Wargame Mechanics Index

Fatigue & cohesion erosion

Cumulative fatigue degrades units over time.

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Watch it played 4 moments

  • 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.

  • 20:25–21:12
    Bunker Hill 250th Anniversary Wargame
    Little Wars TV
    Rule in play Reserve battalion breaches Breed's Hill redoubt

    Greg leads a fourth British bayonet attack against the redoubt, calculating modifiers for formation (+2 for column, +1 for infantry) and disruption (-3 for DPs). An opposed 2d6 roll resolves in a 6 to 5 British win, breaching the earthwork.

  • 5:02–6:18
    Age of Hannibal Rule Review
    Little Wars TV
    Rule explained Morale clock system and army break

    Tony explains the morale clock mechanism, which starts at nine and counts down as units are lost, restricting group activations and triggering severe breakdown penalties.

  • 13:38–14:40
    Fire and Fury Rules Review
    Little Wars TV · Fire & Fury
    Rule explained Fresh, Worn, and Spent Unit Ratings

    Greg describes Fire and Fury's three-part brigade effectiveness ratings and explains how losing stands degrades units from fresh to worn and spent.

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 5 games

3morale
Company CourageA Coat of Steel

Courage (0-4) is a spendable mix of energy and morale that drains through failed checks, encounters and losses.

How it works

Starting Courage comes from the commander's commitment and the company's dominant contingent type (e.g. Committed with 50%+ riding retinue = 4, Uncommitted array = 0), +1 Audacious, -1 Timorous. Failed Courage checks lose a level, every ended handstrokes encounter costs 1, commander death costs 1, and wards can spend Courage to ignore Faltering. Markers are kept face down.

Courage- a combination of physical energy and troop morale, which affects individual companies. It is determined by the collective starting quality of the bands and commanders that make up a company, and is spent through action
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3morale

A 14-box fatigue track fills each turn and from exertion; F means Fatigued, X means Exhausted.

How it works

Every Fatigue phase adds 1 Fatigue plus 1 per Bleed Token; Quick Step, Rush, Outflank, Shield Lunge and Fervour also cost Fatigue. RESPITE Dice remove 1 each (Catch Your Breath) when not adjacent. Reaching F surrenders a die and sets a floor; reaching X concedes the match.

If, during the relevant step in the Fatigue & Bleeding phase, a player has the box marked “X” on the Fatigue Track checked, their gladiator is considered to be Exhausted and immediately concedes the match
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3morale
Death, Desertion and Disorder Points (DPs)Legio VI Julia Augusta

A single pool of DPs records loss of strength and cohesion from all causes.

How it works

DPs (pebbles) accrue from fatigue (1 DP per 6 rolled on move dice for formed troops), rough terrain, manoeuvre within 8" of enemy, shooting, combat and nearby routs. Fatigue/manoeuvre DPs stop at 3. Each DP removes one shooting or combat die (max -4 in combat). DPs are shed by redressing ranks or a leader steadying.

A unit’s strength and cohesion is noted by the accumulation of DPs due to fatigue and disorder when moving, from missile fire, combat and psychological factors.
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3morale

Temporary disorganisation, demoralisation and desertion points accumulate up to five.

How it works

DPs come from movement rolls, manoeuvre, collisions, morale, fire and combat; each DP gives -2 in combat and -1 die in fire. A unit can hold at most 5; further DPs from fire, combat or morale become casualties. Counters (pebbles) beside the command group show DPs openly.

These represent the temporary Disorganisation, Demoralisation, and Desertion that can affect a unit’s performance in action. Unlike casualties (see below) DPs do not have a permanent effect.
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2morale

Instead of the normal engagement phase, each side assigns starting fatigue to the opponent's deployed units.

How it works

The Carthaginian deploys and the Mamertine player then assigns four fatigue points among Carthaginian units; the Mamertine deploys and receives five from the Carthaginian; no unit may take more than two. Romans and Syracusans then deploy fresh.

After the units are deployed, the Mamertine player assigns four fatigue points among the Carthaginian units. No unit can be assigned more than two fatigue points.
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