Wargame Mechanics Index

Pre-game sequence

Scouting, deployment, pre-battle tables.

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Watch it played 4 moments

  • 3:00–3:47
    Age of Hannibal Terrain Card Tutorial
    Little Wars TV
    Rule in play Roll-off and first card placement

    Both players roll a d10 to determine priority, and Steve wins to place the first terrain card face down along his baseline with the portrait facing him.

  • 8:34–9:00
    Epic 10mm Helm's Deep Wargame
    Little Wars TV
    Rule in play Rohan rolls for Elven reinforcements

    Zach rolls on the scenario's Elven Reinforcements table to see if Haldir and the Galadhrim arrive to bolster Helm's Deep. He rolls a 1, leaving the fortress to be defended solely by the men of Rohan.

  • 12:20–13:12
    Surprise Battle of Trenton Wargame
    Little Wars TV
    Rule in play Hessian pre-battle random event rolls

    The referee explains the pre-battle strategic choices and resolves the Hessian random events table. Zach's rolls alert the garrison pickets and summon reinforcements from Bordentown.

  • 2:44–3:24
    Disposable Heroes 2 Rule Review
    Little Wars TV
    Rule explained Deployment points mechanic explained

    Steve explains that games start with an empty board aside from terrain, with dice marking deployment points where reinforcements arrive and which double as victory objectives.

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 17 games

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Setup for PlayA Coat of Steel

Battlefield selection, embattling, courage assignment, deployment, force-march penalties and bombardment precede battle.

How it works

The Battlefinder card system favours the advantaged host commander (Audacious, Old Soldier, +2 Forwardness, or facing an Impetuous foe). The side that did not seek battle deploys first; if both sought battle, deployments are written and placed simultaneously with 24" separation. A force-marched host either delays a ward 6-10 turns or takes a Chronicle verse. Orders, Dangers and Stratagems are fixed before turn 1.

The player who force marched to get to the space where the battle occurs must choose between a late entry for one ward, or the “Time hath worn us into slovenry” verse being placed on their Chronicle.
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DBA Deployment & Terrain SelectionAncient Campaign Rules for DBA

Defender places terrain and attacker rolls for edge, both modified by general grade.

How it works

There is no DBA aggression roll; the actual defender places terrain (using enemy terrain types if in the enemy's country). The attacker rolls for battlefield edge, but a D general cannot nominate a 6 side and an E general gets neither 5 nor 6. Defending D/E generals place 1/2 fewer optional terrain pieces; in Big Battles a superior defender rolls to choose his edge.

A defending "D" GENERAL places 1 less optional terrain piece than normal; an "E" GENERAL places 2less features.
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Initial Army DeploymentBalagan's Marlburian Rules

A d6 roll decides whether the army starts in march column.

How it works

Each army rolls 1d6: on 1-3 all its units start in column or limbered, otherwise deployed freely. Deployment zones are 1000p deep and 4000p wide, 2000p apart.

Each army rolls 1d6: 1-3 all units are in column or limbered; otherwise as you wish.
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Generating Battles, Army Formation and Battle PlanHoplomachia

A strategic model and 2d6 roll pick a battle situation, then each side chooses formation and battle plan.

How it works

Players choose a Strategic Model (Border Dispute, Civil War, Anabasis, Hegemonic War) and roll 2d6 for a Situation (Raiders, Forcing the Pass, Dead End, Sallying Forth, Inside the Walls, Fortified Camp, Amphibious Assault, Set Piece) giving sizes, set-up type (ambush, encounter, arrayed), terrain percentages and objectives. Each army then chooses a formation (Battle Phalanx, Divided Phalanx, Marching Square, Dispersed) and a battle plan (Frontal Attack, Envelope, Harass to Death, Defend Works, Exit Board) that frames how signals are interpreted.

simply choose the Strategic Model that you have both decided on (depending on the size of army that you both have at your disposal) and roll 2d6. This will give you the situation with parameters for your battle.
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Alternating d6 rolls with a cumulative penalty decide who must deploy each unit, in a fixed troop-type order.

How it works

Each side throws 1d6; the higher chooses to deploy a unit or make the opponent deploy one. The side that deployed adds 1 to its next throw, cumulatively. Units must be within 6" of a previously deployed unit or on the baseline, outside enemy irregular charge distance plus 1". Deployment order: irregular cavalry, light infantry, dragoons, cuirassier/horse brigades, infantry brigades.

Each side throws 1d6 (if a tie, throw again). The side with the higher number has the choice of deploying a unit, or having the opponent deploy a unit.
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The umpire's General-Idee and graded intelligence reports set up the manoeuvre.

How it works

The General-Idee motivates why battle occurs on the chosen map. Each commander privately receives his force strength, mission (as a daily order or letter) and enemy information classified as from patrols, from more or less reliable spies, or from inhabitants and travellers prone to misjudging strength; some may arrive during play on a pre-planned schedule.

Diese letztere Nachrichten theilt er 1. in solche , welche man durch Patrouillen erhalten hat, 2. in solche, welche mehr oder minder sichere Spione einziehen, 3. in solche , welche von Einwohnern , Reisenden
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Scenario design: map orientation auctionMicro Armour: The Game - WWII (2nd Edition)

Ad-hoc games set terrain density by dice, then players bid points from their force for choice of board edge.

How it works

The scenario type (meeting engagement, recon in force, hasty attack, assault on a prepared position, delaying action) is chosen first. Terrain density is 2/4/7 x 2D6% of the board for open/mixed/closed. Each player then secretly bids part of his point base, and the higher bidder picks his friendly edge; both bids are lost. The defender deploys first.

When these bids are revealed, the highest bidder chooses which board edge he wants as his "friendly" edge. All points used in the bidding are forfeit by both sides, so bid carefully.
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Starting PositionsThe Rules With No Name

Without a scenario, characters are placed as their cards are drawn, and the game starts on the Joker.

How it works

As each character card is drawn, the model is placed at least 6 inches from all enemies and closer to the nearest friend than the nearest enemy. When the Joker appears play begins, and later characters enter as their cards come up.

As soon as the Joker is drawn, the game starts, with those characters who have not yet appeared being placed on the table as above when their cards are drawn.
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Die rolls decide attacker/defender and initial deployment size.

How it works

Each player rolls 1d6; on ties each may place an extra 10AP at the start and re-roll. Higher score attacks; lower score chooses terrain and defends; terrain placed by quadrant die roll in set order (streams, hills, roads, towns, woods, copses, hedges).

If the dice are tied then each player may place an extra 10AP at the start of the game.
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Getting set for battleDunn-Kempf

Teams receive missions, assign command roles, and file fire and obstacle plans before play.

How it works

Players and controllers select a scenario and troop lists and agree victory conditions; players take roles such as company commander, platoon leader, FO and FSO. Players position miniatures and prepare fire plans and obstacle plans, which are posted with the controller before play begins.

Set up the boards for play. Allow players time to plan their operations. Position miniatures, prepare fire plans, and obstacle plan.
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Combined campaign actions let the claimant fight the battle as an ambush or with flank marches.

How it works

Interception must be played together with a Forced march; together they let the claimant player fight the battle as an ambush or with two flank marches, reflecting attempts to catch enemy leaders before they could gather.

Allows the claimant player to fight the battle as an ambush, or with two flank marches.
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Deployment and InitiativeHordes & Heroes: Ancients & Medieval

The army with more fast cavalry chooses whether to deploy first, within three hexes of its edge.

How it works

The side with more units of speed 4-5 chooses to deploy first or second, with a roll if tied. The side deploying first also picks the table edge but moves second. Most players instead roll for edge, deployment and first move. Terrain may be laid out by a neutral third party.

The army with the most units with a movement speed of 4 or 5 hexes (light or scouting cavalry), has the option to deploy first or second.
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Battle set-upK.I.S.S. Rommel

Zoned table, card selection and staged deployment by nationality.

How it works

The table is divided into foot-square zones (sea to the north, sand sea south) with supply and defence zones for each side. Select forces, deploy British then Axis minefields, then deploy Italians, British and lastly Germans, at least 6" from the centre line. A supply base sits in each Supply zone.

Deploy Italian forces, then British and lastly the Germans
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Battle plan and stream depth and fords are determined before play.

How it works

Unless the scenario specifies, each stream is deep on d10 1-4 and shallow on 5-10; shallow streams are fordable anywhere, deep ones at road crossings. Further fords on a deep stream are found by moving a stand to the water and rolling d10, 1-3 finding a ford, one try per two feet of stream.

Roll a D10: 1 to 4 is a deep stream; 5 to 10 is shallow.
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Table, terrain and deploymentOi Navarcoi!

Simultaneous, optionally hidden deployment, with table edges classed as friendly, neutral or enemy.

How it works

Fleets deploy simultaneously 10-15 inches from the centre line and at least 10 inches from the side edges, behind a screen or drawn on paper. Each table edge is friendly, neutral or enemy to each fleet. Fleets are grouped into wings and one squadron commander is named strategos.

Deployment is simultaneous. You may use a screen on the table or deploy on paper first, each player drawing a small map of the placement of its squadron, noting also their formations.
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Setting up the BattleTercios: Brevis Editio

Table orientation and deployment side are rolled, then players alternate deploying whole regiments.

How it works

1D6 decides whether play is across the long or short side (1-4 / 5-6). The higher roller picks a deployment side; zones start 12" from the centre. Players alternate placing a regiment at a time, units within 6" of each other.

Both players will alternate this sequence until all units are placed on the table, inside their deployment area.
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Macedonians start crammed in a box; Galatians enter from three zones with a free move.

How it works

Macedonian infantry and elephant set up in a 6" x 12" box facing entry zone B, with the cavalry touching it; the usual 3" gap between friendly units is reduced to 1". The Galatians then enter with a free move needing no activation, at least one unit from each of zones A, B and C, none held off-table, and take the first turn.

The Galatians enter the table with a free move; no activation is needed. At least one unit must enter from the centre point of each of the three entry zones
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