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  An Introduction to BGW

  Basic Infantry Drill
  Officers' Mess Introduction
  Marching About

  The Melee Table
  Melee Calculations
  Terrain Modifiers

  Light & Guard Unit Tactics
  Limited Attack Formation
  Extended Line and Cavalry

  Fatigue and its Effects

  Skirmisher Lore, Part 1
  Skirmisher Lore, Part 2
  Skirmisher Lore, Part 3

  NIR Cavalerie Tactics
  Cavalry Tactics Manual

  French Artillery Tactics
  Up Close and Personal

  Battleground Checklist

  HPS Charge Example
  Meleeing Bridges in HPS
  Skirmishers in HPS Battles
  HPS ZOC Examples
  Example of HPS Play

  On the Use of Combined Arms

  Clausewitz has some valuable
   Lessons for BG Gamers

The Melee Table

The odds and results are in terms of attacker-losses/ defender-losses.

Odds/roll 1 2 3 4 5 6 7 8 9 10 11 12
1:3 12/0 11/0 10/0 9/0 8/0 7/0 6/0 5/0 5/1 4/0 4/1 4/2
1:2 7/1 6/0 6/1 6/2 5/0 5/1 5/2 4/0 4/1 4/2 4/3 4/4
2:3 6/1 6/2 5/1 5/2 5/3 4/1 4/2 4/3 3/1 3/2 2/3 2/4
1:1 5/1 5/2 5/3 4/1 4/2 4/3 3/1 3/2 2/3 2/4 3/5 2/5
3:2 5/3 4/1 4/2 4/3 3/1 3/2 2/3 2/4 3/5 2/4 1/5 2/6
2:1 4/2 4/3 3/1 3/2 2/3 2/4 3/5 2/5 1/5 2/6 1/6 2/7
3:1 3/1 3/2 2/3 2/4 3/5 2/5 1/5 2/6 1/6 2/7 1/7 0/7
4:1 4/3 3/4 3/5 2/5 1/5 2/6 1/6 0/6 1/7 1/8 0/9 0/10
6:1 3/4 3/5 2/5 1/5 2/6 1/6 0/6 1/7 1/8 0/9 1/10 0/11

How to interpret this table:

First column of the table: First, the odds in terms of attacker/ defender has to be ascertained, possibly with the amendments or multipliers the computer makes automatically (for example attacking French infantry in column +25%). Deductions are made to the advantage of the defender. For example when 500 attackers are attacking 500 defenders, odds are 1:1. If 499 attackers are attacking 500 defenders, odds are 2:3.

Above row: the dice rolls of the computer. The computer throws with one 12-sided dice. The dice throw is influenced by the overall modifier. For example, with a dice throw of 7 and a modifier of +2, the result is found in column '9'.

The table gives the losses of the attacker and the defender (multiply with 25 when infantry and cavalry). When the losses of the attacker are higher then those of the defender, the attack will fail; otherwise they will win. The fat line visualises the chance of victory or defeat. In case of skirmishers attacking or defending, ascertaining victory of defeat happens with the loss they would receive according to the table, while in reality their loss will be substantially lower.

So with the following odds, chances for the attacker to win a melee are:

  • 1:3 = nil
  • 1:2 = 1 out of 12
  • 2:3 = 1 out of 6
  • 1:1 = 1 out of 3 (so with equal strength and no modifiers, the defender has the advantage)
  • 3:2 = 50%
  • 2:1 = 2 out of 3 (67%)
  • 3:1 = 5 out of 6
  • 4:1 = 11 out of 12
  • 6:1 = 100% (automatic victory)


[Written by Geert van Uythoven.]


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Copyright © 2004 Peter Robinson