Wargame Mechanics Index

Orders states

Units operate under standing orders (attack, hold, etc.) that constrain them.

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Watch it played 4 moments

  • 2:49–3:15
    Bolt Action Rule Review
    Little Wars TV
    Rule explained Six order types and ambush interrupts

    Miles lists the six discrete orders an activated unit can take using its order die, highlighting how the ambush order enables interrupting enemy movement.

  • 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.

  • 7:15–7:55
    Dawn of Iron Rule Review
    Little Wars TV
    Rule explained Programming ship orders in command phase

    Greg presents the command phase and explains how players assign pre-planned order cards to their ships up to their ship's command rating in an unalterable sequence.

  • 7:28–8:08
    Bunker Hill 250th Anniversary Wargame
    Little Wars TV
    Ruling Gage's orders protect Charlestown from destruction

    Game master Jim informs the British players that standing orders from General Gage forbid firing into or burning Charlestown to protect private property. This stymies the British plan to burn the town and forces them into a frontal attack on the redoubt.

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 8 games

3cmd

Each division holds one of four orders, Deploy, Reserve, Attack or Manoeuvre, and can only switch to certain others.

How it works

Deploy is the transitional order and can change to any other. Reserve (resting, not within 1 mile of enemy), Manoeuvre (march column) and Attack (engaging enemy) each restrict the next order: Reserve and Manoeuvre to D/R/M, Attack only to D/A. The order sets movement rate, combat effectiveness, and whether the division may reorganise.

Deploy Changing between other orders Any ... Reserve Resting, not possible within 1 mile of enemy D,R,M ... Attack Engaging enemy DA ... Manoeuvre March Column D,R,M
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2cmd
Orders and Command ControlBalagan's Marlburian Rules

Optional Advance/Hold/Retreat order counters bind units.

How it works

Each unit or division starts with an order counter: Advance to combat distance, Hold current location, or Retreat from all enemy. Orders change only when a general or messenger arrives, when a general rolls 5-6 plus rating to change his own orders, or randomly (1-2 advance, 3-4 halt, 5-6 retreat) if the general is killed.

These basic orders have to be adhered to and can only be changed in the following circumstances: (i) automatically, when a general or his messenger reach a unit or a brigade
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2cmd
Corps and divisional ordersCommand, then Volley & Bayonet

Corps orders permit specific divisional orders, each constraining movement.

How it works

Attack allows Assault, Engage or Bombard (leader may only move straight ahead in a direction fixed on receipt). Move allows Maneuver (free direction) or March (road movement at triple speed, always in command). Defend allows Hold Ground or Withdraw/Counter Attack; Reserve allows Stand or Reform (90-degree arc away from enemy, may recover disorder without a superior general).

Army commanders can order corps commanders to Attack, Move, Defend, or Reserve.
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2cmd
Salpinx signalsHoplomachia

The army is controlled by a single prearranged trumpet signal per turn, interpreted differently by core and light troops.

How it works

Signals are Muster, March, Halt, Begin Approach, Charge, Forward Psiloi, Recall Psiloi, General Withdrawal (optionally Release/Recall Ekdromoi), plus one pre-designated unit-specific signal. Only one signal per turn, placed secretly under the Salpinx marker and revealed in Arete sequence; if the first player signals a charge the other may also switch to charge. Core units (usually the phalanx) execute set procedures (e.g. Begin Approach forces Close Files and the paean), while lights keep stations relative to the core and interpret signals by battle plan.

Only one Salpinx signal may be made a turn; the signal itself is placed on the board, under the Salpinx marker.
Download · p. 26, 27, 28 Quote verified
2cmd
Postures (firing, movement, fire/move)Micro Armour: The Game - WWII (2nd Edition)

Before any action, each stand or movement group is committed to a firing, movement or fire/move posture for the whole turn.

How it works

In the Posture Determination Phase players alternately mark multi-stand movement groups, then single-stand groups, as movement or fire/move; unmarked stands are in firing posture. Only movement or fire/move stands may move; fire/move stands move at half MP and take +3 to fire cohesion rolls. Personnel ('P') stands halve their defence when not in firing posture, and only firing-posture stands can give covering fire. The posture holds whether or not the stand actually moves.

There are three possible “postures.” A stand may be in the “firing” posture, “movement” posture, or “fire/move” posture.
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2cmd

Commanders submit standing instructions before play that govern captains in the absence of signals.

How it works

Before the first fleet move each fleet commander writes and submits to the umpire his 'general instructions' summarising the plan of action and how captains act in contingencies without signals; unrealistic instructions are disallowed. Fire is distributed per these instructions or by signal. In the Strategic Game commanders in chief write plans of campaign and detached commanders receive written orders.

each fleet commander will write out and submit to the umpire his "general instructions"
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2cmd
Orders / orders diceThis Hallowed Ground

Every unit is issued one of six orders each turn, which defines which manoeuvre it may make and whether it may shoot.

How it works

Hold (no move, may shoot), Advance (normal move with Forward, Retire, Back or Sidestep, may shoot), March (double move in open terrain, no shooting), Charge, Rally (recover hits, one per brigade commander per turn) and Reform (change formation and facing). Each unit makes a single manoeuvre per turn and an orders die is placed behind it showing the order. Units engaged in melee are automatically on Hold.

Each unit in a brigade must be given one of the following orders during brigade activation.
THG 24-pg · p. 7, 9 Quote verified
2cmd
Written brigade ordersVictory Without Quarter

Each brigade receives general written orders that unit orders must comply with.

How it works

Brigades are issued general orders in writing at the start (attack the enemy left, hold a line). Units must be ordered in general compliance unless the C-in-C issues new written orders in person or by courier.

Each brigade should be issued general orders in writing at the beginning of the game (attack the enemy left, hold a defensive position along a specified line, etc).
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