Wargaming Tactics: Controlling The Random

The dice in wargaming systems are used to inject the fog-of-war and other what if effects.

What do you need to hit? Roll the dice modified by the experience of the unit, or perhaps cover and weapon type.

What damaged was caused?

Roll the dice, and modify it by the target’s armor, or perhaps the strength of the weapon.

On a D6, damaging on a 5+ is different compared to damaging on a 2+.

So we roll dice, and depending on what we are looking to have happen, we have *good* rolls and *bad* rolls- success vs, failure.

Roll enough dice, and the chances of having *success* grow- which is why starting with a large dice pool is important.

But so is manipulating the dice, being able to change results.

Examples of this might be a unit special power that allows you to re-roll any “1”s.

Or perhaps pick up a few failures and change them to a success, or a critical success.

Maybe there is a rule or special power that allows you to add a +1 value to your rolls?

Every wargaming system has built in the rules and unit selections ways to get a re-roll or modify the dice results- when it is your turn, how can you *control* the random?

On the opposite side, with your opponent, we want to inject the random in to the plans of the opponent.

Ways in the rules or with special unit powers can force your opponent to re-roll?

Or perhaps add a -1 to each roll?

Layered over good unit and wargaming tactics we want to look at how to use the mechanics or the game, the DNA of the rules to support positioning ourselves for the win.

See you on the table!