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"How Many Figures Make a Good Wargame Unit?" Topic


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Personal logo ochoin Supporting Member of TMP07 Sep 2026 2:20 a.m. PST

I've been working on my Elf-Centaur Dragon Rampant force which has units of 12, 6 or even a single figure as a "reduced Model Unit". This contrasts sharply with a Napoleonic Opolchenie unit for Valour & Fortitude that has 32 figures waiting for a lick of paint. So, why 12? Why 24? Why 8? Why 20?

I'm not asking what scale you use, but **how many figures you think should ideally make up one tabletop unit. What looks good, what number of figures is needed to show formations?OK **

Does a 12-figure infantry unit actually look and behave differently from a 24-figure unit representing essentially the same formation?

And what happens when your rules tell you that one unit requires 30 or 40 figures?

At what point does a unit become too small to look convincing — or too large to be practical?

So: how many figures make a good wargame unit, and why?

CAPTAIN BEEFHEART07 Sep 2026 5:06 a.m. PST

I like little figures for scaled games. I find a base size I like and mash 'em in there until they look good to me. Let the peasants worry about ratios.

14Bore Supporting Member of TMP07 Sep 2026 5:16 a.m. PST

Sadly I think often went for Empire's large scale with Napoleonic battalions around 12 fugures giving %50 either way. Those double units look nice but costs double or triple as well.

troopwo Supporting Member of TMP07 Sep 2026 7:16 a.m. PST

Still figuring out the ratio of the formulae.

table space:storage space:complacent spouse

Never could get the mix just right.
I think that the wallet ratio was left out of the mix.

robert piepenbrink Supporting Member of TMP07 Sep 2026 7:18 a.m. PST

I don't think you can omit scale from the discussion, but you also have to ask what your "unit" is. LR/DR is a skirmish system--officially 1:1--so it's fairly arbitrary, but you do want room for attritional losses. In 28mm, I tend to build heavy infantry units of 24+ with cavalry and skirmish types at 12. For Mersey-type rules, this may give me two units. For horse & musket, that's enough infantry to form column, line or square even after having a few picked off by skirmish fire or long-range artillery.

At 6mm, I tend to put my 24 infantry on a 2" or 60mm wide stand. This lets me give each unit an officer, standard-bearer and musician without looking like a color party, and the stand is either there (possibly with a morale or disorder marker) or removed altogether. Of course, there are a lot more figures on the table, and the loss of one of those "units" may have less impact on the game than the loss of a single figure on a Mersey skirmish.

The important things are:
1. That the basing and numbers be compatible with the rules.
2. That enough be available for the game. And
3. That it's visually satisfying for the players.

Frederick Supporting Member of TMP07 Sep 2026 7:36 a.m. PST

Agree with Robert – depends on the game. For most of our Grand Tactical games we go with 28 mm 24 unit infantry/12 unit cavalry – for 6mm we use 54 unit infantry/36 unit cavalry, which makes for that "mass of bayonets" look

Recently we have been experimenting with using 28mm 12 unit infantry/6 unit cavalry, largely because we often game with 3 – 4 players per side and our usual game table size means that the units choke up pretty quickly – so we reduced unit size to facilitate maneuver

For our colonial games we do 28 mm 10 unit infantry/5 unit cavalry

That hits the Holy Trinity that Robert so nicely outlines

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