Wargame Mechanics Index

Momentum / vector movement

Speed carries between turns; acceleration limits.

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How games do it 6 games

2move

Cavalry can change speed by only one or two dice per turn.

How it works

Cavalry at rest may move off at up to two dice; at top speed (four dice) they can only slow to two dice next turn. When intending to close to contact a cavalry unit must roll at least three dice regardless of distance, taking any DP penalties.

Cavalry: May only change speed by one or two dice in a turn (i.e., if a unit is at rest, it may only move off at up to two dice x inches
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2move

Cavalry can only change speed by one or two dice per turn.

How it works

A unit at rest can move off at no more than two dice x inches; a unit at top speed (four dice) can only slow to two dice next turn. Any move intended to close to contact requires at least three dice regardless of distance, taking DP penalties for low rolls.

Cavalry: May only change speed by one or two dice in a turn (i.e., if a unit is at rest, it may only move off at up to two dice x inches
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2move

Ships accelerate and decelerate gradually, at one knot per thirty seconds.

How it works

A ship starting from stop goes 1 knot the first 30 seconds, 2 knots the second, and so on; backing engines from 12 knots runs 10, 8, 6, 4, 2 knots. In the fleet game a signal to slow to half speed gives one move at three-quarters speed, then half speed; stopping takes one move at three-quarters and one at one-quarter. A ship turning on the circle loses speed (12 to 9 knots) and must regain it at the same rate.

A ship is allowed to gain or lose speed at the rate of 1 knot for each period of thirty seconds
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2move
Changing speed / heave-toTrafalgar 1805

Speed may change by at most 2 squares per turn and a ship must move at least one square before stopping.

How it works

A ship can increase or reduce its rate by no more than 2 squares per turn (e.g. 3 squares can become 1-5). Having no brakes, it must always move at least one square before it can heave-to.

A ship can increase or reduce its rate of sailing by no more than 2 squares in a turn.
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1move
Acceleration and DecelerationCanvas Eagles

Speed may change by only one speed number per turn.

How it works

A manoeuvre's speed number may differ by at most one from the previous turn's. Engine damage and fabric tears can forbid speed 3-4 manoeuvres; after spin recovery the aircraft must fly its maximum speed.

Players may only increase or decrease their aircraft’s speed by one speed number per turn.
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1move
Regulation of SpeedThe Jane Naval War Game

Ships accelerate one square per move and need a full move to stop.

How it works

A ship reversing engines stops dead in one complete move (a 15-knot ship on the fifth square), then goes astern 1, 2, 3 squares on following moves; from stopped it gathers way one square the first move, two the second; under way it can increase one square per move up to maximum.

A ship under way can increase its speed one square every move up to its maximum speed.
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