Wargame Mechanics Index

Per-unit action allowance

Each unit gets a fixed number of discrete actions per turn, often set by quality.

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Watch it played 4 moments

  • 8:33–9:23
    High Plains Drifter Tabletop Game
    Little Wars TV · Ruthless
    Rule in play Rooftop rifle shot inflicts leg wound

    Dave Drake spends three actions attempting to escape with the town gold, but an outlaw on a rooftop takes a long-range shot and rolls for hit location.

  • 3:24–4:31
    Disposable Heroes 2 Rule Review
    Little Wars TV
    Rule explained Spending tactical points to activate units

    The hosts explain the alternating activation structure where activating a unit grants three tactical points to move, shoot, or rally, as well as the ability to share tactical points with adjacent units.

  • 3:38–4:32
    Ruthless Rule Review
    Little Wars TV · Ruthless
    Rule explained Card-driven activation and initiative bidding

    Greg explains how players are dealt five poker cards and simultaneously bid one card for activation, with higher cards going first and suits breaking ties. Footage shows players holding hands at the table, along with an excerpt of the Actions section from the rule sheet.

  • 5:02–6:18
    Age of Hannibal Rule Review
    Little Wars TV
    Rule explained Morale clock system and army break

    Tony explains the morale clock mechanism, which starts at nine and counts down as units are lost, restricting group activations and triggering severe breakdown penalties.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 4 games

3cmd

Each unit may perform a fixed number of discrete operations per turn set by its training class.

How it works

Class I (US Regulars, Volunteers) may perform any three operations, Class II (Mexican Regulars, US Militia) two, Class III (Mexican Militia) one. Operations are Move, Fire, Face, Change formation, Wheel up to 45 degrees, Limber, Unlimber, Prolong, Mount, Dismount, Charge. A unit may fire only once and fire is penalised if another operation is done that turn; multiple move operations multiply distance (US Regulars in line may move 3 x 4" = 12").

Units have the ability to do a number of operations in a given turn. The amount of operations allowed depends on their training, etc.
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2cmd
Operations AllowedThey Died For Glory

Each unit may perform two operations per turn in any combination, spread across both sides' halves of the turn.

How it works

Operations are Move, Infantry fire, Change Face and/or Formation, Limber, Unlimber, and Stand up a Prone unit (e.g. move twice, move and fire, fire twice). Artillery fire, handpushes, going prone and changing to skirmish order are free. Numbered 1/2 markers track operations used; fire during the enemy's move and countercharges consume operations, so a unit that moved twice cannot fire or countercharge in the enemy half.

Units can do up to two of the following operations, in any combination, each turn: Move • Infantry fire • Change Face and/or Formation • Limber • Unlimber • Stand up a Prone unit
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2cmd
Card actions by unit typeWrath of Heaven (Tenchu)

Each unit type's activation card grants its models one or two actions, so unit quality sets the action count.

How it works

Cards are drawn in turn; when a card for a unit type comes up, all models of that type activate and take one (or two) actions as printed on the card. Samurai cards and one Ronin card give 2 actions, while Ninja, Ashigaru, Civilian and the other Ronin cards give 1. A Banzai bonus card gives extra activation to Ninja and heroes. An action is move up to 6" (Ninja sprint 9"), move into melee, shoot, or another action such as opening a chest.

all the units or models of that type are activated and may take one (or two) actions, depending on the card. There are the following cards: 4 Ninja cards with 1 Action ... 2 Samurai cards with 2 Actions
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1cmd
Two actions per characterRuthless

When a player has the initiative, every character they control gets two actions in any combination; a 7 played for initiative gives one character three.

How it works

The turn ends when all models have taken two actions. Actions (Move, Aim, Shoot, Mount, Reload, Dismount, Get Your Courage Up) can be repeated, including the same action twice. A leg wound limits a character to one Move per turn and an arm wound to one Shoot per turn. The initiative card played sets whether one character gains a third action.

When a player has the initiative, each character they control may take two actions. If a "7" card was played for initiative, one character can take three actions! Actions may be taken in any combination, including the same action twice.
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