Wargame Mechanics Index

Transport & mounting

Carrier units load, carry and unload other units against a capacity, at a movement or time cost.

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How games do it 6 games

1move

Each fleet carries one army, with week-long loading and a chance of losing mounted elements on landing.

How it works

Each FLEET has attached transports able to carry 1 ARMY. Loading or unloading at a port takes 1 week, and beach operations take two weeks. Each MOUNTED ELEMENT has a 10% chance of being lost during debarkation on an enemy beach.

Each FLEET has attached transports capable of carrying 1 ARMY. It takes 1 week to load or unload from a port. Beach operations take two weeks.
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1move
Carrying InfantryFistful of T-34s

Trucks, halftracks and tanks carry one infantry stand, loading and unloading for 2 inches of movement each.

How it works

Each truck, halftrack or tank can carry 1 infantry stand. To embark, vehicle and infantry must be adjacent (or move adjacent) and both spend 2 inches of movement; disembarking costs both 2 inches as well. The same mechanic limbers and unlimbers towed guns. If a truck is destroyed its passengers and towed weapons are eliminated; if a halftrack or tank is destroyed, the infantry stand survives on an immediate Quality Check.

Each truck, halftrack, or tank can carry 1 infantry stand. To embark, the vehicle and infantry must be next to each other (or move next to each other) and both stands expend 2” of movement.
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1move
TransportsHail of Fire

Vehicle teams carry two to four infantry or man-portable gun teams, load and unload before moves, then are called to the rear.

How it works

Transports carry two to four Infantry or Man-Portable Gun Teams plus one towed Gun Team, only from their own Unit. To load, teams must be within 4 inches and in LoS; loaded infantry are set aside. Unloading is a Move order measured from the Transport, after which the Transport is Called to the Rear and may return within 4 inches of its Unit if no enemy is within 16 inches and LoS. If a Transport is destroyed, its passengers are placed within 4 inches and resolve 2 RFPs (as in or out of Hard Cover depending on how it died).

Transports carry between two and four Infantry Teams and/or Man-Portable Gun Teams, and one towed Gun Team per Vehicle. Transports may only carry Teams from the Unit they belong to.
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1move
Embarking and disembarkingLittle Wars

Embarking troops into boats costs two moves per twenty men, and disembarking one move per twenty.

How it works

In the movement-cost table for infantry, boarding boats takes two moves for every twenty men embarked and landing takes one move for every twenty men. Moves are spent from the unit's normal movement allowance. Transport and supply wagons have their own slower road rates in the same section.

To embark into boats = two moves for every twenty men embarked at any point. To disembark = one move for every twenty men.
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1move
Transport, mounting and dismountingMicro Armour: The Game - WWII (2nd Edition)

Carriers load cargo stands by transport points, at a cost in movement points and sometimes turns.

How it works

A vehicle can carry one equipment stand and any number of personnel up to its cargo capacity. Loading needs both stands touching in movement posture and a cohesion roll, and costs 50% MP for personnel or all MP for weapons; loads over 10 points take two turns. Dismounting needs no roll. Cargo shares the carrier's defence and combat results and cannot fire. Optional rules cover tank riders and overloaded transports.

Loading any number of personnel stands onto a transport stand costs the transport stand and each personnel stand 50% of its movement point allowance for the turn, rounded up.
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1move
Embarking and disembarking troopsThe Jane Naval War Game

Ships embark or disembark troops at a fixed rate per hour of the strategic clock.

How it works

Troops are embarked or disembarked at 100 men per hour (ten hours per 1,000 men, per the strategical time table). This time comes out of the strategic clock, and troops that suffer bad weather in transit have only half value for the next 24 hours. Moving troops or landing parties costs one hour per three miles.

Troops are embarked or disembarked at the rate of 100 men per hour.
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