Wargame Mechanics Index

Initiative determination

A roll or bid each turn decides who moves first or has the choice.

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Watch it played 4 moments

  • 2:21–2:44
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Rolling initiative with leader bonus

    Josh and Keith roll a D6 for initiative, aiming to roll low, and apply a minus-one modifier for having their leaders alive.

  • 3:00–3:47
    Age of Hannibal Terrain Card Tutorial
    Little Wars TV
    Rule in play Roll-off and first card placement

    Both players roll a d10 to determine priority, and Steve wins to place the first terrain card face down along his baseline with the portrait facing him.

  • 9:51–10:47
    Club vs. Club Thermopylae Wargame
    Little Wars TV
    Rule in play Bidding command points for initiative

    Both players secretly bid Arete points to win the initiative for the turn. Austin wins the bid with five points to Josh's three, then spends points to order his skirmishers to shoot and eliminate an enemy unit.

  • 10:33–11:50
    5-Table Tombstone Wargame
    Little Wars TV · Ruthless
    Rule in play Doc Holliday Blasts Ike Clanton

    All players roll d12 initiative for the OK Corral shootout, and Doc Holliday wins the draw to fire a double-barrel shotgun blast into an unarmed Ike Clanton. The referee calculates the double-barrel bonus and extra d6 damage, which the player records directly onto Ike's character roster sheet.

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 14 games

2turn

Each corps rolls a d6 that sets its place in the movement order, lowest first.

How it works

Roll 1D6 for every corps and place it on the commanding general's stand. Movement is carried out sequentially, corps that rolled 1 moving first, then 2s, and so on, so movement order is interleaved randomly across both armies.

Roll 1D6 for every corps and place the dice on the stand of the commanding general ... corps which rolled a '1' going first, followed by '2s' and so on.
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2turn

Initiative goes to the gladiator who rolled more Manoeuvre dice.

How it works

Count MANOEUVRE Dice in the pool; LAUREL Dice may be converted to Manoeuvre to bid higher, and a Laurel Token breaks ties (+1). Ties otherwise go to the gladiator who did not hold initiative last turn. The winner may pass the Initiative Token to the opponent.

Initiative scores are determined by counting the number of MANOEUVRE Dice in each gladiator’s Action Dice Pool.
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2turn

Army commanders roll a d10; the winner chooses whether to move first or fire first.

How it works

Each army commander rolls 1d10, high roll wins and chooses move-first or fire-first. Exceptional army commanders add +1. The choice matters because movement runs A then B while firing runs B then A.

rolls 1 D10 to determine which side moves or fires first. High roll wins choice of move first or fire first.
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2turn
Arete PrecedenceHoplomachia

The side with the higher army morale (Arete) has precedence in every phase.

How it works

At the start of each phase compare Arete level, then current Arete points; the higher side has precedence and chooses the flank from which events are resolved. If equal, a side with a Crafty Hegemon gets precedence; otherwise roll. Precedence is fixed for the phase even if Arete changes mid-phase.

This order always begins on the right flank of the player whose Total Arete (first compare the level; if even, then the current point accumulation) is the highest at the beginning of the phase. This is called the Arete Sequence.
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2turn

Each player rolls d6 minus current leaders and heroes; lowest chooses who goes first.

How it works

Each player rolls a d6 and subtracts the number of Leaders and Heroes currently in their force; ties re-roll. The lowest total goes first or nominates another player, then play proceeds clockwise.

Each player rolls a D6 and subtracts the current number of Leaders and Heroes in their force.
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2turn
Sequence of Play (initiative card)Ruthless

Each turn players secretly choose and simultaneously reveal one card from a five-card hand; highest card acts first.

How it works

At turn start each player is dealt up to five cards, places one face down, and all reveal simultaneously. The highest card activates all their models first, others follow in descending order; ties broken by suit (Spades, Hearts, Diamonds, Clubs). Hands are replenished to five at turn end.

The highest card goes first, allowing that player to take actions with all of their models. Other players activate in sequence, ending with the lowest card. Ties are decided by suit
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1turn

An initiative roll decides movement order.

How it works

In the movement phase the initiative high roller determines order and one side moves then the other.

Movement Phase to Initiative High Roller I. One side moves then the other
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1turn
InitiativeFUBAR

Each turn both players roll to decide who attempts activations first.

How it works

At the start of every turn each player rolls 1D6 plus any scenario modifiers, re-rolling ties. The highest scorer attempts to activate first; with more than two players initiative passes to the next highest score.

At the beginning of a turn each player rolls 1D6 & adds any scenario modifiers. Reroll any ties.
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1turn
Dice for initiativeLegio VI Julia Augusta

High roll each turn chooses to act first or second in every phase.

How it works

At the start of each turn players dice; the high roller decides whether to take the initiative and move first or second. The initiative player takes first actions in all phases and combats are resolved right to left from his perspective.

At the start of each turn, players dice for initiative with high roll deciding whether to take the initiative and move first or to move second.
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1turn

Each turn, 1D6 plus force cohesion level decides who has initiative.

How it works

Each player rolls 1D6 and adds his force cohesion level; the higher total wins and ties are rerolled. The initiative player decides who acts first in the fire phases, posture marking, movement and close-assault resolution. Higher-quality forces therefore tend to win initiative.

Each player rolls 1D6 and adds the result to his “force cohesion level” in the specific scenario. The player with the higher total has the initiative this turn.
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1turn
Movement order rollOi Navarcoi!

Each turn both sides roll a d6, and the higher chooses to move first or second.

How it works

The winner of the d6 roll-off picks move order. Each player then moves all their squadrons, one at a time in any order, before the other player moves.

Roll a d6 for each side. Higher roll chooses whether to move first or second.
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1turn
Dice roll for game moveReaction Waves in War Games

A dice roll for the game move decides who may call a Liberal Move.

How it works

Each move players roll for the game move; the winner gains the right to call a Liberal Move instead of a regular move. Liberal Moves are used only once or twice per game; otherwise play follows regular game moves.

if you win the dice roll for game move, you have 3 minutes to make up your mind if you want to make a Liberal move and to begin its operation.
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1turn

Each turn both players roll 1D6; the winner chooses who activates first.

How it works

Initiative is rolled every turn after Order Cards are placed. Highest 1D6 wins; ties go to the player with the highest-ranked commander, then reroll. The winner chooses who activates first.

each player rolls 1D6, with the initiative being won by the player with the higher roll.
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1turn
Roll to shoot/move firstWars of Alexander the Great

A d6 roll-off decides who shoots first and, separately, who moves first.

How it works

At the start of the Shoot stage both players roll a die and the higher shoots first (Persians win ties); the Move stage has its own roll-off (Macedonians win ties). In the Fight stage the player with fewest losses in his Dead Pool chooses the order in which fights are resolved.

Both Players roll a dice. The one with the highest score moves first. The Macedonians move first if it is a tie.
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