No Escape.

Troop units are divided into three main types: Foot, Horse and Artillery.
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1force
Ship Ratings & Gunnery ScoreTrafalgar 1805

Ship rate and gun count set each broadside's starting Gunnery.

How it works

Gunnery = guns/10 (ignore over 90) minus rate, rounded up for British and down for French/Spanish (a 74 gives 5 or 4); frigates subtract a further 2, making sloops useless against the line. Rates run First to Sixth plus smaller vessels.

a 74 gun Third Rate has a Gunnery of 7.4 - 3 = 4.4, which is rounded up to 5 if the ship is British, or down to 4 if French or Spanish.
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