Wargame Mechanics Index

Fixed movement allowance

Units move a set distance or number of spaces.

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Watch it played 4 moments

  • 3:04–3:26
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Moving infantry and crossing obstacles

    Josh moves his infantry six inches using a tape measure and explains how rough ground and stone walls slow movement before Keith takes his turn.

  • 15:12–16:10
    Ancient Naval Actium Wargame
    Little Wars TV
    Rule in play Fleet orders resolved with leadership rolls

    Zach and Chao issue orders to their fleets, testing against their commanders' leadership values on 2D6 to calculate how many movement actions their squadrons receive.

  • 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.

  • 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.

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 31 games

2move

Movement rates are given in yards per minute and multiplied by turn length.

How it works

Ground scale is 50 yards to the inch; cavalry trotting move 200 yards per minute, infantry in line 50 yards per minute.

cavalry patrols trotting at 200 yards per minute, at a ground scale of 50 yards to the inch, will move a long way in ten minutes
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1move
Movement rates2 by 2 Napoleonics

Units not pinned or disrupted move up to a fixed allowance by type.

How it works

Infantry 3", HQ 6", heavy cavalry 4", light cavalry 5", foot artillery 2", horse artillery 4"; +1" if the whole move is on a road. Units pivot/wheel at no cost, move backwards at no cost, and sideways at double cost (not to contact).

During each movement phase any unit which is not pinned or disrupted may move up to its full movement allowance.
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1move

Movement rates come from Steady, Quick and Rout/Pursuit gaits by troop class.

How it works

MAA and other foot move 4" at Steady Gait and 6" at Quick; fleet foot 4/8; horse 6/10. Rout and pursuit rates are 6" (MAA), 8" (other foot and fleet foot) and 12" (horse). Companies in a ward must stay within one Quick move of another company.

a) Distance between companies: All companies in a ward must attempt to stay within one move (at Quick Gait) of at least one other company in the ward.
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1move

Movement in miles is set by troop type and current order.

How it works

Rates are listed per order (D, R, M); for example infantry 1/2 mile in Deploy and 2 miles in Manoeuvre, light cavalry up to 3 miles in Manoeuvre. Corps move in initiative order.

Movement rates in miles are as follows. 'M' rates x1.5 on good roads. Difficult terrain will halve movement.
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1move

Fixed move allowances by arm and formation, with free movement only straight ahead.

How it works

Scale is 100 paces per cm. Horse move 2400p in column or 1200p in line; foot 1200p in column, 600p in line; limbered artillery 800p, unlimbered none. Units cannot interpenetrate.

100 paces (p) is 1cm. A free normal move is straight ahead. Bad going slows movement.
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1move

Elements move a fixed maximum in paces by type, terrain and road.

How it works

400p cavalry or scythed chariots in good going, or any but war wagons/artillery by road; 300p knights, elephants, camelry in good going, auxilia/bows/psiloi off-road, or war wagons/artillery by road; 200p other foot off-road or mounted in bad going; 100p crossing a river off-road. Measured with a 600p template (1 inch = 100 paces for 15mm).

400p if cavalry or scythed chariots in good going, or if any troops except war wagons or artillery and moving by road.
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1move
MovementDunn-Kempf

Vehicles and troops move the distance covered in 30 seconds, halved once under fire.

How it works

Movement rates per 30-second bound are given by vehicle and terrain (roads, cross-country); the controller may adjust and very difficult terrain halves movement. Once an element has received fire its movement rate is halved. Mispositioned models cannot be corrected until the next movement phase.

Since the battle time represented as one turn equals 30 seconds, vehicles and personnel can only move the distance that they would in combat in 30 seconds.
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1move
ActionsFUBAR

An activated unit picks one action from a menu, each with a fixed move distance.

How it works

Walk 6" (may fire once during the move), Run 12" (no fire), Duck & Weave 8" (no fire, counts as soft cover), On Guard 0", Gone to Ground 3" into nearest cover (cover raised one level), Aimed Fire 0" (+1 to fire), Assault 8" into close combat. Infantry move through cover at normal speed; vehicles move 12" open or 6" in soft cover.

Walk 6"/ 15cm The unit can also fire small arms or throw grenades, at one point during their move. Run 12"/ 30cm Cannot fire weapons or throw grenades.
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1move

Movement distance set by troop type and formation.

How it works

The unit table gives rates for march column, skirmish, line and column plus a charge bonus (e.g. European regulars 16" march, 10" line, +2" charge). Units in column/line move backwards or sideways at half rate; Prussians move obliquely at full rate less 2".

Units in column/ line move at 1/2 rate backwards, sideways.
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1move

Stands have fixed inch moves; moving no more than half still allows firing.

How it works

Movement may go in any direction. A stand may move up to half and still fire, or move full and not fire. Mechanised stands double speed on roads, and no stand may come within 1" of an enemy. Close combat is omitted. Embarking or disembarking infantry, and limbering guns, costs 2" for both stands.

Stands may move up to half their movement and still fire during their Fire phase. Stands may move their full movement but cannot fire.
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1move

Bases move 12 inches on road or 6 inches off road.

How it works

Road and off-road movement cannot be combined, and any off-road portion limits the whole move to 6 inches. Facing does not matter at this scale.

Movement is 12” on a road and 6” off-road. Facing does not matter at this scale.
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1move

Ships move up to a maximum speed in inches equal to knots, with separate steam, sail and combined ratings.

How it works

One knot equals one inch. Steam-only ships have one maximum; ships with steam and sail have separate maximum steam, sail, and steam-and-sail speeds (e.g. Alabama 13 steam, 15 steam and sail).

one knot of speed equals one inch on the table All ships have maximun speeds.
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1move

Battalion bases move a fixed speed in straight lines.

How it works

Speeds: foot infantry 3", HQ, motorised infantry, artillery, 88mm and most tanks 6", recon and British cruisers 9". Movement is always in straight lines, pre-measuring is allowed, and units may exit off their own edge, becoming Scattered.

This is always in straight lines and cannot move nearer to an enemy unit than 2".
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1move

Measured march distances per 2-minute Zug, taken with dividers from a coloured scale.

How it works

The march scale gives 200 paces for route march of infantry and mixed columns, 250 for infantry deploying and in action, 600 for cavalry trot, 800 for gallop and heavy cavalry charge, 900 for light cavalry charge; 400 for guns moving by prolonge. Distances are set in a compass from the block's front; lines move by their flank blocks, columns by the head. Units may move less, implying halts.

1ste Abtheilung, 200 Schritt: ein Zug bei Reisemärschen der Infanterie und aller solcher Colónnen , welche aus mehrern Waffengattungen zusammen gesetzt sind.
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1move
Mobility of the Various ArmsLittle Wars

Infantry move up to one foot, cavalry up to two feet, measured with string.

How it works

Each player has two strings, two feet and six inches long. Infantry move a foot or less, cavalry two feet or less. A gun moves with its crew: two feet if at least four cavalry accompany it, otherwise one foot.

An infantry-man may be moved a foot or any less distance at each move. (II) A cavalry-man may be moved two feet or any less distance at each move.
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1move
Movement AllowanceLongstreet Lite

Units move a fixed number of base-widths; infantry flank moves are halved.

How it works

Infantry 4BW, limbered artillery 6BW; unlimbered artillery may only prolong 1BW. Infantry declaring a flank move have their basic allowance halved, with card bonuses (e.g. Quickstep +2) added after halving. In a movement phase each unit may move or change formation, never contacting the enemy.

For example: an infantry unit has a movement allowance of 4, meaning that it could move 4BW. Infantry units have their basic movement allowances halved when making flank moves.
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1move

Fixed move distances per class, arm and formation, plus fixed adverse-move distances.

How it works

Infantry line moves 4"/5"/8" for classes I/II/III, assault column 5/7/12, charge 6/8/14, march column 7/9/16; cavalry 10/14/26. Artillery speed depends on calibre and nation, limbered or unlimbered. Adverse moves are fixed: infantry push back 6", fall back 9", retreat 18", rout 27"; cavalry 10/15/30/45".

Infantry Adverse Moves Push back 6" ... Fall back 9" ... Retreat 18" ... Rout 27"
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1move

Fixed move rates per arm with road and rough-terrain multipliers.

How it works

Infantry 12", light cavalry 18", heavy cavalry 15", field artillery 8", horse artillery 12", leaders 18"; roads x2 (x3 artillery), rough x1/2 for infantry down to x1/6 for horse artillery.

Infantry 12" x2 x1/2 Light Cavalry 18" x2 x1/3
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1move

Stands spend a fixed movement-point allowance inch by inch, halved in fire/move posture.

How it works

Each stand moves once per Movement Phase, spending up to its Weapons Data Table MP value, or half (rounded down) in fire/move posture. Points are spent per inch according to terrain and cannot be saved. A stand allowed to move can always move at least 1" unless the terrain is impassable.

Each stand may execute movement once per Movement Phase by expending up to its total movement point value or half that value rounded down, if in the fire/move posture.
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1move

Each figure moves up to its Move rating in any direction.

How it works

Figures move up to their Move rating (typically 6") through friends but not enemies, and cannot squeeze through gaps narrower than a base. Contact locks both figures in melee and ends their movement.

A Viking may move up to their Move rating in inches and may move through friendly Vikings but not enemies.
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1move

Units pivot freely, move a fixed number of base lengths in a straight line, then pivot.

How it works

Movement is measured in base lengths: Napoleonic infantry and artillery 2, cavalry and Commanders 4. Units pivot freely before and after moving in a straight line. Units may move through friendly units and Commanders but may not end on them.

MOVE: Pivot freely, and move a number of base lengths in a straight line. After moving, pivot freely.
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1move
Stand-length movementRitter (work in progress)

Movement and bow range are measured in stand lengths, so base size sets the scale.

How it works

Infantry move one stand length, cavalry two; light infantry one forward or two when retreating; bows shoot two stand lengths. Movement is otherwise very liberal to avoid needing a referee.

Infantry moves one stand length a turn, cavalry moves two stand lengths a turn.
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1move
Regular and charge movesRules for Middle Earth

Each creature type has fixed regular and charge distances.

How it works

Orcs move 12" regular and 15" charging; Ents 3" and 6"; wizards 20" mounted or 12" on foot; dragons fly 24" or run 18".

ORCS move 12 inches regular and 15 inches in a charge.
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1move

Fleets move at a declared fleet speed, with individual ships holding a small reserve.

How it works

Each fleet commander designates a fleet speed matching a turning card; each ship has a 20% reserve speed usable briefly to close up, avoid collision or regain station. In the Strategic Game classes have tabled maximum speeds; single ships may hold maximum for 24 hours, squadrons with battleships are capped at 14 knots and 10 knots with convoy.

Each vessel of the fleet, however, is supposed to possess a reserve speed of 20 per cent of the speed of the fleet to which it belongs.
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1move
MovingRuthless

Fixed move distances by foot or horse, reduced in rough ground.

How it works

On foot 6" in open or 3" in rough; on horse 12" or 8". Rough ground includes scrub, shallow rivers, fences, doorways and agreed obstacles. Mount and Dismount are separate actions.

On FOOT 6” or 3” (Open vs. Rough) On HORSE 12” or 8” (Open vs. Rough)
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1move

Units move up to their Speed value in inches along a straight unobstructed line from the Front Centre.

How it works

The line from the Front Centre to the destination must not cross any unit or impassable terrain, and the unit can pass between obstacles only through a gap of at least 3". The unit first pivots on its Front Centre up to 90 degrees to face the destination (free), then is placed facing its direction of travel no further than Speed in inches. Speed is modified by orders (Assault Speed+, Run Speed++).

This new location cannot be beyond the Speed value of the unit in inches.
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1move
Movement TableThey Died For Glory

Each move operation covers a fixed distance set by troop type and formation.

How it works

Infantry move 6" in skirmish, line or deep column, 3" in double line and 4.5" in column; heavy cavalry 6"-9" and light cavalry 10"-12". Limbered field artillery moves 4.5", horse artillery 9", and unlimbered guns handpush 1" and rotate up to 180 degrees. Premeasurement is not allowed.

Note: Premeasurement of weapon ranges and movement distances is not allowed.
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1move
Movement ratesThis Hallowed Ground

Units move a fixed distance set by type and formation, doubled for March or Charge.

How it works

Infantry line 8", march column 12"; cavalry 12" or 18" in column; artillery 4" deployed, 12" limbered; commanders 24". March and Charge allow double rate; Back and Sidestep half rate. Units must stay 1" from enemies except in melee.

The unit moves up to double its normal movement rate.
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1move

Fixed moves by type, doubled in march column.

How it works

Foot 4", horse 8", cuirassiers 6", limbered light guns 6". March column doubles these; pike stand cannot move. Maneuver allows a facing change of 45 degrees or less plus half move in open terrain.

Foot regiments move four inches. Horse regiments move eight inches. Cuirassier regiments move six inches.
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1move
Moves in base widths (BW)Wars of Alexander the Great

Fixed move distances by troop type, measured in base widths so any scale works.

How it works

Heavy/Medium infantry 4BW, close-order archers 4BW (2BW if they shot), light infantry/skirmishers 6BW (4BW if they shot), heavy/medium cavalry and generals 8BW, light-medium cavalry 10BW. Moves are maximums straight ahead or obliquely within a forward movement zone. A 28mm base is 4cm wide, 18mm is 3cm.

All measurements in these rules are expressed in “base widths” (BW) so they can be used with any scale of miniatures.
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1move

Models move 6"; Ninja may run 9" at the cost of noise.

How it works

A move action is up to 6". Ninja may run 9" but incur a Noise token for that turn. Hiding/crawling is up to 3". Ninja armour reduces speed by 1".

Ninja may run 9” but incur one Noise token for the turn they ran.
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