Wargame Mechanics Index

Supply & logistics

Supply lines, ammunition, attrition.

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Watch it played 2 moments

  • 23:34–24:18
    Epic D-Day Wargame
    Little Wars TV
    Rule in play Eliminating the surrounded 82nd Airborne

    German forces close in on the isolated and unsupported American paratroopers. Using column shifts and rolling on the combat chart, the Germans wipe out the entire 508th Parachute Infantry Regiment.

  • 36:31–37:05
    11-Player Napoleonic Campaign | Fall 1813
    Little Wars TV · Volley & Bayonet
    Rule explained Logistics and supply line isolation effects

    The host explains the supply mechanics of Campaign of Nations, showing how being cut off from supply prevents units from recovering from disruption.

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

3special
Points economy, coal & commerceThe Jane Naval War Game

All ammunition, coal, repairs and assets are paid from a points pool replenished only by commerce.

How it works

Each side's points pay for ships, docks, coal and soldiers, e.g. an A round costs 5 points, a day's coal 1, a fort 200; towns lose points if bombarded. Merchant freight points double per 100 miles and can be captured; one side may lose food points daily. Exhaustion of reserve points means defeat; using three quarters of coal reduces waterline armour one grade.

The exhaustion of reserve points on either side thus makes a defeat of that side.
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2special

Bases must be within 12 inches of a supply marker or suffer penalties.

How it works

Truck, depot and other supply markers project a 12 inch radius, and a base is in supply if it starts its activation inside it or within 1 inch of an in-supply friendly base. Out-of-supply bases move randomly and get -1 Firepower. Operations add markers (Supply Convoy, Air Supply, Supply Train) or remove them (Ambush), and Chinese units that touch Allied supply are suppressed by Looting.

Supply markers exert supply radius of 12” and all bases within this radius are counted “in supply.”
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2special

A 2d6 pool of supply points must be spent on units, or unsupplied units test loyalty.

How it works

Each Victuals and coin action gives 2d6 points. Household retinue and other soldiers consume one point each for the battle; mercenaries and artillery consume three each. Any unit without an allocated point must take a loyalty test under the battle rules in use.

Household retinue troops and other soldiers consume one point for the battle; mercenary troops consume three points; any artillery unit consumes three points.
Download · p. 44 Quote verified
2special

Powder shortage stops a skirmish from following a bombardment.

How it works

Limited gunpowder means a bombardment cannot be followed by a skirmish action, as troops must wait for new powder. A successful American sortie can capture enemy powder and food.

Limited gunpowder means that a bombardment may not be followed by a skirmish, as troops must wait for new powder supplies.
Download · p. 29 Quote verified
2special

Forces must stay within 4 roads of a depot or suffer desertion; an optional system tracks food 'mouths'.

How it works

Units out of supply must move back into supply; each turn out of supply each battalion and cavalry regiment loses 1d6/2 (round up) figures to desertion (-1 for grenadiers/guards, +1 for militia). Four brigades spending a full turn in a box while in supply create a new depot. The optional intricate system counts mouths (1 per figure, 10 per horse, doubled), rolls box supply values, and depletes boxes by 10-20% per occupied turn.

If you are within 4 roads of a depot, you are in supply. You cannot purposely march out of supply.
Download · p. 31, 34 Words verified
2special
Supply in the FieldLittle Wars

Appendix rules require periodic food, forage and ammunition packets.

How it works

Every six moves players surrender one packet of food per thirty men, forage per six horses, and ammunition per thirty infantry that fired for six consecutive moves, which must be within six feet of infantry or eighteen of cavalry. Unsupplied troops are out of action after six moves, infantry without ammunition cannot fire, and surrounded forces surrender four moves after eating their last horse. The extensions also suggest one supply wagon per fifty men within six moves.

The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves.
Download · p. 41, 42, 34 Quote verified
2special

The French trace supply from Antwerp with a chain of mule-skinner figures that enemy cavalry can cut.

How it works

One figure is placed every 5" along a road or every 1" across country; hostile cavalry straddling the road gives the army a supply problem, feeding the surrender mechanism.

A line is traced by placing one mule skinner figure (in my games, white goats) every 5 inches along a road or every 1 inch across open country.
Download · p. 152 Quote verified
1special
Starvation / Disease / StragglersAncient Campaign Rules for DBA

Siege supply limits, monthly disease losses and forced-march straggling attrit forces.

How it works

After each month of siege both sides roll d10 for disease (besieger -1; besieged -1 after the first month): 0 loses 2 elements, 1 loses 1. City supplies last 6 weeks, 4 with extra troops. Forced marching risks 10% straggling per element per week.

After each month's siege, roll (D10) for each side to determine loss due to disease.
Download · p. 49, 52 Quote verified
1special
Fuel ExpenditureCanvas Eagles

Aircraft cross off fuel boxes equal to manoeuvre speed each turn and glide when empty.

How it works

Fuel boxes on the data sheet are spent each turn equal to speed (-1 diving, +1 climbing); a manoeuvre needing more fuel than remains cannot be chosen. Out of fuel or with a destroyed engine the aircraft must glide using manoeuvres 2, 3 or 8, losing altitude. Fuel tank hits remove 6 boxes or explode.

Each player must cross off fuel boxes equal to the speed number of the maneuver performed.
Download · p. 11 Quote verified
1special

Each side declares road exits as its line of communication, supply and retreat; cut-off units may be forced to surrender.

How it works

Withdrawals must be towards the base or line of communication; units cut off from it can be forced to surrender. Losing a base ends the campaign (Staunton's capture decided it).

the commander of each side's forces to declare what road exits were to be considered his army's line of communication, supply and retreat. Thus, if units were cut off they would be forced to surrender
Download · p. 45 Quote verified
1special

Coal use and small-craft endurance limit strategic movement.

How it works

Table III gives 24-hour coal consumption as a percentage of full bunkers by speed, and commanders hand in coal remaining each move. Destroyers and torpedo boats have stepped speed reductions per 400-500 miles run, limits on spurts (100/50 miles per 24 hours), regain a step per 24/48 hours in port, and destroyers may not be absent more than five days from fleet or base.

TABLE III.-Coal consumption for twenty-four hours in percentages of full
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