Wargame Mechanics Index

Reaction Waves in War Games

Activation radiates outward from the point of first contact at 12 inches per move, so small fights escalate organically into general actions.

An extension of the 'Liberal Move' rule from Scruby's Fire and Charge for musket-era battles. Play proceeds with regular game moves, but a player who wins the move roll may launch a Liberal Move attack whose effects spread outward from a chalked contact point as a 'reaction wave', drawing in more troops each move. Morale throws after each Liberal Move combat decide whether the attack continues, is countered, or is called off.

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Mechanics 6 · 1 distinctive

Turn Structure & Sequence

2turn
Liberal Move initiativeInitiative held until failure

The Liberal Move continues while its side keeps winning morale throws; the winner chooses to press, counter-attack or end it.

How it works

The winner of each post-combat morale throw holds the initiative: a winning defender may begin a counter-attack, a winning attacker may continue the attack, or either may call off the Liberal Move and request a new regular game move. A losing attacker forfeits the initiative, leaving his advanced troops exposed.

"THE WINNER OF THE MORALE FACTOR" may begin a counter attack (if he is the defender); may continue the attack (if the attacker); or he may call off the Liberal Move
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2turn
3-minute Liberal Move limitReal-time / timed play

A player has only three minutes of real time to decide on and start a Liberal Move.

How it works

After winning the move roll the player has 3 minutes to decide whether to make a Liberal Move and begin it, forcing players to plan such attacks in advance rather than deliberate move by move.

for reasons of saving time, we allow a player only 3 minutes to get his Liberal Move started.
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1turn
Dice roll for game moveInitiative determination

A dice roll for the game move decides who may call a Liberal Move.

How it works

Each move players roll for the game move; the winner gains the right to call a Liberal Move instead of a regular move. Liberal Moves are used only once or twice per game; otherwise play follows regular game moves.

if you win the dice roll for game move, you have 3 minutes to make up your mind if you want to make a Liberal move and to begin its operation.
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Command & Control

3cmd

Only troops reached by an expanding circle centred on the contact point may act during a Liberal Move.

How it works

When a Liberal Move attack begins, a chalk mark is placed at the centre point between attacking and defending forces. On each Liberal game move the reaction wave spreads 12 inches in all directions from that point. All troops of both sides within the wave may move, adjust or fight; all troops outside it remain still. Players pre-position units so the spreading wave brings them into the action.

On each Liberal Game Move thereafter, this reaction wave spreads (in all directions from the contact point) at 12 inches per game move.
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Morale & Cohesion

1morale
Morale Factor throwMorale tests

A morale throw follows every Liberal Move combat and decides who retires.

How it works

After each Liberal Move combat both sides make a morale throw. If the attacker loses, his engaged troops retire behind the closest support and he loses the Liberal Move initiative; if the defender loses, his troops retire behind the nearest support and the attacker continues.

There must be a Morale throw after each Liberal Move Combat.
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Movement & Manoeuvre

1move
Retire behind supportEvade, retreat & pursuit

Losers of a Liberal Move combat fall back behind their nearest supporting troops.

How it works

Engaged troops of the side losing the morale throw retire behind the closest support. In the older Liberal Move rule a defender could retire upon supports within 8 inches of the front line, bringing them into the fight.

If the attacker loses, his troops (that were engaged in the fighting) retire behind the closest support, and he loses the Liberal Move Initiative.
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