Wargame Mechanics Index

Army breakpoint

The whole force breaks at a loss threshold.

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Watch it played 4 moments

  • 13:12–13:58
    9-Player Pyrrhic War Campaign | TURN 2
    Little Wars TV
    Rule in play Greek spearmen strike and morale clock ticks

    Steve calculates combat modifiers for his spearmen supported by pikes against cavalry, eliminating enemy stands and forcing Miles to tick down his army morale clock.

  • 16:25–16:49
    1066 Stamford Bridge Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play 50% casualties triggers army-wide morale test

    The Vikings reach 50% casualties, which forces an army-wide morale test on all surviving Viking warrior units.

  • 16:45–17:23
    9-Player Pyrrhic War Campaign | TURN 5
    Little Wars TV
    Rule in play Cavalry clash erodes Greek morale clock

    Roman and Greek cavalry wings engage in opposed combat rolls with troop quality modifiers; the Roman victory destroys an enemy stand and knocks a pip off the Greek army morale clock.

  • 20:23–21:50
    Epic 10mm Helm's Deep Wargame
    Little Wars TV
    Rule in play Rohan tests Fear and Despair

    When Isengard captures their sixth victory point, Rohan must make their first Fear and Despair break test. Zach rolls a 1 on a D6, failing the test and forcing Rohan to sacrifice Legolas and Gimli to avoid instant defeat.

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 16 games

3morale
The Chronicle and Assaying the CauseA Coat of Steel

Battlefield events add narrative verses to a host Chronicle track; filling it moves the Cause from Prevails to Doubt, Crisis and Cast Down.

How it works

Verses are added for events like the king in the enemy camp, being outnumbered 3:2, successful enemy bombardment, enemy reinforcements, a friendly ward broken or withdrawing, or a Prop killed or captured. In the Assay phase, Doubt forces Falter tests and lowers commitment, Crisis makes failures rout, Cast Down forces withdrawal. When the enemy suffers an asterisked event, a side may 'forget' its last verse on a card draw.

At the bottom of each Ward Display sheet is a series of boxes that constitute the “Chronicle Track”, on which the morale of the entire Host and the battle is tracked.
Download · p. 35, 36, 37 Quote verified
3morale
Arete level and trackHoplomachia

A dynamic army-wide morale score in four states modifies most rolls and determines defeat.

How it works

Each army has Arete points on a nationality-specific track, giving states Eager, Firm, Unsteady or Shaken; the state modifies Andreia numbers, belos reactions and melee attack totals. Points change during play: -1 per own lochos routed, -5 senior taxis routed, -2 strategos killed, -2 per turn flank enveloped or phalanx in retreat, phalanx under fire, with matching gains for enemy losses. An army whose Arete points fall below zero must withdraw from the field.

the Arete level is the current general morale status of an army. It is expressed in one of four “states” which an army will be in depending on the total Arete points accumulated at any given moment in a battle
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3morale
Unit Determination (optional)Micro Armour: The Game - WWII (2nd Edition)

A secret card total drawn for each loss is compared against each formation's break point.

How it works

Break point = (armed stands + 2 per HQ + 3 per GHQ) x determination level (35% base, adjusted by situation and nationality) x 7. Each GHQ's formation uses its own poker deck: draw one card per stand lost (two for an HQ, three for a GHQ) and keep the total hidden. When the total exceeds the break point the formation breaks: -5 cohesion except for movement, fires only if fired on, no new artillery plots, airstrikes cancelled, and it must move toward its friendly edge. If all of a side's formations break, the enemy must pass rising cohesion checks to keep fighting.

Every time that unit loses a stand the player draws a poker card. When the total drawn exceeds the unit’s break point it begins behaving very differently.
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3morale
Fleet leaves the fieldOi Navarcoi!

A fleet that has lost half its squadrons withdraws only when the event roll comes up 6-8.

How it works

On an event roll of 6-8, a fleet that has lost half or more of its squadrons (rounded up) leaves the field. If both fleets qualify, each rolls a d6 with +1 for the defending fleet, +1 for more Determined squadrons, -1 for more Poorly motivated squadrons and -1 if the admiral was killed; the lower roll abandons the field.

6-8 A fleet which lost half of its squadrons or more leaves the field*
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2morale

Once half the army has routed, each further rout risks total collapse.

How it works

At the end of the bound in which half your units have routed, and each subsequent bound in which another unit routs, roll 1d6: on 1-3 the remaining army routs and the battle is lost.

At the end of the bound in which half your army’s units have routed, and each bound in which another unit routs, roll 1d6: 1-3 lose battle because remaining units rout.
Download · p. 2 Quote verified
2morale
Break Points / Break LimitHail of Fire

Losses and lost objectives make the opponent roll for Break Points; exceeding the Break Limit routs the force.

How it works

Triggers are a unit falling below half (1 roll), a unit destroyed (1 roll) and an objective captured (2 rolls). Each roll gives 1 BP on 1-3, 2 on 4-5 and 3 on 6. The Break Limit is 5 plus 2 per unit; once Break Points exceed it at a qualifying moment, the force routs and the game ends. There is no fixed turn limit.

When certain conditions are met, your opponent rolls 1d6 to generate Break Points: 1-3 generates 1 BP, 4-5 generates 2 BP, and 6 generates 3 BP.
Download · p. 15 Quote verified
2morale
The Shattered PointLongstreet Lite

Victory comes when a die plus enemy bases lost meets half the smaller army's bases.

How it works

Before play each side halves its base count (round up); the lower figure is both sides' shattered point. In his status phase the active player rolls one die and adds enemy bases removed; equal or greater wins the game.

In the victory step of his status phase the active player rolls one die and adds it to the number of enemy bases removed from the game. If the resulting total is equal to or greater than the shattered point, then he has won the game.
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2morale

Allied forces break together, and each controlled enemy-side objective adds a break point to the enemy that turn only.

How it works

Models of both allied forces are summed for break points and casualties. At the end of each turn each objective a side controls (a model within 4" and no enemy within 4") in the enemy's half adds one break point to the enemy; these do not accumulate and can swing turn to turn. Both sides breaking together is a draw.

The objective-related break points do not accumulate from turn to turn; they must be checked at the end of each turn, counting only for that turn
Download · p. 44 Quote verified
2morale
SkedaddleRuthless

Each turn end a d10 against the count of incapacitated characters can end the scenario.

How it works

At the end of each turn both sides roll 1d10; if the roll is less than or equal to the number of their characters dead, Lily Livered or Unconscious, their remaining men flee and the scenario ends.

If the roll is less than or equal to the number of your characters currently dead, Lily Livered, or Unconscious, the remaining men skedaddle and the scenario ends!
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1morale
Victory conditions2 by 2 Napoleonics

Army loses on 5 destroyed units (fast) or 5 and 2 more than the opponent (decisive).

How it works

Players choose fast or decisive games before play. Units forced off the table by rout count as destroyed. A draw is possible once either side has no reinforcements left by exiting all units off one's own edge.

"Fast" games are lost by the first player who has 5 units destroyed;
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1morale
Winning and LosingDe Bellis Antiquitatis

A side loses when it has lost its general or 4 elements and more elements than the enemy.

How it works

Checked at the end of any bound. A camp occupied by the enemy counts as 2 extra elements lost; elements recoiling or fleeing off the board or from a camp count as lost.

The first side that at the end of any bound has lost either its general or 4 elements, and has also lost more elements than the enemy, loses the battle.
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1morale
Formation IntegrityFistful of T-34s

A formation that has lost over two-thirds of its stands tests, and all its survivors leave if it fails.

How it works

In the Quality Check phase, any formation past two-thirds losses makes one unmodified roll against Quality, and on a failure all its surviving stands are removed. The test is repeated every later turn in which the formation loses another stand.

During the Quality Check Phase, both sides check to see if any formations have lost more than 2/3 of their stands.
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1morale

An army breaks when more than 50% of its combat stands are lost or all its generals are killed.

How it works

The threshold can be raised by agreement (60-100%). If time runs out, the side that has lost fewer points of units wins. Optionally, the death of the Commander-in-Chief loses the battle.

More than 50% of its combat stands are lost causing the army to break.
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1morale

An army loses when it has lost its break-point number of stands.

How it works

Campaign battles use a low break point (1-3) to keep battles to about ten minutes; stand-up games use 4-6.

Break point is how many stands one can Lose before losing the battle.
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1morale
Broken brigades and army break pointThis Hallowed Ground

Brigades break when over half their units are lost, and the army breaks when over half its brigades are broken.

How it works

A brigade is Broken when more than half its starting infantry and cavalry are Broken; its Shaken units are removed and its steady units can only Hold, Reform or Advance (retiring away from the enemy). When more than half the brigades are Broken, the army breaks and the game ends at the end of the turn.

When more than ½ (rounded up) of the brigades in an army are Broken, the army becomes Broken and the game ends at the end of the current game turn.
THG 24-pg · p. 20 Quote verified
1morale

An army that loses more than a third of its starting bases (or points) is defeated.

How it works

At the end of each turn count bases in each Dead Pool (light troops excluded). Losing more than one third of starting bases means defeat; if both exceed it, the game is a draw. With the points system the threshold is a third of the army's points, or a quarter for a faster big battle.

If one army has lost more than one third of the number of bases it started with ... then it is defeated and the other side can declare Victory.
Download · p. 7, 9 Quote verified