Wargame Mechanics Index

Engineering & construction

Bridging, works, demolition.

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Watch it played 1 moment

  • 11:28–12:40
    Epic 10mm Helm's Deep Wargame
    Little Wars TV
    Rule in play Culvert bomb detonation roll

    Isengard attempts to detonate the bomb planted in the culvert. Because Legolas and Gimli are within 10cm, the required detonation roll is raised to a 4+, which Turhan successfully rolls to blow a breach in the wall.

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 10 games

2special
Rams, Wheeled Towers & Advancing RampsClassical Hack Siege Rules: The Siege of Tyre

Siege engines and ramps advance by die roll and towers risk toppling.

How it works

Manhandled rams, sheds and wheeled towers move d6 inches per turn. Wheeled towers moving on a ramp roll d10 each turn to see if they topple, using the escalating destruction method. Ramps under construction advance 1" per pip of a d6 roll; games are recommended to start with the ramp partly built.

For ramps that are under construction roll a D-6 die to move them forward. The roll will advance the ramp 1 inch for each pip rolled forward.
Download · p. 61, 62 Quote verified
2special
Manmade obstacles and minesDunn-Kempf

Secretly plotted minefields and obstacles slow and destroy vehicles.

How it works

Obstacle and minefield plans are given to the controller before play and concealed. Entry into a minefield is announced only when a lead vehicle enters; a die is rolled per vehicle: APCs/trucks killed on 4+, tanks on 5+. Bypass is single-lane at 50 m per bound.

A die will be rolled for each vehicle in a minefield. Kill of BMP/BRDM/APC/Trucks = 4 or better Kill of Tank = 5 or better
Download · p. 12 Quote verified
2special

Bridge building, demolition, repair and blocking fords take set numbers of Züge.

How it works

Pontoon bridges need 10 Züge per 50 paces including unloading (12 under ball fire, impossible under canister); raft bridges 15-30 Züge per 25 paces; trestle bridges as pontoons once equipment arrives. Demolition needs 1 hour of preparation (3 if timed to the moment); fords can be blocked in 2 hours. Embarkation, boat speeds and swimming are also timed.

Mit Einschlufs des Abladens der Pontons sind für jede 50 Schritt Länge 10 Züge erforderlich ; geschieht es im Kugelfeuer , 12 Züge ; im Kartätschfeuer kann es gar nicht statt finden.
Download · p. 73, 74, 75, 76 Quote verified
2special

Engineers and engineering vehicles breach minefields, wire and ditches, bridge streams and clear wrecks through repeated successful cohesion rolls.

How it works

Each task needs a set number of successful cohesion rolls, made in the Marker Removal Phase while the stand stays in place; the successes need not be consecutive. Minefield breaching takes 3 for hasty/standard or 5 for concentrated fields by engineers, or 1/2/3 by mine-clearing vehicles. A natural 1 clears the field at once and a natural 20 triggers a mine attack. AT ditches take 2 (dozer) or 4 (engineers), bridges 2 (bridging tank) or 4 (engineers with materials), and wreck clearing works on roads.

Hasty or Standard minefields require three successful cohesion rolls, during the Marker Removal Phase of three different turns, to successfully create the breach.
Download · p. 46, 47, 48 Quote verified
1special
Engineers (optional)Hail of Fire

Engineers clear obstacles and place demolition charges.

How it works

An Engineer in contact with a building, bunker or bridge spends an activation and passes a Training Check to place a charge, then detonates it on a later activation: occupants resolve 3 RFPs as if in open ground. Engineers count as AT 3 when assaulting vehicles and clear obstacles more easily.

An Engineer Team that starts its activation in base contact with a building, bunker, or bridge may spend a full activation attempting to place a demolition charge, requiring a successful Training Check.
Download · p. 33 Quote verified
1special
MinefieldsK.I.S.S. Rommel

Each side may lay 30" of minefields that units must dice to cross or gap with infantry.

How it works

A unit crossing an enemy minefield rolls: 5-6 through and stops, 2-4 stopped in front, 1 Scattered (or Destroyed if far from HQ). One infantry unit per Division per turn adjacent to the field may clear a one-base gap on 5-6, through which six units per turn can pass.

To clear a one base wide Gap (allowing up to six units to pass through each turn), get an infantry unit adjacent to the minefield and throw with a 5 or 6 to create a Gap.
Download · p. 6 Quote verified
1special
Destructions and ConstructionsLittle Wars

Royal Engineers destroy and repair bridges, lay mines and build works over several moves.

How it works

Destroying a railway bridge takes R.E. two moves and repairing it ten; culverts and road bridges one move to destroy and five to repair. Two men lay a contact mine in six moves that destroys everything within six inches; infantry entrench in four moves at two men per inch. Commencement of works is noted to an umpire or in a sealed note.

To destroy a railway bridge R.E. take two moves; to repair, R.E. take ten moves.
Download · p. 42, 43 Quote verified
1special

Time-based rates for breastworks, demolitions, pontoons and dismantling walls.

How it works

Breastworks are built at 1" per figure per game hour and torn down at 2" per hour. One specialist can prepare a charge destroying a 3" section in one hour, firing on 1-5 on d6, otherwise needing 2 turns to reset. Two specialists bridge a 4" gap in an hour; fences are dismantled at 1" per figure per turn.

Breastworks: Constructed at the rate of 1" per figure per game hour. They can be torn down at the rate of 2" per hour.
Download · p. 20 Quote verified
1special
Mines and CounterminesThe Jane Naval War Game

Charted minefields, observation mines, countermining and Brennan torpedoes.

How it works

Minefields are charted on blank squares with buoyed (and bogus) squares; observation mines may be fired at will, sinking the ship, while other mines give even chances of escape. Countermining takes twelve hours per square per ship. Brennan wire-guided torpedoes move nine squares per move and sink any ship hit.

If the mines are observation mines, they may be exploded at will. The ship is sunk and blocks that square. If the mines are not observation mines, a ship has even chances of escape.
Download · p. 26 Quote verified
1special
Engineers and PioneersThey Died For Glory

Engineers and pioneers can crew guns and replace gunners, and optionally Prussian pioneers demolish obstacles and bridges.

How it works

One engineer or pioneer stand attached to a battery can replace gunner casualties at no operation cost. Optionally Prussian pioneers take two full turns to set a charge, which blows during the artillery phase of the third turn and destroys or rubbles the obstacle, building or bridge.

It takes two complete turns to set the charge. The charge blows up during the Artillery Fire phase of the third turn.
Download · p. 18, 24 Quote verified