Wargame Mechanics Index

Recoil, push-back & breakthrough

Combat outcome causes movement.

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Watch it played 4 moments

  • 12:55–14:58
    Bunker Hill 250th Anniversary Wargame
    Little Wars TV
    Rule in play Bayonet charge repulsed with general wounded

    British regiments make an opposed bayonet assault on the redoubt using 2d6. The Americans win the roll, pushing the attackers back with disruption points, and the subsequent leader casualty check wounds General Pigot.

  • 14:28–15:35
    Epic Austerlitz Wargame | Choose Your Own Ending!
    Little Wars TV
    Rule in play Russian cavalry charge on French flank

    Russian heavy cavalry charges the French left; the players determine combat factors and roll opposed dice pools hitting on 4+, forcing the cavalry to retreat and French infantry into square.

  • 16:32–17:05
    Interactive Gettysburg Wargame
    Little Wars TV
    Rule in play Cold steel assault on Cemetery Hill

    Confederate and Union players roll opposed combat dice and consult the combat results chart; rolling a 6 against a 3, the Confederates win and force the defending Union brigade to recoil three base depths with a fatigue marker.

  • 20:14–20:45
    Epic 4-Table Brandywine Wargame | Choose Your Own Ending!
    Little Wars TV
    Rule in play Maryland regulars repel British assault

    American and British players roll an opposed combat roll near Birmingham House Hill; the British roll falls short by one, forcing the attacking column to be pushed back.

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 18 games

3melee

Every attack forces the defender back one hex; at the wall this risks collision.

How it works

After any attack the defender withdraws one hex: directly away if hit, or into a rear hex of his choice if missed (attacker's choice after a Driven Attack). A gladiator with no hex behind has his Back to the Wall (defence at Disadvantage); if forced off the grid he rolls d6 (+1 per Manoeuvre die), 1-3 collides: 1 Tripped (concede), 2-4 forfeit a die, 5-6 gain Fatigue.

After the effects of an Attack have been resolved—whether or not the attack was successful—the Defender is forced to Withdraw.
Download · p. 28, 29 Quote verified
2melee

Winners may advance a full move and chain into further melees.

How it works

When the loser routs or is destroyed, the winner may (or on a 4+ margin must) move up to a full move straight ahead; contacting another enemy triggers a new melee at -1, repeatable until no more contacts. Cavalry can destroy several units in one turn this way.

If this "follow up" move contacts another enemy unit then another melee is performed. This can be repeated until no more units are contacted.
Download · p. 11 Quote verified
2melee

Results are Locked, Repulsed, Stuck In or Belaboured, with push-backs and visual cues.

How it works

Locked: continue next round. Repulsed: loser pushed back one base depth with the winner following, Courage check and Pushed Back modifier. Stuck In: loser takes Light casualties, winner on 5+, loser checks Courage. Belaboured: loser Heavy, winner Light casualties. Any disengagement costs unbroken companies 1 Courage.

Repulsed- Loser is “Pushed Back” one base depth, with the winner following up. The loser takes a Courage Check, and has the “Pushed Back” modifier against him next turn.
Download · p. 29 Quote verified
2melee

Melee losers and often winners retire or become shaken.

How it works

The loser falls back shaken even if it passes its morale test; the winner also becomes shaken post-melee. Units going shaken in melee retire a full column move to the rear facing the enemy. In cavalry melee with no winner both sides retreat 24". Infantry do not pursue.

Melee loser will still fall back Shaken even if it passes the morale test with two Good dice results. Winner will also become Shaken post-melee.
Download · p. 1, 2 Quote verified
2melee
Recoil, Flee and Follow-upHordes & Heroes: Ancients & Medieval

Losers recoil one hex or flee a full move plus one, displacing friends, and winners must follow up.

How it works

A recoiling unit pushes back any friendly units in its way, and each displaced unit becomes disrupted, which can chain. A unit that cannot recoil or flee (blocked by enemy ZOC, impassable terrain or disrupted friends) is eliminated. Winners automatically occupy the vacated hex, and most must pursue fleeing enemies along the same path. A-class infantry, units behind obstacles and shield walls may decline to follow up.

It will automatically push back or displace any friendly units in order to make the recoil movement. The displaced friendly units, which could be many through the domino effect, each unit in turn becomes disrupted.
Download · p. 13, 14 Quote verified
2melee
Falling BackLongstreet Lite

Losers fall back a rolled distance: active side takes the lower of 2d6, passive the higher.

How it works

A unit falling back rolls two dice and must move at least that many BW from the enemies it engaged and not end within 1BW of any enemy, by the shortest legal path to flank or rear. A unit unable to fall back, or forced off the table, is broken. Unlimbered artillery limbers first.

A unit that must fall back rolls two dice. An active unit (such as an attacker in combat) picks the lower of the two. A passive unit picks the higher of the two.
Download · p. 23, 24 Quote verified
2melee

Graded results apply DPs, casualties and retreats to each side by its own margin.

How it works

+4 easy victory (1 DP; 4th/5th class pursue); +2/3 success (1 DP, maybe 1 casualty, halt); +1/0/-1 standoff (both 1 DP and casualty, continue); -2 to -4 driven back (2 DPs, 1 casualty, retreat a move); -5 to -8 defeated (2 DPs, 2 casualties, retreat behind next line); -9 routed. Cavalry standoffs against infantry count as driven back.

-2/-3/-4: Driven Back. Take 2 DPs and one casualty. Retreat one move at maximum speed (no deduction for about face).
Download · p. 6, 7 Quote verified
1melee

The losing side is pushed back a set distance or breaks according to the level difference.

How it works

Firefight losers fall back 3", 6" or 12" or break at a 6-level difference; close-action losers go back 4" or 8" or break at 4+ levels. Bombardment outcomes can let artillery close the range by a quarter or half, or force infantry back 4".

the low unit (L) losing 2 points of combat effectiveness and being forced back 6".
Download · p. 45, 46 Quote verified
1melee
Recoil, flee and push-backDe Bellis Antiquitatis

Recoiling elements move back one base depth, pushing friends back or being destroyed if blocked.

How it works

A recoiling element moves back its base depth without turning, passing through permitted friends or pushing back others (not elephants or war wagons); if blocked by enemy, impassable terrain or friends it cannot pass or push, it is destroyed. A fleeing element recoils a base depth then turns 180 degrees and keeps moving.

A recoiling element moves back its base depth to its rear without turning.
Download · p. 10 Quote verified
1melee

Attackers that fail to remove the defender fall back.

How it works

If the defender is not removed, all attacking units retreat 4 inches and the same result applies to every repulsed unit.

If the defender is not removed, the attacking units must retreat 4”.
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1melee
Pushed back / Broken into / BrokenHoplomachia

Melee results push losers back, break into them, or break them, with winners following up.

How it works

Results on the Melee Resolution Chart: No Effect, Both disordered, Loser Pushed back (one base depth, winner follows up), Loser Broken into, Loser Broken, Loser Slaughtered; pushed back and broken into continue othismos next turn and trigger a melee Andreia check. Being pushed back or broken into penalises the next othismos shield total.

No Effect Both disordered Loser Pushed back* Loser Broken into* Loser Broken Loser Slaughtered
QRS Tablet · p. 2 Quote verified
1melee
After Combat MovesLegio VI Julia Augusta

Combat results dictate halt, fall-back, follow-up, pass through, retire, rout or pursue.

How it works

Defeated units move first. Fall-back is 1" in good order; retire is a full unformed move; rout moves until outdistancing pursuit and is then eliminated. Units unable to fall back or retire take a casualty; supporting units share the result and DPs.

Fall-back. Move back 1" facing enemy in good order. Units unable to fall-back remain in place and take a casualty.
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1melee
Driven Back / Defeated / Routed / PursuitLoose Files and American Scramble

Losing combat forces retreats of increasing length, and low-grade winners must pursue.

How it works

Driven back retreats one move at maximum speed; defeated retreats behind the next friendly line or terrain obstacle; routed runs beyond enemy artillery range or to the next obstacle. On an easy victory 1st-3rd Class obey orders while 4th/5th Class pursue until outdistanced or the enemy is destroyed. Cavalry getting a standoff against infantry or artillery act as if driven back.

+4 or more: Easy victory. Take 1 DP. 1st/2nd/3rd class troops obey orders. 4th/5th class pursue (see below).
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1melee

Disorganized close-assault defenders and stands that fail against flamethrowers must fall back 1" or be eliminated.

How it works

A close assault pins its target in place. If a Disorganized result is inflicted, the defender must move 1" away from the stand that caused it, and is eliminated if it cannot. A defender that fails its cohesion roll when hit by a flame-throwing vehicle must retreat at least 1" farther away, or it surrenders and is eliminated.

If, as a result of the close assault process a disorganization result is achieved, then the defender must still move 1” away from the attacking stand that inflicted the result.
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1melee

Victorious Mahdist stands rush forward into rear targets.

How it works

Winning Mahdist stands surge on toward pack camels or headquarters, so supporting ranks and solid squares are valuable.

VictoriousMahdiststands tend to rush forward to butcher the pack camels or the headquarters staff, so it's a good idea to have a supporting rank.
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1melee
Disengage and Shameful DefeatTercios: Brevis Editio

Losers fall back 3", or retreat twice their move and turn about if they also failed to resist any damage.

How it works

The loser disengages 3" to its rear keeping its facing (turning to face first if flank-charged). A loser that cancelled no damage suffers a Shameful Defeat: it moves twice its Speed, turns 180 degrees and is Disordered. On a draw the charger disengages. A unit unable to complete the move takes an extra Wear point; artillery losing a combat is destroyed.

The unit that has sustained a Shameful Defeat will Disengage, and move a number of inches equal to twice its Movement value.
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1melee
Retire, Breakthrough and RecoilThis Hallowed Ground

Units retiring from melee take free hits, chargers may break through, and obstacle defenders are pushed back.

How it works

Each enemy in contact with a unit retiring from melee rolls 1D6 and scores a hit on 3+. If all enemies are Broken or Retire after the first round, unshaken chargers may make one breakthrough charge on the nearest enemy without an orders test. A winner against obstacle defenders pushes them back one base depth and occupies the obstacle.

If all enemy units engaged in melee are Broken or forced to Retire as a result of the initial round of melee, the charging unit(s) may (optionally) make a breakthrough charge.
THG 24-pg · p. 17, 18 Quote verified
1melee

The loser is pushed back 2" and tests morale; the winner must pursue.

How it works

The loser is automatically pushed back two inches and tests morale. Melee continues on subsequent activations while units remain in contact. Winners must pursue unless they pass a morale test.

The loser is automatically pushed back two inches. The loser must also make a Morale test.
Download · p. 7 Quote verified