Anything beyond a straight-ahead move requires a d6 action roll.
How it works
Actions replace movement and take a bound: roll 1d6, 1-2 nothing happens, 3-6 succeeds; -1 if the unit failed a morale test this bound, and generals' ratings modify it. Actions are: change formation then half move, withdraw from or follow up a melee, charge into contact if in line, or move including a wheel or 180-degree turn.
Actions take one bound and replace movement. Throw 1d6 die for each attempt: 1-2 do nothing; 3-6 action successful. -1 to roll if failed morale test this bound.



