Wargame Thoughts and Commentary

The Mechanics of Die Fighting, Part III

Die Fighting, unlike Piquet and Zouave, does not use cards-although that is an option. It does not use various polyhedron dice-but just the simple D6, long known to wargame buffs as THE die. It does not use a Combat Results Table or “Hit” table-just simple counter-rolls. It does this by using three different color dice in play.

The Resource Dice-as described in part one of this series, are the life’s blood of the army. Every action of movement, combat, rallying, or engineering uses these dice-they may only be used once and then are gone. The army without resource dice can do nothing and has lost the game. No equivocating at the pub-you lost!

There are two other die types, “Free” Dice, and Leadership Dice, usually distinguished by color-green for Free dice, and yellow/gold for leadership dice. The Free dice are never used up and are awarded for situational advantages in movement and combat-they may augment the resource dice rolls. Likewise the Leadership dice may also augment the rolls-in movement, combat, and rallies, but they are used up within the turn, but fully restored on the next turn. It is the skillful use of the three dice types in unison that an army succeeds, or, if done wastefully, or poorly coordinated, the army will fail. Nothing comes free in Die Fighting, and hard choices must be made.

Most of these dice are used in simple counter-rolls, additive rolls, or unique effects from doubles or triples being thrown. Simple, quick, and decisive, describes the movement and combat.

There is one theme throughout Die Fighting that recurs in many different forms-called The Rule of Six. If there is some outcome of movement, combat, rallying, or command that one wishes to know-you can bet that the number six is involved! It forms an excellent way to pull all the facets of Die Fighting together, and provides an excellent memory aid for gamers new to the rules. If there is a question-it’s likely six is the answer in some form or interpretation. The factor at issue is going to be rolling a six, moving six inches, subtracting six inches from a move, or retreating six inches before disaster strikes. It is even used when some situation occurs that the rules don’t fully cover (It can happen!) as a means of adjudicating a reasonably fair outcome.

Part IV will talk about the use of period templates to insure that each period within Die Fighting’s 200 years scope is handled in a way that provides an historically accurate and period -rich gaming experience.