Wargame Mechanics Index

Secret simultaneous combat choice

Combatants secretly choose a stance, tactic or allocation of combat points, reveal together, and the combination decides the result.

Open in the index

How games do it 2 games

3melee
Handstroke Stance cardsA Coat of Steel

Each side secretly chooses one of six stances; the revealed pair is cross-indexed to set which bands count, the modifiers and the result.

How it works

Stances are Gather to the Standards (enemy casualty draws -1), Thrust Home Lads (enemy +1 on casualty draws), I'll Not Shrink Back (commander leads from front at greater risk; if both play it the commanders duel), Pluck up your Courage (Courage check for a TBS bonus), Daggers Drawn (not first turn; more casualties) and Stand off Apace (break contact, both lose 1 Courage). The winner's card shows the Hazard to apply against the loser's stance.

Once both sides have chosen their stances for that encounter, they mutually reveal their choices. These stances, when cross- indexed, will show which bands in their companies will be counted in the encounter, along with any modifiers to their strength.
Download · p. 26, 27, 28 Quote verified
3melee
Fighting: assault, close combat and grappling roundsHorse & Musket Skirmish Rules (first draft)

Each fighter secretly splits combat points across three rounds using dice, then both reveal and compare round by round.

How it works

Skilled/Veteran/Hero have 6/8/10 combat points (modified by wounds, charging, flank/rear, outnumbered), split 1-6 per round on three coloured dice hidden under the hand; Raw roll instead. Weapon modifiers apply per round (long weapons favour the assault round, knives the grappling round). Exactly double the opponent in a round disarms, more than double strikes a blow and knocks down, and winning any two rounds strikes a blow.

Each player divides his character's combat points between the three rounds, allocating between one and six points to each round
Download · p. 17, 18, 19 Quote verified