Wargame Mechanics Index

Multi-round / continuing melee

Melee persists across turns or rounds.

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Watch it played 3 moments

  • 17:15–18:25
    Epic 10mm Helm's Deep Wargame
    Little Wars TV
    Rule in play Aragorn orders Royal Guard cavalry charge

    Aragorn tests on 2d6 to order Théoden's Royal Guard cavalry into the breach, needing an 8 or less after distance penalties. He succeeds, and the cavalry smashes into the Uruk-hai, wiping out two enemy units across follow-up combat rounds.

  • 8:28–9:55
    Snappy Nappy Rule Review
    Little Wars TV
    Rule explained Melee rounds and close combat modifier overload

    Tony and Chal explain close combat resolution, including opposed rolls, morale check penalties, and up to three combat rounds per turn. Tony shows the chart and criticizes the 27 situational modifiers.

  • 14:50
    Can Richard III Win at Bosworth?
    Little Wars TV
    as turn three drags into turn four, Chow and Steve remain locked in a vicious scrum

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 10 games

2melee
Attack duration once in contactA Coat of Steel

Encounters continue turn after turn, with attacks decaying to Tired strength.

How it works

Quick Attack strengths apply only in the first round, then Tired. Steady Attacks keep Steady values while winning, then Tired. Tired attacks last indefinitely. Cavalry attacks last two rounds, then retire one Quick move and attack again as Tired. Belaboured winners get an extra card next round.

Steady Attacks- if the Ward is under Steady Attack orders in the turn when a company or companies enter into an encounter, use the Steady Attack Strengths
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2melee
AssaultsHail of Fire

Assaults alternate rounds of 4+ Assault Checks until no teams remain in contact.

How it works

Attackers must start within 12 inches, with at least one unsuppressed Team that has LoS, and no more than two may contact one enemy Team. Defenders activate for free, rally and resolve RFPs; any not Ready are destroyed. Ready defenders may move away or roll an Assault Check to kill an attacker, then attackers roll, and the steps alternate with 3-inch consolidation moves. Every Team that made an Assault Check ends suppressed (Regroup), leaving victors spent.

Repeat - Continue alternating Steps 2 and 3 until no Teams remain in contact.
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2melee
Epidromos melee then OthismosHoplomachia

The charge impact is resolved first, then continuing melees become shoving matches with different modifiers.

How it works

The first melee after a charge is an Epidromos melee using momentum; if units remain engaged next turn it becomes an Othismos, using a rolled shoving value, depth (+1 for 3-stand, +2 for 4-stand lochoi), hamippoi and ground-given modifiers (-1 pushed back, -2 broken into last turn). A Crafty hegemon with over half the hoplites in othismos may call One Step More! for 1-2 Arete. Horse vs horse retreat after 2 turns of othismos.

The first melee that results from an Epidromos move is called an Epidromos Melee; if the two units remain engaged on the next turn, their melee is called an Othismos.
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2melee
Impact Bonus and Static CombatHordes & Heroes: Ancients & Medieval

Impact bonuses apply on contact and keep applying while a unit keeps driving its enemy back, then are lost in Static Combat.

How it works

Spearmen, cavalry and chariots have impact bonuses of +1 to +4 (+6 for pike blocks), capped by stands remaining and reduced by 2 in column. A unit that forces a recoil or flee follows up and keeps its impact bonus next round. Once neither side moves, an SC marker is placed and no impact bonuses apply until contact breaks. Fresh units joining a Static Combat use their impact bonus.

Only a unit following -up a recoiling or fleeing unit can continue to use its Impact Bonus in the next round of hand-to-hand combat, and each subsequent round until the advance is stopped
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1melee
Close CombatFUBAR

Assaults resolve with simultaneous to-hit rolls and continue each turn until one side is gone or withdraws.

How it works

The attacker moves into base contact (max 8"), then the defender adds unengaged figures within 3". Both roll one die per figure against Expertise; previously suppressed figures strike last. Hits are casualties only and cover has no effect (LWTV: cover for defender in first round only). Combat resumes at the start of each later turn, and engaged units auto-activate and cannot activate again that turn.

The combat continues at the beginning of each subsequent turn. The units involved automatically activate at that point.
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1melee

Infantry melees last one round; cavalry melees two.

How it works

Roll 1d10 per 4 figures in melee from two ranks deep; the side with most casualties loses and the loser tests morale. Infantry vs infantry/cavalry melees last one round, cavalry melees two rounds. Ties leave the defender shaken in place and the attacker retiring shaken.

Cavalry Melee Procedure - all melees last tworound sonly
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1melee

Base number plus modifiers cross-referenced with a d10 gives casualties; melee continues each turn until one side breaks.

How it works

Each side finds its troop-type base number (10 US Regulars down to 6 Mexican militia), adds modifiers (cover +1, uphill +1, assault column +1, unformed -2, flank/rear -3, square vs cavalry +8, infantry not in square vs cavalry -4), rolls a d10 and cross-references on the melee table to get casualties inflicted. One round is fought per turn; if neither side breaks contact through morale the melee continues next turn. Units are always unformed after melee.

One round of melee takes place each turn. If neither side breaks contact through a morale check, the melee continues to the next turn.
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1melee
Units locked in CombatThey Died For Glory

Tied melees lock the units together to fight again next turn.

How it works

If both sides suffer equal casualties, all units stay locked and fight again next turn without modifiers (newcomers get theirs). Locked units cannot move, fire or be fired on; a locked unit that reaches 50% casualties tests morale and falls back on failure.

In case of a tie (both sides suffer the same number of casualties), all units are locked in melee until the next turn when they fight again.
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1melee
Draws / continuing meleeThis Hallowed Ground

Drawn or unresolved melees continue in following rounds.

How it works

In the core rules a tied melee stays engaged and is fought again next melee phase, with the previous winner marked by a Charge order die. In v4.4 rounds continue immediately until one side is broken or all its units retire.

If both sides are tied, the melee is a draw and units will remain engaged.
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1melee

Drawn fights continue next turn and losers may be attacked again.

How it works

If losses are equal the fight continues next turn. After a loser backs off, the fight is renewed next turn if either side attacks again, without the cavalry charge bonus. Macedonian units (and Spartans) close gaps in their front rank after winning a round; others must re-form at the start of the next Move stage and then only half-move.

Renew the fight next turn if either side attacks again. The cavalry charge bonus does not apply this time.
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