Wargame Mechanics Index

Forced march

Units may exceed their normal movement at a risk of losses, fatigue or a required rest.

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Watch it played 1 moment

  • 10:33–11:15
    11-Player Napoleonic Campaign | Fall 1813
    Little Wars TV · Volley & Bayonet
    Rule in play Forced march roll inflicts attrition on Ney

    The host explains how forced marching works in Campaign of Nations before Simon risks a maximum three-hex march, rolling on the table.

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How games do it 3 games

2move
Force Marching HostA Coat of Steel

A host that force marched to reach the battle must either bring one ward on late or take a morale-penalty verse on its Chronicle.

How it works

At the start of battle, the player who force marched into the battle space chooses one of two penalties. Either one ward starts off table and enters late, or the 'Time hath worn us into slovenry' verse is placed on his Chronicle. For the late ward, a card is drawn secretly: 1-4 delays entry 6 turns, 5-6 delays it 10 turns. The campaign-side force march itself is handled outside these battle rules.

The player who force marched to get to the space where the battle occurs must choose between a late entry for one ward, or the “Time hath worn us into slovenry” verse being placed on their Chronicle.
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1move

A campaign army may march 50% faster at the cost of a weekly chance of straggling element losses.

How it works

Forced March raises the army's campaign movement speed by 50%. Each ELEMENT in the army has a 10% chance of straggling each week it force marches. Stragglers do not rejoin the army for two weeks. It is a campaign-map rule layered over DBA battles.

Forced March increases speed 50%, but each ELEMENT has a 10% chance of straggling each week. Stragglers won't return for two weeks.
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1move

Infantry and cavalry may attempt extra hexes at risk of losing stands.

How it works

One to three extra hexes may be attempted, rolling a d10 on a table where failure loses one or two stands (worse risk for more hexes). Artillery cannot force march. A unit that force-marched into battle gets no bonus moves that day and must rest the following strategic day.

In addition to its nonnal allowance for ioovement, units may attempt to niake a forced JIIB.l"Ch . 001.Y INFANim'' AND CAVALRYl No artillery!
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