Wargame Mechanics Index

Facing, wheeling & turning

Orientation matters; turning has costs or templates.

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Watch it played 4 moments

  • 2:28–3:20
    Big Battle Lion Rampant Rules
    Little Wars TV · Lion Rampant
    Rule explained Restricting unit movement for mass battles

    Chris Grau explains adapting Lion Rampant's free skirmish movement for mass battles, requiring formed units to spend movement allowance to wheel and turn while leaving light units agile.

  • 2:49–3:22
    Fire as She Bears Rules Review
    Little Wars TV
    Rule explained Octagonal Basing and Fleet Movement

    Greg and Steve explain the game's octagonal ship basing system, which eliminates micro-measuring turning angles and speeds up large fleet actions.

  • 3:15–4:14
    Wings of Glory Rule Review
    Little Wars TV
    Rule explained Maneuver cards and stand overlap

    Chow explains how movement cards work by laying them down with arrows indicating the end position, while highlighting how overlapping bases can cause physical clutter during dogfights.

  • 4:06–4:53
    Days of Knights 2 Rule Review
    Little Wars TV
    Rule explained Movement limits and leader-assisted maneuvering

    Greg explains that units can freely move straight ahead or up to 45 degrees, but maneuvering beyond 45 degrees requires an attached leader, causing command friction as formations fracture.

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 19 games

2move

Turns are plotted on templates derived from real ship turning circles, and heavy turning spoils gunnery.

How it works

The duel track curve represents a ship at 12 knots with hard-over helm, tactical diameter 475 yards, marked at 15-second intervals; a full 16-point turn takes 2.5 minutes. Fleet turning cards (1 inch = 200 yards) show the locus of positions reachable in one 2.5-minute move for each number of points turned, a 16-point turn taking 3 min 20 s and encroaching on the next move. Any ship turning more than 8 points in one move loses half her gun-fire score for that move.

Every ship turning through more than 8 points during any one move loses one-half of her gun-fire score for that move.
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2move
Centres, Facing change and Angle CorrectionTercios: Brevis Editio

Units are defined by four side-midpoint Centres used for movement, facing, measurement and line of sight.

How it works

Each base has Front, Side and Rear Centres; measurements, LOS and moves use these points rather than the base outline. A facing change (usually via Ready) turns the unit so another Centre becomes the front. If a move ends overlapping a unit or obstacle, the unit may pivot up to 45 degrees as an Angle Correction, otherwise it returns to the point of first contact.

These Centres are what we will use to make measurements, check lines of sight or move units.
Download · p. 6, 13 Quote verified
2move
Turning with buoysThe Jane Naval War Game

A ship signals a turn by dropping a coloured buoy and turns four points on the second square.

How it works

With helm only, drop a red or green buoy; on the second square after, turn four points (counting as a square), and keep turning every other square while the buoy is down. With one engine reversed turn eight points but lose four squares. Larger circles are noted on pieces; going astern needs two extra squares per four points.

A piece desirous of turning must drop a red or green buoy according to whether it desires to turn to port or starboard. On the second square after that on which the buoy was dropped it may turn four points
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2move

Phalanx units move fully only straight ahead or within 45 degrees; Drilled units see only to their front.

How it works

Phalanx units may move their full distance straight ahead or deviating up to 45 degrees left or right; any other turn or direction limits them to 3". Drilled units can only see to attack within 45 degrees of their front facing.

If they move straight ahead or only deviate to the right or left by 45 degrees, they may move fully. If they turn or move in other directions, they move a maximum of 3".
Download · p. 21 Quote verified
1move
Hexagon FacingCanvas Eagles

Aircraft occupy hexes facing a hex side; manoeuvres specify end position and facing.

How it works

Each model must face one of its hex's six sides. The schedule shows start arrow and end silhouette for each manoeuvre; some (e.g. 1, 27, 28) end in the same hex with changed or unchanged facing.

During a game, each aircraft model must always be located in a particular hexagon with it’s front pointing towards one of the hexagon’s six sides.
Download · p. 6, 11 Quote verified
1move

Ships change heading in 45-degree increments within their square.

How it works

A ship that passes its speed roll may move or turn 45 degrees; one that fails may only turn 45 degrees. Facing determines broadside: firing at a target outside the broadside adds +2 to the shooting number.

If unsuccessful the ship may only change direction 45-degrees
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1move

Ships turn using turning circle templates differing for steam and sail.

How it works

Steam-only ships use a tighter turning circle than sail or sail-steam ships, with a notch interval (distance travelled per turning step) specified for each (roughly 1" vs 3" circles in the noisy OCR).

Turns are done by use of turning circles.
Download · p. 41 Quote verified
1move
Turning and wheelingHoplomachia

Turning freedom depends on arrangement: close files may barely wheel, no files turn at will.

How it works

Infantry in OF may wheel up to 90 degrees without disarray, or turn lochoi 90/180 degrees for 1". Close Files may only move forward, wheel up to 45 degrees, incline or drift. Cavalry in OF wheel freely by ile; in CF only by hipparchy up to 90 degrees. Undisciplined units wheel or turn at will.

Infantry in Close Files: May only move forward, wheel up to 45º without disarray, incline (optional) or drift.
Download · p. 36 Quote verified
1move
Unit Facing within a HexHordes & Heroes: Ancients & Medieval

Units face a hex point and leave through either adjacent hex side; larger turns cost a hex.

How it works

A unit can veer front-left or front-right, or shift facing by one point, for free. An about-face or larger turn costs one hex of movement, and road hexes allow facing along the road. Contacted units may turn to face attackers, but units already engaged to the front do not turn to face a rear attack.

Any ‘about face’ or greater direction change than one point costs one additional hex of movement.
Download · p. 16, 24 Quote verified
1move

Characters can only fire within a 90-degree frontal arc, and facing is set by movement.

How it works

Fire is limited to 45 degrees either side of straight ahead, checked with a folded-paper template. Moving characters end facing their direction of movement; other actions allow free facing at the end of the turn.

Characters can fire within an arc of 90 degrees; 45 degrees each side of straight ahead.
Download · p. 13 Quote verified
1move

Formed units move straight ahead within 22.5 degrees; wheels, about-faces and passage of lines cost time and DPs.

How it works

Wheels measure the outside edge and cost HI/HC 1 DP within 8" of enemy; about face is half a move (1 DP for formed cavalry); passage of lines costs 1 DP within 8" unless one unit is unformed and one stationary; A-B infantry may side-step or step back 2".

Movement by formed units must be directly to the front with no more than 22½° variation off centre. To do otherwise, requires units to manoeuvre.
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1move
Forward vs flank movement, about-faceLongstreet Lite

Forward moves allow wheels and obliques up to 45 degrees; other directions are flank moves.

How it works

Forward movement may combine straight moves, wheels (measured on outside arc) and obliques up to 45 degrees. Retrograde, sideways or obliques over 45 degrees are flank moves and cannot be combined with forward movement. An about-face costs nothing before moving but causes disorder within 6BW of the enemy.

Forward movement may be at an oblique angle up to 45 degrees. Any angle greater than 45 degrees is considered “flank” movement, and no longer “forward.”
Download · p. 15 Quote verified
1move
Facing, arcs and restricted fields of fireMicro Armour: The Game - WWII (2nd Edition)

Facing determines armour value and, for restricted weapons, which targets can be engaged.

How it works

A stand faces where its model faces. Fire whose centre-to-centre line misses the Target Front template arc is a side/rear shot, and the target keeps only 50% (rounded up) of its armoured defence. 'R' weapons use their printed values only in the Firing Arc template and otherwise fight with infantry HQ values. Facing changes are free while moving.

Armoured vehicles retain 50% of their defense value (rounded up!) when they are fired upon through their side or rear arc.
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1move
Wheeling / turn in succession / about faceOi Navarcoi!

Each formation turns in its own way.

How it works

Epi mias turns by wheeling. Epi pollon can wheel or turn all stands 90 degrees together. Epi keras turns in succession behind the lead ship, up to 90 degrees, at no cost. About face (180 degrees) and change of front normally cost the move, and contact cannot be made by wheeling.

A squadron in epi keras moves 8” and turns in succession after the lead ship, up to 90° (no movement is expended for turning).
Download · p. 8, 9 Quote verified
1move

Figures may attack anything forward of their rear base edge.

How it works

A figure may shoot or fight any target forward of its rear base edge but not to its rear. A figure engaged turns to face its attacker; with multiple attackers it chooses which to face.

A Viking may attack any target forward of its rear base edge with a ranged attack or in melee.
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1move
Change of Face, Oblique Movement, WheelsThey Died For Glory

Units may move obliquely up to 45 degrees free, wheel within limits, and must spend an operation to change face.

How it works

Formed infantry wheel up to 45 degrees and cavalry up to 90 degrees; changes of face pivot on the unit centre. Infantry in line may back up at half speed while still facing the enemy. Skirmishers change face automatically.

Units can move obliquely (up to 45°) without taking a Change of Face.
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1move
Arcs, pivots, obliques and wheelsThis Hallowed Ground

Units have 45-degree front, flank and rear arcs, and may pivot, oblique or wheel depending on the manoeuvre.

How it works

Arcs are drawn at 45 degrees from each corner; LOS and shooting only to the front arc from the unit leader point. Forward allows one pivot up to 90 degrees about the centre and obliques at 45 degrees keeping facing; Back and Sidestep move half rate. v4.4 adds wheeling about a front corner and pivots costing half movement.

Each arc is determined by drawing a 45° angle from each corner of the unit.
THG 24-pg · p. 6, 9 Quote verified
1move
Turning, Tacking & WearingTrafalgar 1805

Ships turn one compass point per square; tacking through the wind requires a roll.

How it works

A ship turns 1 point at the start of its move and 1 more after each square moved. Tacking or wearing needs all three masts; tacking requires a d6 of 4+ (+1 British, -1 Spanish, -1 light winds) and is impossible with more than 1 damage point. A failed tack leaves the ship in irons, and it must wear next move.

If a ship fails its roll then the tack is unsuccessful, the ship “misses stays” and ends up “in irons” – pointing directly into the wind. Next move it must begin to wear instead.
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1move
Movement zone, wheeling and manoeuvringWars of Alexander the Great

Units move freely only within a forward zone; wheeling and sideways or backward moves cost distance.

How it works

A Persian unit loses 2BW if it pivots and wheels forward and may only half-move if it manoeuvres outside the movement zone (sideways or rearwards). Shooting is limited to a frontal shooting zone (45 degrees from the front corners). In the advanced game non-Macedonian/Spartan heavy and medium infantry become disordered by any manoeuvre.

A Persian unit takes 2BW off its move if it pivots and “wheels” forward. It can do only a half move if it manoeuvres outside the movement zone
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