Wargame Mechanics Index

Command radius / control range

Units must be within a distance of a leader to act normally.

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Watch it played 4 moments

  • 18:51–19:22
    1066 "Pocket Sized" Hastings Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Count Eustace Repositioned to Restore Command

    Zach explains that Odo's death left his center infantry out of command and moving at half speed, then measures and shifts Count Eustace toward the center to bring them back within command radius.

  • 3:21–3:55
    Fistful of TOWs Rule Review
    Little Wars TV · A Fistful of TOWs 3
    Rule explained Morale checks and cohesion distance

    Greg explains how morale influences to-hit numbers, rate of fire, close combat, and artillery calls via quality checks, while unit quality determines mandatory cohesion distances.

  • 4:00–4:52
    Big Battle Lion Rampant Rules
    Little Wars TV · Lion Rampant
    Rule explained Activation rolls and leader command radius

    Chris Grau describes keeping standard 2D6 unit activation rolls while reducing commander command radius from 12 inches to 8 inches to accommodate multiple wing leaders.

  • 5:00–6:12
    Snappy Nappy Rule Review
    Little Wars TV
    Rule explained The 7-tier command orders ladder

    Tony and Chal examine the Quick Reference Sheet's seven distinct order levels, from Attack down to Rally. They criticize how British and French commanders can shift orders by plus or minus two levels each turn.

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

2cmd
Command Move and Command RangeHordes & Heroes: Ancients & Medieval

Generals move first, then only units within their command range in hexes may move.

How it works

Generals have a command move and range of 2, 3 or 4 hexes by army (costing 8, 10 or 12 points). The range must trace a clear line not passing through enemy Zones of Control, and units in contact with commanded units are also commanded, chaining without limit except through disrupted units. Terrain limits the range (one hex into woods, not across lakes). A disrupted host unit cancels its general's command.

Only units, which are deemed to be under command of a general can make a tactical move.
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2cmd
HQ distanceK.I.S.S. Rommel

Staying within 12" of the Divisional HQ decides whether losses are recoverable.

How it works

The HQ distance of 12" (9" for Italians in the optional rules) is the only command range: units sent away from it risk being Destroyed rather than Scattered. HQs also represent the Division's light AA.

You may send units anywhere around the battlefield but risk them becoming Destroyed rather than Scattered.
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2cmd

Units within 4" of a detached leader, or conforming to a controlled unit, are under control.

How it works

Units within 4" of a detached leader act freely; attached leaders control only their unit. Units in a continuous line in contact with a controlled unit of the same command, rear lines within 4" directly behind, and light troops within 4" of a controlled unit count as controlled if they conform.

Units within 4” of a detached leader, are considered to be under control and may move and act as the player wishes. Leaders attached to a unit only exert control over that unit.
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1cmd
HQ rally range2 by 2 Napoleonics

Units can only rally within 6" of an HQ in their chain of command.

How it works

HQs move 6" and must shuttle between flanks to rally units. An HQ in base contact gives +1 to shoot, melee and rally, but is destroyed if that unit is destroyed.

To attempt to rally a unit must be within 6" of a HQ unit in its chain of command.
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1cmd

Units must try to stay within 6" of their divisional leader.

How it works

Under every divisional order the units must attempt to stay within 6"; units on roads under March orders always count as in command.

The units under his control must attempt to stay within command range (6").
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1cmd
Distance from the generalDe Bellis Antiquitatis

Moving troops far from the general, or out of his sight, costs an extra movement point.

How it works

An extra point is needed if all of the element or group is 1,200p from the general, or both 600p from him and beyond a hill, wood, built-up area or fortification, or if the general has been lost.

an extra point is needed ifall of the element or group to be moved is 1,200p from the general's element, or is both 600p from it and also beyond a hill, wood, built-up area or fortification, or if the general has been lost.
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1cmd
Big Battle RavenfeastRavenfeast: Viking Age Rules

In big-battle mode only units within a Leader/Hero's Morale range may form or disband a Shield Wall.

How it works

Bases of four 15mm figures represent 100-200 men; otherwise the rules are unchanged, with command friction added by restricting shield wall changes to units within the Morale rating distance of a Leader or Hero.

To introduce some command friction, only units within the Morale rating distance of a Leader or Hero are allowed to create or disband a Shield Wall.
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1cmd
Command RangeReal Time Wargaming

Units can only act when within a Commander's Command Range at activation.

How it works

Command Range is typically 2 base lengths. When an active Commander is triggered, every unit within that range may perform one action. Units outside any Commander's range can do nothing, so a killed Commander leaves troops idle until another Commander comes close.

Whenever a Commander is activated by the player, all units within his Command Range can perform one action each (MOVE or ATTACK, see Page IV).
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1cmd
Command Rules - command radiusThey Died For Glory

Optional: units outside their commander's radius, or which have lost him, may only move once per turn.

How it works

Brigade, divisional and corps commanders have ranges of 12/18/24 inches for the French, with separate (partly illegible in OCR) German ranges. A unit beyond range can move in only one of its two operations (move/fire allowed, move/move not). Higher commanders can substitute for lower ones; chasseurs, jägers, light cavalry and horse artillery, and charging units, are exempt.

Units operating outside of a figure's command radius can only move once per turn
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1cmd

Distance from the brigade commander penalises orders and charge tests.

How it works

Orders tests and charge home tests suffer -1 for each full 12" between the unit and its brigade commander; Independent units ignore this. In v4.4 commander rerolls are only usable inside command range (8" commander, 12" C-in-C), and Rally requires being in command range.

-1 – For each full 12” increment the unit is away from its brigade commander.
THG 24-pg · p. 10, 13 Quote verified
1cmd

Officer cards let commanders order units within range in addition to their own cards.

How it works

An Officer card issues an order to a unit in command and moves the officer 12". Brigadiers order units of their brigade within 6"; the C-in-C orders any unit within 12". A horse regiment can be ordered as one only if squadrons are within 4" and receive the same order.

A Brigade Commander may issue orders to any unit in his brigade within six inches. A C-in-C may issue orders to any unit in his army within twelve inches.
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