Wargame Mechanics Index

Command points / PIPs

A variable pool of points spent to activate or order units.

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Watch it played 4 moments

  • 9:51–10:47
    Club vs. Club Thermopylae Wargame
    Little Wars TV
    Rule in play Bidding command points for initiative

    Both players secretly bid Arete points to win the initiative for the turn. Austin wins the bid with five points to Josh's three, then spends points to order his skirmishers to shoot and eliminate an enemy unit.

  • 15:24–15:52
    What If Lee Relieved Vicksburg Wargame
    Little Wars TV
    Rule in play Queuing reinforcements with signals action

    The host explains the signals staff action, where players bid staff points to seed specific reinforcement cards into the event deck; the Confederates perform this action to queue French's division.

  • 15:35–16:15
    6mm Scale Seven Pines Wargame
    Little Wars TV
    Rule in play Spending command dice to check reserves

    Players spend command dice during their turn to send couriers back to check on reserve division timetables, with the Confederates successfully learning of Whiting's early arrival.

  • 2:08–4:35
    Learn to Play Live Free or Die
    Little Wars TV
    Rule explained Generating and spending command points

    Tom and Greg explain how leader ratings generate command points, roll dice to determine bonus points for the British at Germantown, and explain the costs of issuing orders.

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 11 games

3cmd
Operations Dice / HQ SheetFrozen Chosin (Command Post)

Each HQ commits a fixed pool of dice in advance to operations on its own asymmetric menu.

How it works

In the Operations Phase each player puts dice on operations listed on their HQ sheet; dice cannot be moved until the next Operations Phase, and each operation can be planned only once. Operations cost 1-3 dice and list a target (e.g. D6=3+ Supply Convoy, 2D6=5+ Bomber Wing). Attempting one rolls those dice, and success applies the effect. Chinese and Allied menus differ to reflect their tactical styles.

Dice are not refreshed until the next Operations Phase, so you’re effectively planning for the upcoming nighttime and daytime phases!
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2cmd
Ability Points (AP)A Wee DRAM of Napoleon

Generals spend ability points to issue order chits, with extra cost for distance and lack of sight.

How it works

Issuing an order to a stand within 2 miles costs 1AP, +1AP if not in direct line of sight, +1AP if 2-4 miles away. A general's AP rating limits how many orders he can give each turn. Higher-level generals may also send written orders to subordinates up to AP miles away.

It costs 1AP to issue an order to a stand within 2 miles. If not in direct line of sight + 1AP If between 2 and 4 miles distant + 1AP
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2cmd
Battle Maneuver PIPsAncient Campaign Rules for DBA

A general's Military Skill grade modifies his DBA PIP rolls.

How it works

An A+ general adds 1 to a PIP roll of 1-4, A adds 1 to 1-3, B adds 1 to 1-2; a D general subtracts 1 from 5-6, E from 4-6 and E- from 3-6. Average (C) generals roll normally.

"A+" GENERAL adds "1" to a roll of 1-2-3-4. "A" GENERAL adds "1" to a roll of 1-2-3.
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2cmd
Tactical moves (movement dice)De Bellis Antiquitatis

A single die each bound gives the number of tactical moves of single elements or groups.

How it works

Each point scored allows one tactical move by a single element or a group of touching elements moving in parallel. Unused points can each add 100p to a road move by the general's element or its group. The design substitutes this arbitrary limit for written orders, messengers and reaction tests.

Dice at the start of each bound, then make up to one tactical move for each point scored
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2cmd

Each captain has a per-turn, use-or-lose pool of points spent on shooting, movement, damage control and morale.

How it works

Captain Points (typically 3-5) are spent through the turn: every 2 committed to shooting give -1 to the shooting number, 3 allow move-and-turn, any number add to damage control rolls, and each used gives -1 to the morale number. Bridge hits permanently remove a Captain Point. Scenario flotillas use Commodore Points (+1 per point, max one per shot).

They are ‘use or lose’ each turn and may be used for: Shooting, Movement, Damage Control and Morale Checks. Expend them as you move through the turn.
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2cmd
Order Dice / Order PointsHail of Fire

Roll 1d6 per Platoon Leader and Vehicle Unit; each 4+ is one Order Point, plus 1.

How it works

Each Order Point activates one Team (or a Platoon Leader, who brings his unit) to Move or Fire, and a Team cannot be activated by Order Point again that turn. Platoon Leaders with unresolved RFPs, and vehicle units more than half destroyed, suppressed or carrying RFPs, contribute no die. Leadership losses therefore shrink the activation pool directly.

Roll 1d6 for each friendly Platoon Leader and Vehicle Unit deployed; each 4+ generates 1 Order Point. Always add +1 to the total.
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2cmd

Each commander has a fixed CP pool, rolled at game start, spent each turn on a menu of command actions.

How it works

Commander-in-chief CPs = Average Dice + 1; Brigadiers = Average Dice. Costs: move one die x inches 1 CP; give an order to a unit (or several in a brigade doing the same thing) within 6" 1 CP; write an order in multiplayer games 2 CPs; rally one D. Point 2 CPs; inspire troops in combat (+1) 3 CPs, the last two requiring adjacency to the unit's command group. Allocation is tracked with pins on a cork tile at phase 4.

Unless these are determined by the scenario, the number of Command Points = Average Dice roll + l. Subordinate commanders (Brigadiers) always have an Average Dice x CPs.
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2cmd

Commanders have CP budgets spent on movement, orders, inspiring and rallying.

How it works

C-in-C has Average Die + 1 CPs (unless set by scenario); brigadiers have an Average Die's worth (3 in the 1987 text). Costs: move one die x inches 1 CP; order a unit or brigade within 6" 1 CP; written order in multiplayer 2 CPs (one turn delay); inspire +1 in combat 3 CPs; rally one DP 2 CPs. Allocation was tracked with pins on a cork tile.

Move up to one dice (average or D6, as you choose) x inches = 1 CP. Give an order to a unit (or to more than one unit in the same Brigade to do the same thing): 1CP (Command range is 6").
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2cmd

The GHQ generates a random number of movement orders each turn, and each ordered movement attempt spends one.

How it works

Each turn 2D6 + GHQ quality (-2 to +3) is read on the Movement Orders Table for 0-5 orders. Each ordered attempt costs one order whether or not it passes, and a failed group may get more orders. Once orders are spent, each unmoved group may try one independent move at +3 ([R]econ stands are exempt). Unused orders are lost, and losing the GHQ means no orders until a replacement takes over.

Each turn players roll 2D6 and modify the result by applying the “quality” value of the GHQ stand.
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1cmd

A campaign action that buys extra command points or a reserve for the battle.

How it works

Choosing Coordinate forces gives additional command points or other benefits in the battle, or allows the player to field a reserve, depending on the battle rules in use.

Gives the player additional command points or benefits in the battle, or allows them to field a reserve.
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1cmd

A fixed army rating sets how many groupings may move each turn; rallying and reforming spend those points.

How it works

The Movement number is how many units/groupings can move per turn. Rallying a routed unit costs one movement point, as does joining stands within one stand of each other into a unit. The number is meant to be manipulated by Matrix Game arguments.

Movement is how many groupings of figures one can move a turn.
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