Various games have different methods for resolution of combat results, a central core dynamic for any wargame.
Attacker-Defender Ratio The wargame
PanzerBlitz, designed by Jim Dunnigan, is a leading game in the genre of tactical wargames, and was an iconic new type of game when published by Avalon Hill in 1970. In this game, each unit has an attack strength and a defense strength. To resolve combat, the attacker's attack rating and the defender's defense rating are calculated into a simple ratio; the result is rounded off in the defender's favor. One die is rolled. The "Combat Results Table" provides the effect based on which number is rolled; the results can range from "no effect" to partial damage, or another role, or complete destruction of the unit being attacked. This system is widely used. The specific methods may vary somewhat. Some games simply calculate the odds of a successful attack, and the dice roll is either a success or a failure, with no table of varying possible results. Numerous other board wargames use this combat resolution system, among which: •
Tactics, designed and published in 1954 by
Charles S. Roberts under the name of "The Avalon Game Company". •
Tactics II, still designed by Charles S. Roberts and published in 1958 by
Avalon Hill. •
Gettysburg, designed by Charles S. Roberts and published in 1958 by Avalon Hill. •
Afrika Korps, published in 1964 by Avalon Hill. •
Napoleon at Waterloo, designed by
Jim Dunnigan and published in 1971 by
Simulations Publications, Inc.. •
Drang Nach Osten!, designed by
Frank Chadwick and published in 1973 by
Game Designer's Workshop (GDW). •
The Russian Campaign, designed by John Edwards and published in 1974 by
Jedko Games. •
Panzer Leader, published in 1974 by Avalon Hill. •
Napoleon's Last Battles, designed by
Kevin Zucker and Jay Nelson, and published by Simulations Publications, Inc. (SPI). •
Squad Leader, designed by
John Hill and published in 1977 by Avalon Hill. •
Battle for Stalingrad, designed by John Hill and published in 1980 by Simulations Publications, Inc. (SPI).
Attacker-Defender Differential A similar but slightly different Combat Resolution System: a Combat Results Table in which the defender "defense value" are subtracted from the attacker "attack value" is used to determine a column with which resolve the combat outcome through a dice roll. The aforementioned column can either have a positive (+1, +2, +3 etc.), neutral (0), or negative (-1, -2, -3 etc.) value. Many board wargames use this Differential based Combat Results Table, among them: •
PanzerArmee Afrika, published in 1973 by Simulations Publications, Inc. (SPI). •
PanzerGruppe Guderian, published in 1976 by Simulations Publications, Inc. (SPI). •
WestWall: Four Battles to Germany, published in 1976 by Simulations Publications, Inc. (SPI).
Attack and Defense Values In the board game
Axis and Allies, each unit has an attack value and a defense value. During a single attack, each attacking unit gets one dice roll and each defending unit gets one dice roll. if a dice result is the same or less than the appropriate value, then that unit destroys the enemy. It is possible for both units to be destroyed using this system.
Non-Randomized Results Some wargames do not use dice at all. The results of an attack depend upon a preset table of results, based on attributes of the involved units, terrain, morale, and other factors. Some of them are: •
KriegSpiel, published in 1970 by Avalon Hill. •
A Few Acres of Snow, published in 2011 by Treefrog Games. Although often cited among wargames that do not use dice,
Tactics II doesn't actually use this method of resolving combat; instead it uses the classic Ratio based Combat Results Table and dice rolls to determine the outcome of each battle. On the other hand, in the 1980 book
The Complete Book of Wargames, game designer
Jon Freeman dismissed the then-22-year-old
Tactics II as unplayable, saying, "Aside from its historical importance, this game has no redeeming qualities. [...] Against an even vaguely competent opponent, [the game] can't be won. The [geography] combines to produce an inevitable stalemate directly across the center of the board." Freeman concluded by giving the game an Overall Evaluation of "Poor", saying, "
Tactics II is overdue for retirement."
Competing Dice Rolls In the well-known game
Risk (game) the attacker rolls up to three dice, and the defender rolls up to two dice. The defender wins the dice roll if their number is equal to or greater than the attacker; the attacker wins only if their dice roll is
higher than the defender's dice roll, thus giving the defender a slight advantage. When a player loses a dice roll, they must remove one unit. Battle continues until one player has no armies left, thus losing the battle. In Risk, combat is highly abstract, and all units are treated the same.
Card-Driven Results In card-driven games, the outcome of combat depends upon cards drawn by each player, either in part or in full.
We the People is a board wargame about the
American Revolution, published by
Avalon Hill in
1993 We the People was the first wargame to use cards as the primary way to control the pace and tempo of play, with a strong element of
fog of war through the hidden card information. Players field armies consisting of manpower points which are led by historical generals (represented by vertical game pieces bearing a general's image and stats). When armies battle, players are dealt cards from a separate battle deck - each card represents a tactical military maneuver and its counter, i.e. “Flank Attack Left / Refuse Right Flank”. Each round of battle, the attacker plays a card which the defender must match with his/her own identical card or else the defender loses. After each round, if the defender has survived, he/she rolls a die to attempt to become the attacker for subsequent rounds of combat, with better generals having a greater chance of passing the die roll.
Based on Battlefield Conditions Some wargames depict combat based on multiple details of battlefield conditions. One example is the Tactical level board-wargame
Panzer, published by
Yaquinto Publications in 1979. In this game, when calculating whether a tank attack hits another tank, the attacking player must gather data from the data cards of both tanks, and calculate distance and angle. (Rangefinder measuring sticks and angle gauges are included.) Terrain and movement also factor into the calculation. (Critic
Eric Goldberg wrote, "Everything but the horoscope of the tank commander is factored into fire.")
Separate Dice Rolls for Targeting and Damage Some wargames provide for separate dice rolls, first to determine if a target is hit, and then separately to determine damage. In the naval game
Victory at Sea, the attacking player determines if a ship is within range and if it is within the firing arc of the chosen gun. If the answer is yes to both, then the attacker rolls attack dice according to the gun's attack rating. If all the attack dice have a score equal to or greater than the target's Target Rating, then the attacker rolls the pertinent gun's damage dice and compares the result to the target's armour rating. For example, if a battleship were firing a gun with an attack dice rating of 2 and a damage rating of 3 at a cruiser with a target rating of 4 and an armour rating of 6, then the attacker would need to roll 4 or better on both attack dice to score a hit. If the attacker succeeded in scoring a hit, the attacker would then roll 3 damage dice. If the total of the dice was more than 6, then a point of damage is deducted from the target ship. If any of the damage dice is a 6, this may result in a critical hit. The attacker rerolls the die and if it is a 4 or better, then the attacker rolls on a critical hit table, which will may result in fires, loss of crew, loss of speed, or damage to weapons. ==See also==