Wargame Mechanics Index

Gridded movement

Hexes, squares or areas instead of measured movement.

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Watch it played 1 moment

  • 2:44–3:33
    Rommel Rule Review
    Little Wars TV
    Rule explained Grid movement eliminates measuring tapes

    Greg explains how Rommel uses a grid of squares representing one kilometer each rather than tape measures for movement and shooting. Footage shows miniatures moving between grid squares and rulebook diagrams for diagonal movement.

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 10 games

2move

Movement is point-to-point between boxes representing cities or important locations, linked by roads.

How it works

Taken from Soldier Kings (GDW). Each box is a city or important location; solid-line roads represent easy going, dashed lines hard going. Movement is simultaneous per the turn sequence.

The movement system is the box-to-box system borrowed from Soldier Kings (GDW). Each box represents a city or important location.
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1move
Time taken to traverse a provinceAncient Campaign Rules for DBA

Armies move province to province in weeks, with stacking limits, forced march and sea transport.

How it works

Up to three armies and/or fleets may be in a province. One army takes 1 week per province on road, 2 overland; stacked armies 2/3 weeks; fleets 1 week at sea. Forced march increases speed 50% but each element has a 10% chance per week of straggling for two weeks. Each fleet can carry one army: 1 week to load/unload in port, 2 on a beach, with mounted elements 10% lost landing on an enemy beach.

Forced March increases speed 50%, but each ELEMENT has a 10% chance of straggling each week.
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1move

Gladiators move hex by hex on an arena grid.

How it works

Each MANOEUVRE Die moves one hex; a Quick Step moves two hexes for 1 Fatigue if not starting adjacent. Gladiators cannot enter occupied hexes or leave the grid; facing has no game effect.

All movement in Blood on the Sands is conducted over a hex-grid board, which means there is no need to measure distances as in some tabletop miniatures games.
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1move

Ships occupy 6-inch squares, one ship per square, facing a side or a corner.

How it works

The 4'x4' cloth is gridded in 6-inch squares; only one ship may occupy a square and ships face either a side or a corner of their square. Ships may leave the map except to the north (Greenland ice). Range is counted in squares, diagonally included.

During the game only one ship may occupy a space. A ship faces the side of a space -or- the corner of a space.
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1move

All movement, facing, shooting range and contact are counted in 100mm hexes.

How it works

Units have tactical speeds of 1-5 hexes. Any unit may move one hex in any direction and change facing and formation for free in good going. No tape measures are used, and combat happens between adjacent hexes, so bases never need to touch.

The use of Hexagon marked terrain allows for quick, precise movement of units and removes the need to measure - movement is by hex!
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1move

Divisions move a fixed number of hexes per day, with Confederates and Union cavalry faster.

How it works

Union infantry and artillery move 4 hexes per day; Union cavalry and all Confederates move 6. Only one counter per hex, except two on the Valley Pike. The strategic unit is the division, except cavalry at brigade size.

Union infantry and artillery could move up to four hexes a wargame day and Union cavalry and all Confederate forces (foot cavalry - remember), could move six hexes.
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1move

Units occupy and fight from grid squares with stacking limits.

How it works

Movement, melee contact and protection are resolved by squares; light chariots may combine or split freely provided there are no more than two per square, and melee is led from the contact square.

Light chariots may combine or split in any manner, as long as there are no more than two per square.
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1move
Squares and 3-knot speed unitsThe Jane Naval War Game

Ships move on 100-yard squares, one square per move per 3 knots.

How it works

3 knots = 1 square per move up to 30 knots = 10. Typical speeds: first-class battleships 15 knots, cruisers 18, destroyers 24-27. Diagonal moves should be measured when problems are worked seriously.

1. Each square represents 100 yards long by 100 yards wide.
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1move
Squared playing surfaceTrafalgar 1805

Ships move square to square on eight compass headings.

How it works

The board is squared to simplify movement and range; ships use headings N, NE, E, SE, S, SW, W, NW. Squares moved on one heading count toward the maximum on a new heading. If ships approach the edge, boards are added or all ships shifted back.

The rules use a squared playing surface and the ships move on headings which correspond to the eight principal points of the compass (N, NE, E, SE, S, SW, W, NW).
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1move

The U-boat moves one space orthogonally on a grid of five to six positions across and four depth levels.

How it works

Each turn the boat may move one space up, down, left or right, or stay put. The four depth rows are Surface, Periscope Depth, 100m and 200m. Merchant targets sit in the Surface row, so horizontal position decides which targets are in reach.

During the Maneuver Phase, you may move the U-boat one space up, down, right, or left. You may also choose to remain in place.
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