Wargame Mechanics Index

Interpenetration & zones of control

Rules for passing through or near other units.

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  • 3:20–3:45
    Big Battle Lion Rampant Rules
    Little Wars TV · Lion Rampant
    Rule explained Interpenetration and disorder morale tests

    Chris Grau discusses allowing units to pass through friendly lines to offset restrictive movement, balanced by a morale test for non-light troops to avoid becoming disordered.

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 13 games

2move
Interpenetration and ProximityHoplomachia

Only psiloi pass freely through friends; skirmishers are pushed back by advancing hoplites.

How it works

Moving psiloi may pass through stationary OF units without harm; any other interpenetration disarrays both, and units routed or evaded through take a Katastrophe Andreia check. Belos units may move to 1" of others but marching or approaching hoplites force them to bounce back 3"; if trapped by terrain they are destroyed. Hoplites stay 3" from other hoplites unless charging.

However, marching and approaching Hoplites will force them to “bounce” or retreat for 3” in front of them.
Download · p. 36, 37, 39 Quote verified
2move
2" stand-offK.I.S.S. Rommel

Units may never move closer than 2" to an enemy unit.

How it works

Movement cannot bring a unit nearer than 2" to any enemy unit, so there is no close assault; all combat is by fire.

This is always in straight lines and cannot move nearer to an enemy unit than 2".
Download · p. 5 Quote verified
2move
InterpenetrationLongstreet Lite

Units may pass through friends only in a two-card phase; falling back through friends or terrain costs bases unless a card is discarded.

How it works

Active units may move through friendly units (never enemies) if the phase was invoked with two cards. When falling back, the player may discard one card to let all units interpenetrate and cross difficult terrain freely; otherwise each friendly unit passed through loses a base and a unit crossing difficult terrain loses one base.

If you do not discard a card, then each of your units that falls back through a friendly stationary unit, causes 1 base to be removed from that stationary unit.
Download · p. 15, 24 Quote verified
2move
Collisions/InterpenetrationsLoose Files and American Scramble

Interpenetrating units both take a DP; routers crash through less-ordered friends.

How it works

Each unit involved takes 1 DP. Retreating or routing units move around supports that have fewer DPs but run through and collide with units equally or worse formed.

Retreating or Routing units move round supports that are better formed (i.e., have less DPs), but run through and collide with units equally or worse formed.
Download · p. 5 Quote verified
2move
Collisions/InterpenetrationsLoose Files and American Scramble

Interpenetrating units both take DPs; routers bypass better-formed supports but crash through worse-formed ones.

How it works

Each unit involved in a collision or interpenetration takes 1 DP. Retreating or routing units move around supporting units that have fewer DPs, but run through and collide with units equally or worse formed.

Retreating or Routing units move round supports that are better formed (i.e., have less DPs), but run through and collide with units equally or worse formed.
Download · p. 27 Quote verified
2move

Moving into or through an occupied square risks collision on rolled doubles.

How it works

Roll 2d6 for two friendly ships, adding a die if they are enemies and for each Spanish ship. Any double means a collision: the mover stops and both take 2 damage points (3 for a treble). Afterwards a double on two dice is needed to break off and leave the square.

If any double is rolled the two ships collide, the moving ship ends its move and both ships lose 2 damage points (see 2.2), or 3 points for any treble.
Download · p. 5 Quote verified
2move
Moving through friendsWars of Alexander the Great

Macedonians pass through each other freely; most Persians must roll to interpenetrate.

How it works

All Macedonian units can move through each other. Persian light troops can pass through any friends, but other Persian units moving through each other roll a d6 and fail on 1-3; they may complete the move next turn without rolling again.

other Persian troops who try to move through each other must roll a dice – if the score is 1,2 or 3 the two units fail to complete this difficult manoeuvre.
Download · p. 5 Quote verified
1move
Interpenetration of CompaniesA Coat of Steel

Wards may pass through stationary friendly wards at a cost and a Faltering risk.

How it works

Movers pay an extra 2" and must be on a Steady Gait approach; both wards count as crossing a Linear Hindrance and take Faltering checks.

The companies of one ward may pass through those of another stationary ward. To do this the movers pay an extra 2 inches, and may only do this at a Steady Gait
Download · p. 19 Quote verified
1move
Interpenetrating friendly troops / moving across the enemy's frontDe Bellis Antiquitatis

Only certain types may pass through friends, and no element may cross close in front of an enemy.

How it works

Mounted can pass through psiloi, and psiloi through any friends facing the same or opposite direction; mounted can recoil through friends except pikes or elephants. No element may move across the front of an enemy element within 200p unless separated by terrain or troops.

Mounted can pass through psiloi, or psiloi through any friends, which are facing in the same or opposite direction.
Download · p. 8, 9 Quote verified
1move
Zone of Control / Passing Through Friendly TroopsHordes & Heroes: Ancients & Medieval

Enemies entering any of the six adjacent hexes must stop and fight, and friends pass through stationary friends freely.

How it works

A unit's ZOC covers its six surrounding hexes and halts enemies, who must engage. Overlapping ZOCs block command range, recoils and flees. Unattached generals exert no ZOC. Units may pass through stationary undisrupted friends, but friends passed through or displaced by fleeing or evading units become disrupted.

Any enemy unit that enters this Zone of Control must stop and engage in hand-to-hand combat.
Download · p. 18, 17 Quote verified
1move

Units passing through each other test to avoid becoming unformed.

How it works

One check per interpenetrating unit: roll d10 and add modifiers (US Regular +3, US Volunteer/Mexican Elites +2, US Militia/Mexican Regular +1, Mexican Militia 0, -2 if either unit is cavalry, plus officer influence). A total of 12 or more means no problem; otherwise the units are unformed.

The total must equal or exceed 12 for no interpenetration problem to have occurred. If the units cannot make the score, they are unformed.
Download · p. 15 Quote verified
1move

Friendly stands pass freely, but armour passing through enemy armour must test its nerve.

How it works

Friendly stands may pass through one another but not end overlapping. Armoured vehicles brush aside enemy transports. To pass through an enemy armoured stand, a vehicle must stop adjacent and pass a +3 cohesion roll or halt there. Vehicles may pass through enemy non-vehicle stands only by overrunning them. Stands engaged along half or more of a base edge may only fire at the enemy they are touching.

An armoured vehicle stand may pass through an enemy armoured vehicle stand only if it makes a successful cohesion roll (to test its nerve).
Download · p. 12, 26 Quote verified
1move
Interpenetration of unitsThis Hallowed Ground

Friendly units may pass through each other except when charging; enemies always block.

How it works

A unit may move through friends provided its final position clears them; a retiring unit continues until clear. A retiring unit that cannot avoid an enemy is Broken. v4.4 forbids passing through march columns, limbered artillery or disordered units and forces a morale test when interpenetrating Shaken units. Chargers may not pass across an enemy's front within 4" (a zone of control).

Except when charging, friendly units may freely move through each other (including when pivoting) so long as the unit’s final position does not interpenetrate another unit
THG 24-pg · p. 10, 11, 13 Quote verified