Combat results table
A table used to resolve unit clashes in wargames.
Wikipedia / Wikimedia Commons
A Combat results table (CRT) is a wargaming tool that decides what happens when two units fight inside a larger battle. It offers a fixed way to resolve combat by matching a die roll against a chart of possible outcomes.
One common method for resolving combat is the ratio method. Here, the attacker’s strength is compared to the defender’s strength, and the numbers are reduced to a ratio—like 2:1 if the attacker is twice as strong. This ratio points to a specific column on the table. (Less often, the column is based on the difference between strengths instead of the ratio, such as a column labeled “3” when an attacker of strength 5 faces a defender of strength 2.) A die is then rolled, and the result is cross-referenced on the table to determine the clash’s outcome. Game conditions can alter the strength numbers used to calculate the ratio—for example, by doubling or halving them—or cause column shifts due to terrain, weather, or other factors. Typical results include elimination, advances or retreats, surrender, casualty reduction, or partial losses.
For instance, a simple CRT might be interpreted as follows: “AE” means the attacking unit(s) are completely eliminated; “DE” means the defending unit(s) are completely eliminated. Intermediate results, shown as a slash separating two values, indicate losses: the number left of the slash is the attacker’s losses, and the number right of the slash is the defender’s losses. (Losses can lead to the dissolution or destruction of sub-units, or affect how far a force retreats.) A dash means no effect for that side. Brackets running diagonally from the lower left to the upper right of the chart might signal an additional outcome, like a melee or continuing engagement involving both sides. An asterisk in some results could represent a supplementary outcome that only affects the defender, such as a mandatory retreat. Since wargames typically use a standard six-sided die, numbers below 1 or above 6 in the left-hand column indicate the game uses die roll modifiers to reflect special conditions like defender’s terrain, weather, leadership, training, morale, surprise, experience levels, or supply.
- field
- Wargaming
- known_for
- Determining outcomes of unit clashes in wargames
- method
- Ratio method (e.g., attack strength vs. defense strength)
Lore & Background
One significant method for combat resolution entails determining the ratio of the attacking unit's attack strength versus the defending unit's defense strength. This method is used in many games; one of the earliest and most prominent games to use this system was the game Panzerblitz, which was a genre-defining game when it was published in 1970. The attacker and defender typically compare the relative strengths of the units involved in the clash and reduce these numbers to a ratio, which corresponds to a column on the table (for example 2:1 if the attacker is twice as strong as the defender). Less often, the columns may be based on the difference between the combatants' strengths, rather than the ratio. A die roll is then made using one or more dice and the resulting number is then cross-referenced on the table to find the results of the individual clash.
Reader's Guide
The Combat results table is significant because it provides a standardized, probabilistic method for resolving combat in wargames, allowing players to predict outcomes based on relative strengths and modifiers. Its use in early games like Panzerblitz helped define the genre. The table typically includes results such as elimination, retreat, surrender, casualty reduction, or partial losses. Game conditions can influence the strength numbers used to calculate the ratio through doubling or halving, as well as column shifts due to terrain, weather, or other factors. The table may also include special symbols like brackets for melee or continuing engagement, and asterisks for defender-only outcomes such as mandatory retreat. Die roll modifiers can reflect conditions like terrain, weather, leadership, training, morale, surprise, experience levels, or supply. The CRT remains a core mechanic in many tactical wargames.
Did You Know?
- One of the earliest and most prominent games to use the ratio method was Panzerblitz, published in 1970.
- Columns on a CRT may be based on the ratio of strengths or, less often, on the difference between combatants' strengths.
- Results on a CRT can include elimination, advances, retreats, surrender, casualty reduction, or partial losses.
- An asterisk in a CRT result may represent a supplementary outcome that influences only the defender, such as a mandatory retreat.
Frequently Asked Questions
What is a Combat Results Table (CRT)?
A CRT is a chart found in board wargames that resolves what happens when two opposing units engage in combat. It maps a die roll against a fixed set of possible outcomes, with the relevant column chosen by the relative strength of the attacker versus the defender.
How does the ratio method work on a CRT?
You compare the attacking unit's strength to the defending unit's strength and reduce the pair to a simple fraction, such as 2:1. That ratio then tells you which column of the table to read for the combat result.
Why do wargames use a CRT instead of just rolling a die?
A CRT lets unit strength, terrain, and other modifiers shift the odds before the die is even rolled, turning a flat random event into a resolution that reflects the tactical situation. It gives players meaningful levers to influence how likely they are to win a given clash.
What kinds of outcomes does a CRT typically produce?
Common entries include the attacker advancing, the defender withdrawing, both sides suffering casualties, or a draw that forces a re-roll. The exact list varies from game to game, but the table always presents a closed set of possibilities for a given column and roll.
Is a CRT a standalone game or a mechanic?
A CRT is a resolution component that appears inside many different board wargames rather than a title of its own. It serves as the standard tool for settling unit-versus-unit clashes across a wide range of wargame systems.
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