Wargame Mechanics Index

Opposed melee roll

Both sides roll; difference or comparison decides.

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Watch it played 4 moments

  • 4:09–5:08
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Simultaneous melee and wounding a Bondi

    A Bondi spearman clashes with a Berserker; both roll to hit simultaneously based on their melee ratings, followed by armor saves that leave the Bondi wounded.

  • 9:18–9:50
    "Star Wars" Endor Wargame
    Little Wars TV
    Rule in play Chewbacca charges Stormtroopers in melee

    Chewbacca charges into close combat against an entire squad of Stormtroopers. Keith rolls Chewie's melee attack pool for four hits, and Tony saves only one before removing casualties.

  • 9:54–11:37
    Learn to Play Live Free or Die
    Little Wars TV
    Rule in play Resolving close combat and bayonet charges

    Tom and Greg calculate combat modifiers for an attacking British regiment with bayonets against Continentals behind a fence, then roll simultaneously and apply results.

  • 10:50–11:35
    Capturing Alfred the Great Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play A death worthy of a song

    With the Saxons cornered, Josh rolls close combat against Danish war leader Haesten. Opposed rolls of 1 and 6 trigger the 'death worthy of a song' rule, decapitating Haesten instantly.

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 23 games

3melee
Diekplous and PeriplousOi Navarcoi!

Breakthrough and encirclement manoeuvres are resolved by both squadrons rolling 6+ on 2d6.

How it works

Diekplous: an attacker in epi pollon or epi keras contacts an unengaged enemy in epi mias. Attacker-only success places it in the defender's rear for an immediate melee; both succeeding pushes it back 6 inches; any failure disorders it and starts a melee. Periplous: line against line. Attacker-only success puts it on the offshore flank; a tie sends both racing offshore in column each turn until one wins, possibly off-table with losses. Crew, ship (fast/heavy) and disorder modifiers apply, and green or disordered squadrons cannot attempt either.

If only the attacker is successful, diekplous has been performed! Place the attacking squadron in epi mias in the defender’s rear and immediately fight a melee.
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2melee

Attacker and defender each roll 2d6 plus modifiers; attack must exceed defence.

How it works

Attacker spends an ATTACK Die, declares extra Press the Attack dice (+1 each) and rolls 2d6; the defender, having seen the result, declares Parry/Dodge and rolls 2d6. After the defence roll the attacker may Focus with LAUREL Dice (+1 each). Attack greater than defence succeeds; the Thraex's sica also succeeds on ties but rolls wounds at disadvantage.

If the Attack Roll is greater than the Defence Roll, the Attacker hits the Defender and the Attack is considered successful, regardless of whether or not a Wound is inflicted.
Download · p. 25, 26 Quote verified
2melee

Clashes in mountain passes are resolved by a single opposed die roll instead of a battle.

How it works

Each side rolls a d10; the higher controls the pass and the lower must withdraw one hex.

each side rolls a %die and highest number controls the pass and the lower number force must withdraw one hex.
Download · p. 44 Quote verified
2melee
Resolving combatLegio VI Julia Augusta

Each side rolls a d6 per engaged base plus modifier dice and compares hits.

How it works

Roll 1D6 per engaged base (max 10) plus/minus dice for grade (+2 A, +1 B, -1 D), inspiring, support, charge bonuses, DPs and Shaken; min 1 die. Hits on 5-6, or only on 6 when in column, unformed, against advantage of ground, or charged in flank/rear. Results by difference: 4+ Victory, +1/3 Success (1 DP), equal (1 DP each), -1/-3 Set-Back (2 DPs), -4 Defeat (2 DPs and 1 casualty).

Results. Compare the difference in hits scored by each side.
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2melee

Each side rolls one Average Die plus modifiers; the difference in totals sets a graded result for each side.

How it works

Combat occurs when a unit advances within 4" of an opponent. Modifiers include +3 per training grade above the opponent, +3/+2 defending fort or fieldwork, +1 terrain, -3 skirmish order, -3 flank/rear, -2 per DP, -2 per casualty and -1 to -5 for outnumbering. Winner by +4 or more takes an easy victory; +2/3 a successful action; +1 to -1 a standoff that continues next turn; -2 to -4 driven back; -5 to -8 defeated; -9 or worse routed, each with DPs and casualties.

If side A’s total is, say, +3 and side B’s is -2; then side A is the winner by a total of +5 and B is the loser by-5.
Download · p. 28, 29 Quote verified
2melee

Each side rolls an Average Die plus modifiers; the difference decides results for both.

How it works

Combat occurs when a unit advances within 4". Modifiers: +3 per training grade above the opponent, +3/+2 fortifications, +2 British bayonet attack, +1 terrain, +1/2 inspiring general, -3 skirmish order, -3 flank/rear, -2 per DP, -2 per casualty, -1 to -5 for outnumbering (cavalry figure = 3 infantry, gun = 6). The difference gives each side's result from Easy victory (+4) to Routed (-9).

Result: Compare scores. If side A’s total is, say, +3 and side B’s is -2; then side A is the winner by a total of +5 and B is the loser by-5.
Download · p. 6, 7 Quote verified
2melee
FisticuffsRuthless

Brawls are resolved by both players playing a card; highest wins.

How it works

When opposing characters contact, both immediately select a card from hand; the highest wins and the loser is pushed back 2" and takes two rolls on the wound table. Mounted adds +1 to the card value; a played 2 'Low Blow' wins if it matches the opponent's suit. A player with no card, or an unconscious character, loses automatically.

Both players immediately select one card from their hand. The highest score wins. The loser is pushed back 2” and suffers two wounds on the “Darn, I Been Hit!” table.
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2melee

Both roll against their Kendo; success vs failure hits or parries, and if both succeed the lower die wins.

How it works

If attacker succeeds and defender fails, the defender must save or be removed; if only the defender succeeds he parries. If both succeed the lower score wins. Two-weapon fighters roll two dice and choose one.

If both succeed in their rolls, then the lower score of the two dice wins.
Download · p. 1, 3 Quote verified
1melee

Each side rolls 1d6 plus modifiers; the margin determines rout or destruction.

How it works

Draws are re-rolled; a difference under 3 routs the loser, exactly 3 destroys it, 4+ destroys it with mandatory follow-up. Modifiers: heavy cavalry +2, guards +1, light cavalry -1, cavalry in town -2, enemy disrupted +2, higher ground +1, artillery/HQ/light infantry -3, large/small +/-1.

Each player rolls 1D6 and adds modifiers as below. Check the difference in scores. a. Draw. Reroll! b. Difference <3. Loser Routs
Download · p. 10, 11 Quote verified
1melee
Resolving Handstroke EncountersA Coat of Steel

Each side totals band strengths and adds a Resolution card's Black Shield number; the higher total wins.

How it works

Band strengths depend on attack type (Quick, Steady, Tired) and stance. Each eligible side draws a Resolution card and adds the Black Shield (1-6). Ties go to the higher Puissance, then Forwardness, else Locked.

a resolution card is drawn for each side (if eligible), and the random number in the center of the card (The Black Shield-TBS) is added to each respective total. The higher total wins the encounter.
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1melee

Each figure pair rolls 1d6; the low modified roll is killed.

How it works

Each side rolls 1d6 with +1 for outnumbering, +1 defending cover and +1 for a Hero/Officer/Sapper. High roll wins and the loser is killed; draws stay engaged until next turn. Outnumbered figures fight each enemy figure in turn.

Each side rolls 1(d6). High modified roll wins and lowest is killed. Draws remain engaged until next turn.
Alamo Ruleser · p. 3 Quote verified
1melee

Each side rolls 1d6 plus its combat factor and tactical modifiers; totals are compared.

How it works

Combat occurs when elements are in edge and corner contact or contacting a camp. Combat factors: Blades +5 v foot +3 v mounted; Elephants/war wagons +4 v foot +5 v mounted; Knights, pikes, camelry +3 v foot +4 v mounted; Cavalry, warband +3; Auxilia, artillery +3/+2; Bows +2/+4; Light horse, psiloi +2; camp followers +1.

Whether in contact, shooting or only shot at, each player dices for his element, and adds the appropriate combat factor to its score
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1melee

Bases in contact both roll Firepower dice, and every 5+ is a hit.

How it works

Combat happens on base-edge contact, with up to 4 attackers on one defender. Every base in the combat rolls d6 equal to its Firepower and scores a hit on each 5+. Out-of-supply bases get -1 FP.

Each side rolls their total Firepower dice and every result of 5+ is a hit. Compare hit results.
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1melee
Hand-to-Hand Combat formulaHordes & Heroes: Ancients & Medieval

Each side totals combat factor, stands fighting, impact bonus and a d6, and the difference is hits.

How it works

Combat Result = Combat Factor + stands eligible to fight + Impact Bonus (if applicable) + d6, or 2d6 if hosting a general. The loser takes hits equal to the difference, applied on the Combat Result Table. Disrupted units count only their Combat Factor, with no stands or impact.

The difference between the opposing scores gives the number of ‘Hit’ points against the losing unit(s) using the Combat Results table.
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1melee
Defense score vs attack scoreLongstreet Lite

Defender and attacker each roll pools for successes on 4+; the difference decides losses.

How it works

The defender rolls one die per base (all ranks), the attacker one per base in the front two ranks, max ten dice per unit; successes on 4+. Ties go to the defender. A losing defender loses bases equal to the difference and falls back; attackers still engaged with a winning defender lose one base and fall back. Limbered artillery rolls two dice keeping the higher as its score.

Each defending unit whose defense score is lower than the enemy’s attack score against it has lost the combat by that difference. Because it lost, it will have to fall back. And it must lose a number of bases equal to that difference.
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1melee

Charges resolve on a modified die-difference table from 'swept from the field' to 'charge repulsed'.

How it works

Results run from 10+ (defenders retreat a full move, lose two stands, attached leader and battery captured) through 'driven back', 'hard pressed', 'desperate struggle' (both disordered, roll again), 'assault checked', 'assault falters', to -10 or less (attackers repulsed, lose two stands). Modifiers include heavy cavalry +4, cavalry in line +3, fresh +2, outnumbered 3:2/2:1/3:1, outflanked -3, spent -4.

A d .. pa'Me Itruule - both ,ide, are disordered mel lose ODe stand of troops. Conlinue charge combat and roll again v.ith adjusted modifiers.
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1melee

Stands pair off one for one and roll opposed d6 with modifiers.

How it works

Winning by 2 pushes the enemy back; winning by 3 destroys it.

Each side matches stands one for one and roll a six-sider against each other, with modifiers. If one wins by 2 points, the enemy is pushed back, by 3 and he is destroyed.
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1melee

Both sides make simultaneous combat rounds, and the side inflicting more Wear wins.

How it works

The attacker rolls Melee dice against the defender's Defence for its type and the defender rolls Resist Damage; then the defender does the same back. Both rounds count as simultaneous, so a destroyed unit still strikes. The side that caused more Wear points wins.

The side that has caused more Wear points on the opponent wins the combat.
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1melee

The attacker rolls weapon dice looking for 6s, and the defender's 6s cancel them.

How it works

The Fighting Chart gives attack and defence dice and an effect table for each weapon (fist, pistol, clubbed rifle, Bowie knife, tomahawk and so on). Each uncancelled 6 rolls d6 for effect, from knocked down to terrible wound. If the defender rolls more 6s, the attacker is knocked down. Modifiers include side -2 and rear -4 attacks, wounds and class.

The attacker rolls the number of dice indicated on the fighting chart below, each 6 rolled is a potential hit. The defender then also rolls the number of dice indicated on the fighting chart, each 6 rolled cancels one of the attackers hits.
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1melee
Resolving MeleesThey Died For Glory

Both sides roll dice per figures simultaneously, each hit kills a figure, and the side with more casualties retreats 12".

How it works

All melees are fought simultaneously after a side's movement. Each unit rolls dice from the Melee Table by figure count, hitting on 4-6 with modifiers capped at -2/+1, and each hit kills one figure. The side suffering more casualties retreats 12" straight back; a unit whose retreat is blocked by enemy surrenders.

The side that suffers more casualties retreats 12" straight back, ignoring terrain penalties
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1melee

Both sides roll melee dice simultaneously, and the side scoring more hits wins.

How it works

Dice come from formation (plus one per attached commander), hitting on 4+ with modifiers (+2 vs rear, +1 vs flank, +1 charging or won last round, +1 defending obstacle, -2 Shaken). All units on the losing side take a morale test, even with no hits. Fighting to flank or rear removes one or two dice.

The side with the highest resulting number of hits wins the melee and is not required to take a morale test
THG 24-pg · p. 16, 17 Quote verified
1melee

Both sides roll d6 pools hitting on 4+; most unsaved hits wins.

How it works

Dice: foot 2d6, horse 3d6, cuirassiers 4d6, dragoons 2d6 per stand; modifiers +1 veteran, -1 raw, +1 horse charge, +1 high ground, -1 per casualty marker, +1 officer, -2 horse not charging. Saves: steady pike 4+, cuirassier 5+, horse 6+. Combat is simultaneous. Artillery contacted is overrun.

The side that causes the most unsaved Hits is considered the winner, the other the loser.
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1melee

Both sides roll one d6 per engaged base; the side losing more bases loses the fight.

How it works

Heavy cavalry, heavy infantry and phalangites hit on 4-6; medium troops and light infantry on 5-6; missile troops on 6. Attackers re-roll 1s. Both sides roll simultaneously (unless one has Strike First), then take saving throws. The side that lost more bases loses and backs off 2BW; equal losses mean the fight continues next turn.

The side that lost the most bases in the fight is the LOSER, If the losses were the same, the fight continues next turn.
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