Wargame Mechanics Index

Random movement distance

Movement is rolled each time.

Open in the index

Watch it played 4 moments

  • 11:47–12:26
    9-Player Pyrrhic War Campaign | TURN 1
    Little Wars TV
    Rule in play Carthage rushes across Sicily to relieve Syracuse

    Greg marches his Carthaginian army along the northern Sicilian road to relieve Syracuse, rolling a 9 to reach Messana but only a 3 on his follow-up roll.

  • 12:12–12:48
    8-player Mega Alamo Wargame
    Little Wars TV
    Rule in play Rolling random movement for Texian defenders

    The host explains that Texian movement distance is randomly determined each turn by rolling four six-sided dice. A roll totaling 12 inches allows the Texian garrison to reposition along the ramparts to meet the Mexican advance.

  • 14:38–15:35
    9-Player Pyrrhic War Campaign | TURN 4
    Little Wars TV
    Rule in play Failed march roll delays attack on Capua

    Steve activates his army to march on Capua but rolls a 1 on the campaign movement chart, halting his advance and costing him valuable siege preparation time.

  • 21:40–23:14
    Surprise Battle of Trenton Wargame
    Little Wars TV
    Rule in play Washington leads close combat assault

    Washington personally leads an assault across the creek, rolling random charge distance to close with the Hessians before resolving close combat and a leader casualty check.

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 12 games

3move

Units choose how many average dice to roll for movement, risking disorder on low rolls.

How it works

1st-3rd Class units move one or two Average Dice x inches; 4th/5th Class one AvD or AvD + D6. Skirmishers may add a D6, cavalry one or two D6. All troops except skirmishers take 1 DP for each 1 or 2 rolled (1-3 in woods). Woods/uphill -1" per die; on roads the player may choose the value of average dice.

All troops except skirmishers take l DP for each 1 or 2 rolled. In woods, take 1 DP for each 1, 2, or 3 rolled.
Download · p. 5 Quote verified
2move

A side's single 2d6 speed roll determines whether each ship may advance a space this turn.

How it works

One 2d6 roll is used for both ships of a side; if it equals or exceeds a ship's modified Speed number, the ship moves forward one space (or forward diagonal) or turns 45 degrees; otherwise it may only turn 45 degrees. Speed is worsened +1 per Jack/Queen damage card and +1 per 7 points of hull damage. Spending 3 Captain Points allows both a move and a turn.

If the ‘speed roll’ die is equal to or greater than the ship’s modified speed then it may move forward one space, (which may be a forward diagonally adjacent space) -OR- may change direction 45-degrees
Download · p. 5 Quote verified
2move
Out of supply movementFrozen Chosin (Command Post)

Out-of-supply bases roll their movement.

How it works

Bases activating outside supply move 2d6 inches on road or 1d6 inches off road. One roll applies to all out-of-supply elements in the regiment.

Bases activating outside supply radius move 2[d6]” on road and [d6]” off road, representing a randomized, less reliable movement rate.
Download · p. 4 Quote verified
2move

Teams in enemy line of sight declare a destination and roll for distance; out of sight they move the maximum.

How it works

Infantry move 2d6 inches, guns 1d6 and vehicles 3d6, rolled once per team type in the unit. A team that rolls short moves toward its declared destination as far as the roll allows. If the whole move stays out of LoS of unsuppressed enemy, the team may move its maximum. The designer presents this as a built-in overwatch: short dashes are safer than long sprints.

The random movement rates used in these rules are a simple method for introducing a kind of “overwatch” mechanism to an otherwise “I go/You go” turn structure.
Download · p. 6 Quote verified
2move

Movement is rolled on three dice in inches, in one straight line.

How it works

The character picks a direction, rolls 3d6 and moves up to that many inches in a straight line, ending facing the way he moved; Skilled and better must move at least 3", Raw must move the exact roll. Triple 1s (double 1s for Raw) mean the character falls over. Move & Fire (pistols only) uses two dice and must fire at the end.

Move: throw three dice, this is the maximum distance in inches that he can move, he may set off in any direction at the beginning of his move, but must move in a straight line
Download · p. 12, 13 Quote verified
2move
Movement by greensJoust the Black Knight!

Each green rolled moves the knight one stand length; surplus greens on reaching the foe go into the attack.

How it works

Knights start opposite each other; each green moves about an inch. Leftover greens on contact are read on the melee table, then the other knight attacks and they pass.

For each green (six) rolled the knight moves forward one stand length (about one inch). If when he reaches his opponent, he has left over greens, they are used in his attack.
Download · p. 191 Quote verified
2move
Non-March MovesLegio VI Julia Augusta

Within 8" of enemy, movement is rolled with optional extra dice.

How it works

Beyond 8" of enemy units may march (infantry 8", cavalry 12"). Otherwise infantry move 1 AvD x 1" plus an optional D6 x 1"; cavalry may add another optional D6 if they previously moved. The full distance must be moved, halting 4" from formed enemy. Units under the same leader move on one roll.

Infantry & cataphracts: 1 AvD x 1” plus one optional additional D6 x 1”
Download · p. 4, 5 Quote verified
2move

All movement is rolled with a player-chosen number of Average Dice, adjusted by troop class and type.

How it works

1st-3rd Class move one or two Average Dice x inches (player's choice); 4th/5th Class one AV.D or one AV.D plus one d6. Skirmishers may add a d6, cavalry one or two d6; Hessian infantry move one AV.D or one AV.D +2"; couriers up to four dice. On roads the player chooses the result of any Average Die.

In the close terrain typical of this war, movement rates were unpredictable and so all movement is randomised in the game.
Download · p. 27 Quote verified
2move
Move / Move & FireThe Rules With No Name

Characters roll 3d6 inches (2d6 if also firing) and move in a straight line.

How it works

The character picks a direction at the start and moves straight, with only small detours, ending facing the way he moved. Gunmen and better may move any distance up to the roll (minimum 3 inches); once gunplay starts, Citizens must move the full roll. Three 1s (two for Citizens) means the character falls over. Reposition allows a free 2-inch move.

Move: throw three dice, this is the maximum distance in inches that he can move, he may set off in any direction at the beginning of his move, but must move in a straight line
Download · p. 3 Quote verified
1move

Each command rolls a pool of d6 for its move distance in inches.

How it works

The Texians roll up to 4d6 inches for the entire garrison; each Mexican column rolls 3d6 inches. Crews move cannon at half speed, climbing a ladder costs 2 inches, and figures cannot move out of melee.

The Texians roll up to 4(d6)" for the entire garrison. Each Mexican column rolls 3(d6)".
Alamo Ruleser · p. 3 Quote verified
1move

Key figures, charging vessels and engines add a die roll to movement.

How it works

The Tyrian king and Carthaginians move their normal allowance plus d10; Alexander's vessel adds d10 when heading to a breach. Vessels charging walls add d6; rams and towers move d6 inches; routing units move normal move plus d6.

Azemilcus and the Carthaginians can be mounted as He or Ch and move using their normal allowed movement plus the roll of a D-10 die.
Download · p. 58, 59 Quote verified
1move
1Avd movementOi Navarcoi!

Line-abreast squadrons move a distance rolled on an average die; other formations move a fixed 8 inches.

How it works

Epi mias moves up to 1Avd inches (an average die numbered 2-3-3-4-4-5) and can back water 2 inches. Epi pollon and epi keras move 8 inches. Disordered squadrons get -1 to movement. Routers move 2Avd, and freighters move 2Avd downwind or 1Avd across the wind.

A squadron in epi mias moves up to the distance rolled to 1 average dice (1Avd), a six-sided dice numbered 2-3-3-4-4-5.
Download · p. 8, 9 Quote verified