Wargame Mechanics Index

Prisoners

Captured troops are held rather than killed; they must be escorted, and may be freed or exchanged back into service.

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How games do it 6 games

3special
Prisoners and escortLittle Wars

Captured men are escorted to the rear and can be liberated.

How it works

Prisoners are disarmed and may be moved by the captor; one man within six inches can escort up to seven. Killing the escort liberates prisoners, who must return to their own back line to rearm before fighting again. Prisoners count toward scoring for both sides.

Prisoners may be sent under escort to the rear or wherever the capturer directs, and one man within six inches of any number of prisoners up to seven can escort these prisoners
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2special
Captives and The BlockA Coat of Steel

Captured enemy commanders are marched to the rear, then exchanged, ransomed or executed after the battle.

How it works

Only commander captives are tracked, and each one taken slows the pursuing unit by 1 inch. If the pursuit is broken off and a path to the captor's rear edge is clear of enemies within 6 inches, captives go to the rear; otherwise they stay with the company, in the rear ranks. If the company routes, the captives go free and are removed from play. After the battle, captives with close family held by the enemy may be exchanged for them, and the other side cannot refuse. Captives with enmity toward a victorious ward commander, or held by a Bloodthirsty Host Commander, go to the block.

If the pursuit is broken off, and a path to the captor's rear board edge is clear of any enemy within 6", the captives may be sent to the rear- if not, they must remain with the company until they may be sent off.
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2special

Prisoners are exchanged monthly using fixed point equivalents.

How it works

Values: regular foot 1, regular cavalry 3, brigade commander 10, army commander 30. Exchanged prisoners return to their units immediately; exchange is optional, and irregulars cannot be exchanged.

At the end of every month prisoners are exchanged, following table of point equivalents: Regular Foot 1 Regular Cavalry 3 Brigade Commander 10 Army Commander 30
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1special
Captured pilots: PoW or escapeCanvas Eagles

A downed airman captured by the enemy gets one roll to escape or be exchanged, otherwise he is out of the war.

How it works

A captured airman gets one chance of being exchanged as a PoW or escaping: roll 2d6, and a 2 means he has escaped. On an escape, roll 1d100 for the number of weeks the person is out of the war. On a failure, the war is over for that pilot.

If captured there is one chance of either being exchanged as a PoW or escaping: roll a "2" on a roll 2d6, and the person has escaped.
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1special

Prisoners taken in battle must be escorted to the captor's baggage park by a guard detail.

How it works

Prisoners captured during a battle are escorted back to the captor's baggage park. One figure of guards is required for each 10 figures of prisoners. The rule sits beside the post-battle returns table (loser: 30% return, 20% captured).

Prisoners captured during a battle are to be escorted back to the captor's baggage park. One figure of guards is required for each 10 figures of prisoners.
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1special

In the raid scenario, a Viking who beats a Thrall in combat takes him captive; the captive moves with the unit and can be liberated.

How it works

The attacker must defeat a Thrall in combat, which captures the Thrall automatically. The captive moves with the capturing unit and can do nothing else. A defending Viking who defeats an attacker holding a captive may liberate the captive, who then moves and fights normally. Only Vikings who exit the table keep the Thralls and Geld they looted, and Thralls count toward victory.

To capture a Thrall, the attacker must defeat a Thrall in combat, in which case the Thrall is automatically captured and moves with the unit (they may do nothing else while captive).
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