Wargame Mechanics Index

Charges & assault moves

Special moves into contact, with tests or bonuses.

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Watch it played 4 moments

  • 9:18–9:50
    "Star Wars" Endor Wargame
    Little Wars TV
    Rule in play Chewbacca charges Stormtroopers in melee

    Chewbacca charges into close combat against an entire squad of Stormtroopers. Keith rolls Chewie's melee attack pool for four hits, and Tony saves only one before removing casualties.

  • 13:48–14:31
    Can Wellesley Escape? Wargame
    Little Wars TV
    Rule in play Wellesley leads cavalry charge against French rear

    Facing French light cavalry in his rear, Christopher Brown attaches Wellesley directly to his heavy dragoons and charges into melee, shattering Victor's cavalry brigade on the first round.

  • 13:56–14:32
    Terrific Princeton Wargame
    Little Wars TV · Black Powder
    Rule in play British Grenadiers bayonet charge Mercer

    Keith's British Grenadiers launch a bayonet charge into Mercer's troops, gaining an attack bonus that hits on 3s versus the defender's 4s. The British score three hits to zero, routing two colonial regiments and wounding Hugh Mercer.

  • 14:15–15:30
    Fourth Kawanakajima Wargame
    Little Wars TV
    Rule in play Takeda counter-charge breaks against Uesugi vanguard

    Attempting to punish Keith's vanguard, Takeda launches a counter-charge across the plain, but Keith's troops win the melees and force repeated failed morale checks back to the river.

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 20 games

3move
Approaches and AttacksA Coat of Steel

The type of attack available depends on the approach that preceded it; hurried or halted advances degrade into Piecemeal approaches and Tired attacks.

How it works

Regular Approaches move at Steady Gait and are lost if the ward halts. Rapid Approaches move at Quick Gait for two turns; on the third a card above the commander's Forwardness turns them Piecemeal. Steady Attacks need a stationary start or a regular Approach, Quick Attacks need a Rapid Approach, and Tired Attacks can be used any time. Attacks move straight ahead with at most one stand of deviation per turn, and the attack type sets each band's handstrokes strength.

Quick Attack: This may only be played after a Rapid Approach. It may not be used if the ward halted after a Rapid Approach (a Tired Attack is used instead).
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2move

Chargers must pass morale to charge and defenders test when charged.

How it works

The charger tests morale to see if it will charge; if it passes, the defender tests. A shaken infantry defender immediately falls back a full move; a cavalry defender that goes shaken melees at the halt; rout means an immediate rout move. A good-order infantry defender adds a d10 to its melee dice in lieu of firing. Cavalry targets must pass morale to countercharge.

Charging unit(s) must test morale to determine if they will charge.
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2move
EpidromosHoplomachia

Charges are declared, tested, then run a rolled distance from the unit's Epidromos chart.

How it works

Charging taxeis and targets within double the charger's maximum charge distance take Andreia checks; passing chargers roll 1D6 on their card's Epidromos chart giving charge distance, drift, disarray points, whether momentum applies and the momentum value. Routs and evasions are moved first, then charges in Arete sequence; opposing chargers meet in the middle. Momentum requires a prior approach move; a charger failing to contact takes 3 disarray if it charges again next turn.

This chart will tell them the distance the unit can run, whether it qualifies for Momentum or not, how far it drifts
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2move

Charging characters move 3d6 towards an enemy every time their card or the Joker is drawn, until they fight or are stopped.

How it works

Raw and Skilled characters may only start a charge if a hero, officer or NCO is already charging within 9". A charger can attempt to halt with a fortitude roll; failing sends him back to cover or, on two or more 1s, makes him flee. Charging gives +2 combat points.

Charging characters move the full distance rolled on three dice towards an enemy each time that their character card is drawn, and also each time that the Joker is drawn
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2move

The attacker pushes blocks into contact and the defender declares whether to turn, advance or stand.

How it works

The attacker moves his blocks to the enemy front in his chosen formation and announces the attack; the defender, moving simultaneously, declares he will turn back, counter-advance or stand. If the attack is accepted the appropriate odds die decides it. Cavalry within 400 paces forcing infantry to manoeuvre, or infantry catching enemies changing formation within 200 paces, gets a better die.

Er erklärt darauf , entweder umzukehren , entgegen zu gehen oder stehen zu bleiben, worauf nun beide Theile ihre Züge ausführen.
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2move
Charges / The Barbarian chargeLegio VI Julia Augusta

Charges within 4" move without dice; Celtic and Germanic first charges get a bonus.

How it works

Units within 4" at the end of movement may charge, moving into contact without rolls unless the target evades; mutual charges meet halfway. Restrictions by type (bowmen may not charge, LC only vs cavalry/unformed). B-C Celtic/Germanic MI and chariots get +2 dice in their first charge and -1 in continuing combat thereafter.

B-C Grade Celtic or Germanic MI and chariots, in their first charge of the game, get an initial combat bonus.
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2move
Rules as to Cavalry ChargingLittle Wars

Appendix cavalry charge losses depend on distance and infantry formation.

How it works

At least eight cavalry in formation must charge. Against extended-order infantry from over two feet, cavalry lose one per five infantry and infantry lose one per sabre, improving to three per sabre under one foot; against close-order infantry the ratios reverse. Equal cavalry-vs-cavalry on level ground is a coin toss, the loser losing three-quarters and retiring.

If the charge starts at a distance of more than two feet, the cavalry loses one man for every five infantry-men charged, and the infantry loses one man for each sabre charging.
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2move
Advance to contact / Bayonet attackLoose Files and American Scramble

Advances to within 4" trigger combat; British regulars may declare a risky bayonet attack.

How it works

Attacks are announced in movement; a unit starting outside 8" musket range and ending within 4" avoids defensive fire before combat. British regulars may declare a bayonet attack for +2, but if the result is a standoff the defender takes no casualty, leaving the attacker worse off for the next round.

the bayonet attack is a two-edged weapon (sic) since, if you only get a standoff result, then the defender doesn’t take a casualty.
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2move

Declared charges require a morale check to close, a defender stand check, and randomly-ranged pre-melee volleys.

How it works

Charges and targets are declared at the start of the turn and must be made in a fairly straight line. The charger takes a morale check to close (cavalry vs square -4, vs prepared works -1); any negative result halts it. The defender then checks to stand (infantry not in square charged by cavalry -4, in square +4). A d10 roll (+2 if charging) by fire class determines whether the pre-melee volley is delivered at close, medium or long range before melee is fought.

Cast one ten sided die to determine the range of the volley delivered by the defender and the attacker (if allowed).
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2move

Armoured vehicles drive through unarmoured stands in a two-sided 'contest of discipline'.

How it works

Up to eight armoured vehicles pass over the target and finish adjacent, pinning it; some terrain prohibits this. The defender may opportunity fire at range 0 against halved armour. The defender then rolls cohesion for each overrunner, and each failure is a 2D6 attack on the +5 CRT column. Each overrunner then rolls cohesion (+3 vs infantry with AP 2+), and each failure lets the defender attack on the +2 column (+3 if its AP is 5+).

An Overrun is a kind of “contest of discipline” where the attacker’s stands must maintain their formation and the defender’s must avoid scattering in panic.
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2move

Elephants must roll to charge and gain value when charging and leading a melee.

How it works

Before any part of its move, an elephant rolls one die: 3-6 it charges, 1-2 it is inactive for the rest of the turn. An elephant is normally worth 2 but 4 if charging and leading a melee (in the contact square); light chariots are worth 2, or 3 when charging and leading.

To see if an Elephant will charge, roll 1 die. If the result is 3, 4, 5, 6, the elephant charges. If 1 or 2, the elephant is inactive for the rest of the turn.
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2move
Charge Home TestThis Hallowed Ground

A unit with a Charge order rolls a graded test that decides whether it balks, stops to fire, or charges home.

How it works

Roll 2D6 with modifiers (+1 attached commander, +1 Rebel Yell, +1 Elite, -1 Green, -1 per 12" from commander, -1 through difficult terrain). 2 or less: Yellow Bellied! (Hold and become Shaken); 3-6: Forward Men! (advance to 6" and shoot); 7-10: Charge! (move to point blank, take defensive fire and morale tests, then contact); 11+: Determined Charge! (no morale test from defensive fire). In v4.4 a dice pool is rolled: 0-1 successes Failed, 2 Falters (move to 6" and shoot), 3+ Charge!.

A charge home test is taken to determine if the charge successfully contacts the enemy.
THG 24-pg · p. 12, 13 Quote verified
1move
Moving to contact2 by 2 Napoleonics

Melee occurs when a mover's front contacts an enemy base after a straight final approach.

How it works

The last 2" of the move (or the whole move if shorter) must be straight ahead to contact. Multiple units may engage one target. Cavalry may not move to contact on a turn it moves through a town.

for a melee to occur the last 2" of the units move OR its entire move (if less than 2") must be STRAIGHT AHEAD.
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1move

Charging into contact is an action available only to units in line.

How it works

A unit in line may attempt to charge into contact as its action (3-6 on d6). Artillery cannot charge. Units charged suffer -1 on morale in the bound after first being charged.

Charge into contact if in line.
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1move
The Charge MoveLongstreet Lite

In a combat phase, infantry not marked with smoke charge straight ahead into the closest legal target.

How it works

A charging unit may wheel up to 1BW then must move directly forward up to its allowance to contact with its front edge; it must charge the closest reachable legal target. Artillery and smoke-marked infantry cannot charge. Contact engages all enemies directly ahead within 1BW.

If a unit could legally charge two or more targets, then the active player must charge the closest of those targets that can be reached in a legal charge.
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1move

A combined move-and-attack action into base contact.

How it works

CHARGE combines MOVE and ATTACK, moving into base contact and making an ATTACK roll. Units in contact are re-aligned for solid contact. Units with Raid may MOVE-ATTACK-MOVE and bend their movement; charging a Defensive unit means the charger cannot attack immediately.

CHARGE: Combined MOVE and ATTACK order, allowing a move into base contact, and am ATTACK roll.
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1move
Assault! / ChargeTercios: Brevis Editio

Melee can only be started by a unit executing an Assault order, which must charge a visible enemy.

How it works

With Speed+ the charger moves from its Front Centre to the nearest reachable Centre of the target by the shortest path, stopping on contact without conforming bases. A Flank Charge starts with the charger's Front Centre behind the line of the target's front edge; the target suffers Melee- and Courage-, and Discipline- when reacting.

The only way to start melee is by executing an Assault order.
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1move
Charge and CounterchargeThey Died For Glory

Charges are announced before movement, require a morale check, and can be met by prorated countercharges.

How it works

Any move contacting an enemy is a charge, announced before movement; charging and countercharging units test morale before moving, and targets test only when contacted. Units within two movement operations may countercharge (costing an operation) and both moves are prorated to find the meeting point, so a charge can be stopped short. Cavalry must be in line to charge, and there is no breakthrough movement since melees are resolved after all movement.

If a charging unit is countercharged, prorate the movement of both units to see where they contact. The charging unit may be stopped short of its intended target.
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1move

Charges have type-specific ranges and restrictions; horse must pass morale to charge steady troops.

How it works

Foot may only charge foot that is Shaken, in Open Order, in March Column or defending an obstacle. Horse may charge Steady foot or horse after a morale test; galloper range 16", trotters 12", cuirassiers 9". Horse may not charge a defended obstacle; targets must be directly in front. A failed charge becomes a full normal move.

Horse may charge Steady foot or horse, but must pass a Morale test to do so.
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1move

Cavalry may charge 10BW straight ahead for a re-roll bonus.

How it works

All cavalry may charge 10BW to contact, moving only straight ahead, and the target must be at least 5BW away when the charge starts. Charging cavalry re-roll 1s and 2s in the first round of fight; the bonus does not apply in renewed fights. Cavalry cannot charge uphill.

Cavalry making a Charge must move only straight ahead and, in order for it to get up to charge speed, the target enemy must be at least half a charge move (5BW) away.
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