Wargame Mechanics Index

Post-battle consequences

Battle outcomes translate into recovery of losses, retreats or campaign effects.

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Watch it played 4 moments

  • 12:00–12:42
    9-Player Pyrrhic War Campaign | TURN 5
    Little Wars TV
    Rule in play Retreating through enemy cities inflicts attrition

    Following a skirmish outside Rome, Steve's cavalry army must retreat through Roman territory, requiring a 50% attrition roll for each unit to determine permanent campaign losses.

  • 15:40–16:16
    9-Player Pyrrhic War Campaign | TURN 3
    Little Wars TV
    Rule in play Rolling for post-battle casualty recovery

    Because Steve holds the field, he rolls for every stand eliminated during the battle to determine whether each base is permanently destroyed or recovered as a temporary casualty.

  • 4:07–4:49
    Pyrrhic War Campaign Rules Preview
    Little Wars TV
    Rule explained Battle casualties carry over during turns

    The hosts explain that tactical battle casualties carry over between engagements across the 10 actions within a single campaign turn.

  • 16:08–16:56
    11-Player Napoleonic Campaign | Summer 1813
    Little Wars TV · Volley & Bayonet
    Rule explained Victory points to delay Austrian entry

    Greg announces the summer truce arbitration ruling allowing the French player to purchase a one-turn delay in Austrian intervention by spending victory points.

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 3 games

2scen

Half of casualties return; the loser retreats, surrenders half its returnees as prisoners and loses abandoned guns.

How it works

Half of all casualties (rounded down) return right after the battle. Cannon abandoned or overrun become the victor's, half usable from the next map turn. A battle lasts until one side concedes; the loser gets one free retreat march and gives half its returnees as prisoners. If neither concedes after at least 24 turns before nightfall, both are treated as losers.

If neither side concedes defeat, and a minimum of 24 turns have gone b/, then night falls, both sides consider they are the losers, and take a free march away.
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2scen

Tactical casualty differences set a victory level that determines strategic retreats and forced-march rolls; half of losses return.

How it works

Stand difference 0-6 indecisive (both back 1 hex), 7-12 marginal, 13+ decisive, with the loser rolling on the forced march table for 2 or 3 hex effects and retreating 3 or 6 hexes toward its base or line of communication. After a battle both sides recover half their losses (odd halves rounded by die roll).

After a battle, both players get back one-half of their losses after rolling for each brigade on the forced march effects table.
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2scen
Post battle stuffOi Navarcoi!

Where routed squadrons left the table decides whether they are lost, saved or must survive the voyage home.

How it works

Squadrons routed off an enemy edge or onto a hostile beach are lost. Those leaving by a friendly edge are saved. Those leaving by a neutral edge roll 7+ on 2d6 per remaining stand to survive the voyage home. This shows whether the loser still has a fleet.

Squadrons which routed out of a neutral table edge must roll a 7+ on 2d6 for each remaining stand to survive the long voyage home.
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