Wargame Mechanics Index

Reinforcements & schedules

Units arrive over time.

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Watch it played 4 moments

  • 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.

  • 11:32–12:35
    Can Wellesley Escape? Wargame
    Little Wars TV
    Rule in play Random roll brings French rear reinforcement early

    The game master rolls for Victor's pursuing corps, and a high roll brings French cavalry onto the British rear ahead of schedule, prompting Christopher Brown to immediately pivot his reserve dragoons.

  • 13:45–14:35
    What If Lee Relieved Vicksburg Wargame
    Little Wars TV
    Rule in play Turn one reinforcements and initiative roll

    Turn one begins with drawing a random event card that deploys Pickett's division, followed by checking Chief of Staff point bids and an opposed d6 roll to determine initiative.

  • 14:52–15:18
    1066 Stamford Bridge Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Viking relief force arrives on the flank

    A 1,000-man Viking relief column arrives from off-table after a forced march, deploying from the southern table edge to reinforce Hardrada.

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 11 games

3scen
Reinforcement points2 by 2 Napoleonics

Most of each army arrives during play from pre-chosen rear and flank entry points by die roll.

How it works

Only 10AP deploys initially; each side then alternately places two reinforcement points (attacker may use flanks) with units queued in order. Each movement phase the player dices twice: 3+ for rear, 4+ for flank arrivals, entering within 3" of the point. An enemy within 3" of an arriving point can be traded off (both destroyed), and a unit exiting at an enemy reinforcement point destroys itself and the next queued enemy unit.

the phasing player may dice twice for reinforcements. Roll 1D6. Reinforcement from rear: 3+ required. Reinforcement from flank 4+ required
Download · p. 7, 8, 9 Quote verified
3scen

Killed Mexicans recycle into new units that re-enter the table.

How it works

Killed figures are recycled into reserve units; once at least two full units (15 men and 1 officer each) are recycled, they may enter in the Reserves phase. This turns the defenders' kills into a continuous stream of attackers.

Killed figures are recycled to form reserve units. When at least two full units (15 men & 1 officer) are both recycled, they are available to enter during this phase of the turn.
Alamo Ruleser · p. 3 Quote verified
2scen
Yearly Mobilization / Reserve PoolAncient Campaign Rules for DBA

Cities raise armies each year and a reserve pool fed by losses can mobilise new armies.

How it works

Each city controlled at the start of a year contributes one 12-element ARMY, and each port one FLEET (lost fleets replaced only one per year). The reserve pool starts each year at two elements per unsacked city (max 10); half of the elements destroyed in battle are added to it (rounded up for the winner, down for the loser) and at 12 a new army mobilises in the capital. Sacked cities contribute nothing for a year; each unsacked city has a 4-element garrison.

When losses have increased the pool to 12, a new ARMY may be mobilized in the Country's Capital City.
Download · p. 47, 51 Quote verified
2scen
Reserves / RecyclingFrozen Chosin (Command Post)

Chinese casualties recycle into reserve regiments entering at random zones; Task Force Drysdale arrives on schedule.

How it works

Each Chinese command starts with one division active and one in reserve. Reserves enter only when enough casualties have been removed to fill a reserve regiment, at a random zone chosen by 1d6 (Command Confusion). Allied Task Force Drysdale arrives on the daytime turn of Dec 1 unless an event changes it.

Reserve units can only enter when enough casualties have been removed to “fill” a reserve regiment. In wargaming terms, this is called “recycling.”
Download · p. 11, 7 Quote verified
2scen
ReservesHail of Fire

From turn 3 the defender spends Order Points on Reserves Checks to bring units on.

How it works

Once per turn the defender may make a Reserves Check, at +1 to the target per reserve unit already arrived (max +2) or -1 by spending a second Order Point. On an odd roll the defender chooses which unit arrives, on an even roll the attacker chooses. Off-board artillery can also be held in reserve.

If the roll is odd, the Defender chooses which Unit arrives. If even, the Attacker chooses.
Download · p. 15 Quote verified
2scen

Two American relief columns arrive on set dates unless intercepted.

How it works

Relief column #1 can be intercepted on the 6th (as an ambush battle in woodland), otherwise arrives on the 7th; column #2 can be intercepted on the 20th (a pitched battle in open farmland), otherwise arrives on the 21st. Detached British troops are unavailable that day and the next. A British win removes 50% of the deployed British force (desertions) while the column retreats; an American win destroys the British force and 50% of the column reaches the fort next day.

Can be intercepted by the British on the 6th, otherwise arrives on the 7th.
Download · p. 28, 29, 30 Quote verified
2scen
Reinforcements (Freeman's Farm)Loose Files and American Scramble

Scenario reinforcements depend on written requests and die rolls.

How it works

Arnold may send a 2-CP written request to Gates; the reply, read for 2 CPs next turn, is rolled on a d6 table modified by which side has units retiring, deciding which brigades arrive and when. Hessian arrival is rolled in turn 5.

Reinforcements: If on table, Arnold may send a request back to General Gates for reinforcements from Learned’s Brigade. This request takes 2 CPs to write and send.
"Freeman's Farm" · p. 2 Quote verified
1scen
Late WardsA Coat of Steel

Late-arriving wards enter by March order and must beat a Lethargy chit to arrive.

How it works

After the required delay a late ward's chit is placed in the cup with a Lethargy chit; if Lethargy is drawn first it is delayed further. Late wards March in at Quick Gait, may not knowingly come within 18" of the enemy, and cannot make Quick Attacks after marching.

keep that counter aside until the required turns of delay are done, then place it in the cup, along with a Lethargy counter.
Download · p. 13, 17 Quote verified
1scen
HideoutsFUBAR

In the Extraction scenario insurgent reinforcements arrive each turn from random hideouts.

How it works

The insurgent player designates 2+D3 buildings as Hideouts. From turn 2 onward, D3+1 new troops appear at a random Hideout each turn until reserves are exhausted. The Recovery Team removes a Hideout by entering its uncontested building.

At the beginning of every turn after the first, the Insurgent player will randomly generate D3+1 new troops from a Hideout at random.
"Extraction" · p. 1 Quote verified
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Scheduled arrivalsFistful of T-34s

Scenarios bring units on at set turns.

How it works

In Scenario #0, for example, the German panzer companies enter on Turn 5 from the Kotelnikovo edge. In Scenario #1 the Russian reserve regiments enter on Turns 3 and 4.

The panzer companies enter Turn 5 from the Kotelnikovo table edge.
"Nach Stalingrad" · p. 7 Quote verified
1scen
ReinforcementsThey Died For Glory

Scenario units arrive at designated table edges on designated game turns.

How it works

Reinforcements are not deployed initially; they enter at the edge of designated areas during their side's movement phase on the given turn, sometimes on specific road junctions.

These units enter the table at the edge of designated areas during the player's Movement phase of the designated game-turn.
Download · p. 27 Quote verified