I've been thinking about a lot of wargames mechanics today. A little bit ago I wrote a thread on my 10 favourite rulesets and that amused me (and some others) enough that I'm going to do similar now but with mechanics independent of their host rules. So;
First is the dice activation system by @ganeshagames that got me thinking of this thread in the first place. A brilliant bit of almost push your luck dicing used in many games across everything from kung fu films to mythology to Napoleonics!
I don't hate "igo-ugo" games but I do like systems that mess with it a bit (as you'll see!) and @TooFatLardies do that excellently across many games. The command dice and phase system in CoC is particularly top drawer though.
I'll put both my Lardie entries next to each other but this time it's the fire chart from "Charlie don't surf" and "I ain't been shot mum". Possibly a bit old school but as a way to include effects and modifiers in one go I think this is an underrated gem.
The advantage system in @WarlordGames Blood red skies is quite possibly the best single dogfight mechanic I've ever played. It removes the need for a 3d space while abstracting the need for superior positioning (I think) perfectly.
Way back in 2005 I got into FoW and was particularly taken with the shooting. That it was less about how good a shot the men in your company are but how good the target is at taking cover still resonates with me. Plus @WayneTurner70's PzGren army looked so good I got German army!
I had a couple of issues sorting out elements of this game the more I got into it but the troop quality/motivation and "nearly universal mechanic" is still a favourite. 4+ and higher than your opponent with improving dice is so simple but effective!
A small one this but a good one. Suppression. Always a question in a game with guns. What's taking away too much choice from the player? Well here you take the fire and if you think it's too much just keep your head down and avoid it - totally organic suppression!
Another activation one here but one tied to other abilities. The cards used for activation also include bonuses for your posse so the choice between going for the ever important first shot or saving a skill is ever present. Possibly Great escape's best game.
This one has a lot of unique points in its favour but my favourite is again it's activation system. Both players roll for a nominated unit each and the winner gets to use them. Simple but does so much for the turn tension.
And to round it at 10 mechanics I'm going to pick one last activation system. While similar to the old Warmaster one this modernised one (esp V4 from @pendraken) is my favourite for higher level, and slightly abstracted, games.
Wait! 11, I'm turning this list up to 11!
I have to mention Horizon wars shooting and dice pool mechanic, it's too good to ignore. Probably it's campaign and scenarios too but I'm supposed to follow my own rules and I already broke the "list of 10" one...
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