Wargame Mechanics Index

Troop-type matchups

Results depend on attacker vs defender type.

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Watch it played 3 moments

  • 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.

  • 6:09–6:33
    Killer Katanas 2 Rule Review
    Little Wars TV
    Rule explained Melee modifiers and armor matchups

    Greg describes how melee combat requires cross-referencing defender and attacker armor types on a dedicated chart to find a combat factor modifier before adding all other situational bonuses. A quick reference sheet illustrates the armor comparison matrix.

  • 16:25–16:58
    Winter Kharkov Wargame
    Little Wars TV · A Fistful of TOWs 3
    Tactical decision Soviet cavalry charges German panzers

    Attempting to mimic the success on the other table, Steve orders his Cossack cavalry to charge directly into advancing German panzers.

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 15 games

3melee

The loser's fate depends on margin (less, or half or less) and on its type versus the most dangerous opponent.

How it works

If beaten but more than half: e.g. scythed chariots and war wagons destroyed; mounted destroyed in bad going else recoil; some foot destroyed by knights or scythed chariots in good going; psiloi destroyed by any mounted in contact. If half or less: light horse and psiloi flee, others destroyed. Outcomes ignore overlaps.

An element with less than or half the total of its opponent must make an immediate outcome move, which depends on its own type and that of the most dangerous opponent in contact with or shooting at it
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2melee
Epidromos eligibilityHoplomachia

Troop types may only charge certain targets; ineligible units evade instead.

How it works

Hoplites may charge anything. Hippeis and peltastes may not charge hoplites through their shielded sides unless disordered (Iphikratians and long-spear Triballians excepted); psiloi additionally will not charge close-order peltastes or hippeis; other belos troops never charge. Units that cannot charge evade when threatened. Horse that fails to at least break into foot on an epidromos must retreat a move and regroup.

Hippeis - May not declare Epidromos against Hoplites through their shielded sides, unless the Hoplites are disordered.
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2melee

Cavalry versus infantry uses fixed dice by formation and number of squadrons.

How it works

A battalion column attacked by 3-4 unprepared squadrons uses die II, by 2 squadrons die III, by 1 die V, all against the cavalry; brigade masses need 2 squadrons per battalion. Deployed lines that cannot be flanked: 3-4 squadrons per battalion die III. Repulsed cavalry is never totally beaten; beaten deployed infantry is always totally beaten. Foot batteries attacked in flank by half a battalion or squadron are lost.

Ein Bataillon nach der Mitte in Colonne. Von 3 bis 4 Escadrons ohne Vorbereitung angegriffen Würfel No. II.
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2melee

British regulars may declare a bayonet attack for +2 but forgo inflicting casualties on a standoff.

How it works

Open only to British regulars, declared before the attack. On a standoff the defender takes no casualty, so the attacker goes into the next round worse off (-4 vs -2). Infantry facing cavalry also avoid standoff casualties.

+ 2: Making bayonet attack (option open only to British regulars. Declare before attack).
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2melee
Rock/scissors/paper killsRitter (work in progress)

Specific troop types automatically kill others in given situations.

How it works

Examples: blades kill pikes frontally, warbands kill blades frontally, single-stand bow fire kills knights, pike and bow; elephants kill blade, spear, pike and warband; pikes kill all cavalry frontally; psiloi kill elephants; cavalry kill light infantry in the open, light infantry kill cavalry in rough; knights kill infantry one-on-one.

Blades kill pikes frontally Warbands kill blades frontally Bow fire of a single stand kills knight, pike and bow
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2melee

Each unit has fixed Defence values against Infantry, Cavalry, Salvo and Artillery attacks, used as the attacker's target number.

How it works

Defences are unmodifiable target numbers chosen by the attack type: melee uses the Defence against the attacker's troop type, shooting uses Salvo or Artillery. Pike squadrons have Cavalry Defence 5 but Artillery Defence 3, so they shrug off horse yet suffer from guns. Pikes also gain Melee+ when charged by Horse, and Halberds gain Melee+ against Disordered units.

These reflect the degree of vulnerability to attacks inflicted by a specific troop type: Infantry, Cavalry, Salvo and Artillery.
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2melee
Weapons (in case of tied mêlée)Wrath of Heaven (Tenchu)

Tied melee rolls are decided by weapon-versus-weapon precedence.

How it works

Katana beats wakisashi in the open; wakisashi beats katana indoors or in woodland; swords beat pole-arms (pole-arm broken unless it saves 4+); tetsubo beats swords (sword broken unless saves 4+); any weapon beats tanto or unarmed.

Katana beats Wakisashi in open spaces - Wakisashi beats Katana in enclosed spaces (indoors or woodland)
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1melee
Steady Pikes against Cavalry / greatest difference firstA Coat of Steel

Pikes on Steady Attack double against frontal cavalry; casualties fall on the most mismatched bands.

How it works

Pike-fronted companies under Steady Attack orders attacked frontally by cavalry double their strength. Handstroke casualties are removed in order of greatest disparity between opposing band melee ratings (e.g. an archer facing a billman before a spearman facing a billman).

If a company fronted with Pikemen who are under a Steady Attack order, and are attacked through their front by Cavalry, then the Pikemen are doubled in strength
Download · p. 29, 30 Quote verified
1melee

Specific troop and formation matchups set the melee chart.

How it works

Major advantage (Chart A): square vs cavalry, cavalry vs unformed infantry, formed vs unformed, infantry in cover vs cavalry. Major disadvantage (Chart E): cavalry vs square, unformed vs formed, cavalry vs infantry in cover. Minor cases (B/D) include uphill, cover and cavalry caught at the halt.

Major Disadvantage: cavalry vs square, any unformed vs formed, cavalry vs infantry in cover
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1melee
Vehicles in AssaultsHail of Fire

Infantry assaulting armor hit its Flank Armor; vehicles cannot assault vehicles.

How it works

A successful Assault Check against an armored vehicle counts as a hit on Flank AR. AT teams get +1 AT, teams without AT count as AT 2, and an adjacent Bazooka or Panzerschreck lends its AT value. Open-topped vehicles in contact are destroyed when resolving RFPs, and concealed infantry ambushing vehicles strike first.

When Infantry or Gun Teams contact an enemy Armored Vehicle, a successful Assault Check counts as a hit against the target's Flank Armor.
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1melee
Combat modifiers by typeLegio VI Julia Augusta

Type-specific bonuses and outcomes differentiate cavalry, heavy infantry and unformed troops.

How it works

HC get +2 dice charging or pursuing; non-cataphract cavalry get +2 vs unformed infantry; formed HI get +1 always and +1 more charging. Outcome moves differ by matchup: cavalry that charged formed infantry and succeed must still retire; formed infantry charged by cavalry halt.

Non-cataphract cavalry fighting unformed infantry
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1melee

Infantry and cavalry close assault adjacent enemies after movement, with type-based bonuses and penalties.

How it works

Only infantry and cavalry may assault, after ending movement adjacent in movement posture with an MP left. A firing-posture defender first rolls cohesion to strike one assaulter at -3 to the CRT roll, then each assaulter rolls cohesion to attack at -3. Terrain and improved positions are ignored and armour keeps 50% defence. Cavalry double their value vs non-vehicles (not vs buildings or improved positions), engineers get a further -3, and 0-range weapons can only be used here.

Cavalry double their printed combat value when close assaulting personnel or other non-vehicle stands.
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1melee
Melee Table and ModifiersThey Died For Glory

Dice per figure in melee vary by nationality and troop type, and specific matchups modify the roll.

How it works

French line rolls 1 die per 2 figures, French elite and all German infantry 2 per 3, light cavalry 2 per 3, heavy cavalry 1 per figure, artillery and engineers 1 per 2. +1 for infantry column charging (not vs charging cavalry or defended positions) and for cavalry charging 5" straight in line; -1 vs enemy in cover or uphill, for skirmishers vs formed troops, and against armoured Cuirassiers.

Cavalry in line formation that charged at least 5" in a straight line before contacting the enemy.
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1melee

Cavalry are halved in combat against pikes to the front.

How it works

Cavalry roll only half their combat dice when attacking, or being attacked by, pikes frontally.

Cavalry only roll half their combat dice when attacking or being attacked frontally by pikes.
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1melee
Horse vs Pike StandVictory Without Quarter

Horse charging a pike stand only hit on 6+.

How it works

Horse that charge foot in Pike Stand only hit on 6+ regardless of modifiers; horse cannot charge defended obstacles, and foot can only charge disordered or obstacle-defending foot.

Horse that charge foot in a Pike Stand only hit on a 6+ regardless of other modifiers.
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