Wargame Mechanics Index

Terrain movement effects

Terrain modifies or prohibits movement.

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Watch it played 4 moments

  • 3:04–3:26
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Moving infantry and crossing obstacles

    Josh moves his infantry six inches using a tape measure and explains how rough ground and stone walls slow movement before Keith takes his turn.

  • 14:18–14:48
    1066 Stamford Bridge Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Saxon infantry tests to ford the river

    Because the bridge remains contested, Saxon infantry checks if they can wade across the river by rolling d6 dice, needing a six to cross.

  • 16:18–18:15
    12-Player Gallipoli Wargame
    Little Wars TV
    Rule in play Resolving beach landings across Gallipoli

    The umpire resolves the amphibious landing rolls across Cape Helles, Gabe Tepe, and Suvla Bay, applying naval gunfire support and terrain obstacles to determine unit advancement.

  • 16:39–17:15
    Fourth Kawanakajima Wargame
    Little Wars TV
    Rule in play Takeda reserves ford the Chikuma River

    With their vanguard collapsing, Greg and Dieter activate their emergency reserve, marching fresh infantry across the river to halt Keith's momentum.

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 33 games

2move
HindrancesA Coat of Steel

Linear, area and building hindrances cost movement and can degrade the ward's order.

How it works

Linear hindrances cost 1 extra inch, force a Faltering check on approaches (failure means Piecemeal) and make attacks Tired. Area hindrances cost 2 per inch and make the ward Tired. Buildings cannot be entered and make wards moving around them Tired. Defended obstacles make attacks through them Tired.

For Approaches, these cause merely a Faltering check- any failure means that the approach has become Piecemeal. Any attack across them immediately counts as one that is Tired.
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2move
Terrain disarray numbersHoplomachia

Terrain crossed adds disarray points that are totalled against the unit's disarray qualifier.

How it works

Each terrain feature has a disarray number (e.g. wheatfield/sand/ford 1, broken ground or surf higher, woods automatic). All numbers crossed in a turn, plus charge-generated and belos disarray, are summed for the whole taxis; if the total exceeds its Disarray Qualifier the unit becomes disarrayed. Values are not cumulative between turns.

the total amount for the terrain crossed are added and applied to the unit’s Disarray Rating. If the sum of all these events exceeds this number in a turn, the unit is disarrayed.
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2move

Characters halt on entering woods and lose movement dice inside them, but may skirt along terrain edges.

How it works

Woods are loose or dense terrain pieces. A character entering one halts once fully inside; on later turns he rolls two fewer dice in dense terrain and one fewer in loose terrain. In the open movement is straight-line, but a character may follow the edge of a terrain piece ('skirting') and leave it tangentially.

on subsequent turns they have their movement reduced; by two dice if they start their turn in dense terrain, one dice for loose terrain.
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2move

Rough terrain inflicts DPs on formed infantry and is usually impassable to cavalry.

How it works

Formed HI take 2 DPs and formed MI 1 DP for moving through or across rough terrain; unformed infantry are unaffected; non-cataphract cavalry may cross minor obstacles or light woods for 1 DP.

Usually impassable for cavalry. Formed HI take 2 DPs for moving through or across. Formed MI take 1 DP.
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2move
Difficult terrain & disorderLongstreet Lite

Difficult terrain doesn't slow units but causes disorder, requiring a two-card phase, and penalises fire and combat.

How it works

Terrain may be difficult (for some unit types), give cover, obstruct artillery, or be impassable. Moving through or changing formation in difficult terrain causes disorder (two-card phase). Units in difficult terrain get -1 to volleys, defence and attack rolls; bases in water cannot fire.

When a unit moves through difficult terrain, it causes disorder. Disorder requires the moving player to use an additional card.
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2move

Ninja climb building levels on a roll, with falls on a 1.

How it works

A Ninja climbs one level on 4+ (2+ with a grapnel). On a 1 the Ninja falls, is prone and generates an extra Noise token; falling more than one level requires a Save per additional level.

A Ninja may climb one level on a 4+ (2+ with a grapnel).
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1move
Movement terrain modifiers2 by 2 Napoleonics

Streams, towns and woods restrict movement.

How it works

Crossing a stream costs an extra inch; towns halve movement and cancel the road bonus; woods are impassable to all but light infantry and units forced into them by rout are destroyed. Hedges, walls and copses have no movement cost.

Towns – All units move at ½ rate and do not receive the road bonus when moving through a town.
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1move
Roads and difficult terrainA Wee DRAM of Napoleon

Roads speed march columns; difficult terrain halves movement.

How it works

Manoeuvre-order rates are multiplied by 1.5 on good roads, and difficult terrain halves movement.

'M' rates x1.5 on good roads. Difficult terrain will halve movement.
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1move

Ditches and abatis halt attackers for a turn.

How it works

Mexican units reaching a ditch or the abatis stop movement immediately and may cross on their next turn without further penalty. The Chapel, gatehouse and Convento cannot be laddered.

Mexican units that reach the ditch immediately stop movement. They may cross on their next turn without further penalty.
Alamo Ruleser · p. 2 Quote verified
1move

Bad going multiplies distance cost by formation.

How it works

Bad going (woods, marsh, buildings, steep slopes, rivers) makes each cm count as 2 or 4 depending on arm and formation: horse in column x4 and impassable in line, foot column x2 and line x4, limbered artillery x4.

For example, x2 means each cm counts as two. Bad going includes woods, marsh, buildings, steep slopes and rivers.
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1move
Good going, bad going, roadsDe Bellis Antiquitatis

Bad going slows foot and mounted and penalises most troops in combat; roads speed movement.

How it works

Bad going (steep slopes, rough or boggy ground, dunes, woods, built-up areas, enclosed fields) cuts moves to 200p for mounted and bars artillery/war wagons off-road, and gives -2 in combat to all but auxilia and psiloi. Roads give 400p to most troops but require column.

- 2 if any but auxilia or psiloi; and in, or mounted in contact with enemy in, bad going on or off-road.
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1move
Natural obstaclesDunn-Kempf

Streams, narrow passages and built-up areas take a full bound to cross.

How it works

Fordable streams, narrow passages and built-up areas require one complete bound regardless of movement capability, as do road craters and abatis; controller may adjust for questionable terrain.

Such as fordable streams, narrow passages, built-up areas will require one complete bound to cross regardless of the existing movement capability of the crossing element.
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1move

Rough and obstacle terrain reduce movement.

How it works

Rough terrain is half rate, very rough quarter rate, linear obstacles half rate.

Rough: half movement rate Very Rough: quarter movement rate Linear obstacle: half movement rate
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1move

Difficult terrain halves non-infantry movement; campaign balkas can stall vehicles.

How it works

Only open and difficult terrain exist. Difficult terrain (forests, towns, rough ground) halves movement for non-infantry. In the Nach Stalingrad scenarios, vehicles crossing a balka off-road roll a d6 and stop in it on 1-3.

Difficult terrain (forests, towns, rough ground) halves all movement rates for non-infantry stands.
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1move
Frozen lake and cliffsFrozen Chosin (Command Post)

Allied infantry can risk crossing the frozen lake; cliffs are impassable.

How it works

Allied infantry entering the lake must first pass a Morale test, then roll 1d6 each time they move on the ice and are removed on a 1-2. The lake is impassable to Chinese units, and cliffs are impassable linear obstacles.

Once on the ice, each unit must roll 1[d6] every time it moves. On a result of ‘1-2’ remove the unit as a casualty.
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1move
Terrain EffectsHail of Fire

Infantry ignore terrain, while vehicles drop dice or take Terrain Checks by mobility type.

How it works

Infantry move freely, and guns cannot enter Very Difficult terrain. Tracked vehicles drop their highest move die in Difficult terrain and must pass a Terrain Check in Very Difficult. Half-tracks drop the highest die in Difficult and cannot enter Very Difficult. Wheeled vehicles take a Terrain Check in Difficult. Roads add +6 inches for tracked and +12 inches for wheeled vehicles, and optional rules add Bogged vehicles.

Unless deemed impassable, Infantry Teams move through terrain and obstacles freely. All other Teams are affected as shown below. A failed Terrain Check stops the Team in contact with the terrain.
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1move
Terrain Hex IdentificationHordes & Heroes: Ancients & Medieval

Each terrain hex type restricts movement, impact bonuses and mounted combat.

How it works

Woods and built-up areas stop units on entry and limit movement to one hex. Broken ground forbids wheeled units and makes mounted troops fight as if disrupted. Rivers require stopping before entering and make all occupants fight and shoot as if disrupted. Steep escarpment slopes are infantry-only. Impact bonuses are lost in woods, built-up areas, broken ground and rivers, and fighting from up-slope gives +1.

No impact bonuses apply to any unit occupying or attacking a broken ground hex. Mounted troops fight as if disrupted when occupying a broken ground hex.
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1move

Road types and rivers cost different movement points.

How it works

A solid road costs 1 MP, a dashed road 2 MP, and a river costs 1 MP downstream and 2 MP otherwise.

The roads linking them come in two t/pes: the lice, which & slower going. = ? movement points available. A solid road costs i MP. A fN A dashed
Note: OCR garbled; quote is best available fragment
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1move

Off-road movement is halved, mountains are passable only at passes, rivers cost extra.

How it works

All movement not on roads is halved; no movement in mountains except through the passes; crossing a river costs one additional move.

All movement not on roads was halved and no movement allowed in mountains except through the passes. Rivers cost one additional move to cross.
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1move
Hilltops and bad groundK.I.S.S. Rommel

Optional terrain: hilltops, infantry-only bad ground and impassable escarpments.

How it works

Up to 8 terrain pieces; set terrain before randomly deciding which way is North. A hilltop holds one unit and only artillery fires over hills. Bad ground may be infantry-only. In the Blitzkrieg edition infantry and HQs save on 5 in soft and 4 in hard terrain.

possibly some bad ground classed as "infantry only may enter" or an impassable escarpment.
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1move

A table reduces march distance by slope angle, woods, marsh, roads and enclosures.

How it works

The §34 table gives maximum distance per Zug for each arm and activity (route march, attack, retreat, pursuit) on roads, open ground, slopes of 5-10, 10-15, 15-25 and 25-35 degrees, light and dense woods, marsh and enclosures, with the umpire free to modify it. Long marches are shortened for weather and ground condition per the General-Idee.

Marschweite der Truppen unter verschiedenenVer- hältnifsen in tabel- larischer Über sicht.
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1move
Woods/Uphill, obstaclesLoose Files and American Scramble

Terrain reduces each movement die and obstacles cost turns and DPs.

How it works

Woods/uphill subtract 1" from every die rolled and raise the DP threshold to 1-3. Minor obstacles take a turn and 1 DP (2 under fire); fences/walls take half a move; major obstacles like abatis are set by players.

Woods/Uphill: -1" from all dice rolled.
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1move
Woods/Uphill, Roads, ObstaclesLoose Files and American Scramble

Terrain subtracts from each movement die and obstacles cost time and DPs.

How it works

Woods and uphill: -1" from every die rolled. Minor obstacles take one turn and 1 DP (2 if under fire); fences/walls take half a move and 1 DP if cavalry or under fire; major obstacles like abatis are set by the players. Roads let the player choose Average Die results.

Woods/Uphill: -1" from all dice rolled.
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1move

Delaying terrain reduces base move by class and imposes unformed status or prohibitions.

How it works

A move crossing delaying terrain reduces the base move by 1" for class I, 2" for class II and 3" for class III. Close-order foot and artillery in woods are unformed; mounted cavalry may not enter woods or jump obstacles. All units are unformed while and after crossing water; deep water may only be crossed at fords in march column.

reduces the base move by 1" for I class, 2" for II class and 3" for III class troops.
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1move
Terrain Effects Chart / movement classesMicro Armour: The Game - WWII (2nd Edition)

Terrain costs per inch differ for Wheeled, Tracked, Foot and Amphibious movement classes.

How it works

The Terrain Effects Chart gives per-inch MP costs by class: roads cost 1/2 MP per inch, while woods cost tracked vehicles 3 per inch. A stand with 50% or more of its base entering terrain pays that cost. Weather can turn clear terrain into Rough Terrain 1 or double costs. Streams, rivers and water need fords, bridges, amphibious movement or fording boats.

There are four movement classes: Wheeled (W), Tracked (T), Foot (F), and Amphibious (A).
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1move

The restricted Pā gate costs extra movement.

How it works

Moving through an open Pā entrance or gate costs a figure 1" of movement. Scaling the outer palisade requires starting the movement action in contact, then being placed on the far side.

Due to the restricted nature of movement through the entrance/ gate of a Māori Pā (if open) it costs a figure 1" of movement.
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1move

Rough terrain costs double; obstacles cost 2".

How it works

Rough ground (dense woods, rocky ground, creeks, steep hills) costs double movement; obstacles (low walls, fences, hedgerows, doorways) cost 2"; some terrain may be impassable by agreement.

“Rough” terrain costs double the movement distance to move through it. Obstacles, such as stone walls or passing through a building doorway, cost 2” of movement.
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1move
Advanced Rules: TerrainReal Time Wargaming

Optional terrain multiplies or blocks movement.

How it works

Roads give x2 movement if the unit starts on and follows the road; rough terrain x0.5 if starting or ending in it; rivers block movement and take a full MOVE action to cross. Terrain is ignored in Simple Mode.

Road: x2 movement length, as long as the unit starts on the road, and follows the road. Rough: x0.5 movement length
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1move
Terrain Effects on MovingTercios: Brevis Editio

Terrain is Difficult, Very Difficult or Impassable, judged only by where the Front Centre passes.

How it works

Difficult terrain reduces (Decreases) Speed; Very Difficult also automatically Disorders the unit; Impassable prohibits movement. A unit is only affected if its Front Centre passes through the terrain. Light troops treat Very Difficult as Difficult.

A unit is affected by a piece of terrain if its Front Centre passes through it.
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1move
Terrain and Movement PenaltiesThey Died For Glory

Woods, obstacles and streams halve speed, hills cost 1" per contour, and some arms are barred from terrain.

How it works

Movement is prorated so only the part spent in woods or crossing obstacles is halved. Cavalry and artillery cannot enter woods or cross obstacles; artillery crosses streams only at bridges. Jägers, Chasseurs, Zouaves and Turcos move at full speed in woods in skirmish or deep column. Battalions can split into two nearby buildings and must exit in skirmish order.

Hills: Units going uphill lose 1" per contour. There is no penalty for going downhill.
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1move

Terrain is open, difficult or impassable, with a summary table of march, cover, obscure and LOS effects.

How it works

Difficult terrain can be entered but not Marched through (March stops at its edge); impassable terrain cannot be entered. The terrain table lists e.g. light woods difficult and obscuring, dense woods and buildings impassable and LOS-blocking, obstacles difficult with cover. Roads give x1.5 movement to cavalry and limbered artillery in v4.4.

Units are not allowed to March through difficult terrain.
THG 24-pg · p. 11, 12 Quote verified
1move
Rough terrain and obstaclesVictory Without Quarter

Rough terrain and linear obstacles halve movement.

How it works

Movement is halved in rough terrain or when crossing a linear obstacle; units in Open Order move through rough terrain without penalty.

This is reduced to half in rough terrain or if the unit crosses a linear obstacle.
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1move
Hills and bad goingWars of Alexander the Great

Terrain restricts movement by troop type and can cause disorder.

How it works

Steep hills risk disorder for all but light troops; cavalry cannot charge uphill. In woods and marshes heavy/medium infantry move only 2BW and are always disordered, and cavalry cannot move at all; light troops move normally. One player sets the terrain and the other chooses sides.

Heavy and Medium Infantry in bad going move only 2BW and always get disordered. Cavalry cannot move at all in bad going.
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