Wargame Mechanics Index

Simultaneous turns

Both sides move and/or resolve combat at the same time.

Open in the index

Watch it played 4 moments

  • 3:26–4:09
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Simultaneous archery and armor saving throws

    Josh checks range and rolls under his bowman's missile rating to score a hit, after which Keith rolls an armor save to negate the damage.

  • 16:35–17:16
    Outdoor Guadalcanal Wargame
    Little Wars TV
    Rule in play Simultaneous movement causes mid-sound collision

    Simultaneous movement execution causes the USS O'Bannon and the Japanese destroyer Harusame to collide, requiring resolution on the collision chart.

  • 6:06–7:15
    General Quarters 3 Rule Review
    Little Wars TV
    Rule explained Movement orders and secret simultaneous plotting

    Tom and Steve detail the game's command and control system, where both players plot movement orders secretly on paper and execute maneuvers simultaneously rather than using an alternating IGOUGO turn sequence.

  • 6:50–7:28
    Rommel Rule Review
    Little Wars TV
    Rule explained Combat resolution and combat grids

    Tom and Greg explain simultaneous combat resolution, where both players sum up combat values, roll a D6, and cross-reference the result on the combat grid chart to determine inflicted hits. The quick reference combat chart is displayed on screen.

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 10 games

2turn

Both sides move simultaneously each 2-minute Zug, then fire, melee and losses are resolved.

How it works

Each Zug represents 2 minutes of real action; a player may move any or all of his blocks the distance they could cover in 2 minutes. Once in contact, Züge are played singly in the order: simultaneous movement, fire effect assessed for one side then the other, close combat decided, losses applied by exchanging or removing blocks. When forces are far apart several Züge may be played at once.

Beide Parteien machen ihre Bewegungen gleichzeitig ; wenn diese geschehen, wird die Wirkung des Feuergewehrs erst auf einer, dann auf der andern Seite veranschlagt, der Erfolg der Angriffe mit der blanken Waffe entscheiden
Download · p. 18, 19, 21, 23 Quote verified
1turn
Simultaneous movement and fireCanvas Eagles

All aircraft move simultaneously and all fire is simultaneous, with damage applied in the damage phase.

How it works

All players move their aircraft in the same phase; any number may pass through or share hexes (optional collision rule). Fire is resolved in any order but damage only takes effect in the damage phase, so an aircraft destroyed that turn can still fire.

All fire is simultaneous. Damage does not take effect until the end of the damage phase.
Download · p. 11, 12, 17 Quote verified
1turn
Shooting Phase (simultaneous effects)Fire at Sea: The Battle of the Denmark Strait

Shots are resolved in sequence but effects are applied after both sides fire.

How it works

The German player resolves shots first, then the British, but damage effects are not applied until after the British have fired. A captain ability (Fighter) can make his ship's hits take effect immediately.

Although the German player must resolve his shots first, the effects of all shooting are not applied until after the British player fires.
Download · p. 6 Quote verified
1turn

Fire is resolved simultaneously by both sides twice per turn.

How it works

After each pair of half-moves, both sides fire; damage is then applied, with ship status adjusted at turn end.

4- Both fire
Download · p. 42 Quote verified
1turn

Both sides move at the same time within each turn.

How it works

The turn sequence header states that all movement is simultaneous; players announce attempted advances to contact/charges during the movement phase. The author's afterthoughts concede it was more ambition than practical reality and suggest IGOUGO or card-driven sequences today.

ORDER OF PLAY IN A TURN (ALL MOVEMENT IS SIMULTANEOUS)
Download · p. 25 Quote verified
1turn
Order of Play (all movement is simultaneous)Loose Files and American Scramble

Both sides act simultaneously through a seven-step turn of about five minutes.

How it works

1 compulsory retreats/routs from last turn; 2 morale effects of these; 3 firing; 4 allocate Command Points and move commanders/couriers; 5 movement with declared advances to contact; 6 combat; 7 units that did not move redress ranks by training.

ORDER OF PLAY IN A TURN (All Movement is Simultaneous)
Download · p. 3 Quote verified
1turn

Both sides execute every step of the turn at the same time.

How it works

All fire and movement are simultaneous except as modified by partial fire, morale effects and orders. Casualties caused by fire are only removed after the target has returned fire, so units that are hit still shoot back that turn.

All fire and movement are simultaneous except as affected by partial fire, morale effects and orders. All casualties caused by fire are removed after they return fire (if they can).
Download · p. 14 Quote verified
1turn
Simultaneous missile and meleeRavenfeast: Viking Age Rules

Shooting and melee are simultaneous; casualties act until the End of Turn.

How it works

During Missile and Melee phases casualties are marked with Blood or Raven tokens but not removed, so wounded figures still attack. Wounds are applied in the End of Turn phase.

During the Missile and Melee phases, mark any casualties as they occur but do not remove them yet, as they may still act until the End of Turn phase.
Download · p. 13, 17 Quote verified
1turn

Both sides' moves are plotted for the same time interval and then executed and fired together.

How it works

Duel moves represent 30 seconds; fleet moves represent two and a half minutes; strategic move lengths are set by the umpire in hours. After both moves are plotted, stencils or ships are placed at the new positions and each side's gun fire for the move is scored, then the next moves are written.

used upon the board during the progress of the game to indicate the simultaneous positions of the vessels
Download · p. 5, 8, 12 Quote verified
1turn
Simultaneous movesThe Jane Naval War Game

Ships move simultaneously, with firing resolved at the end of each move.

How it works

Moves are simultaneous (sometimes in simultaneous fractions measured from the bows), and at the end of each move big guns fire in the order tickets were dropped; a disabled gun may not return fire and a ship sunk before its torpedo is scored cannot score it.

7. Moves must be simultaneous.
Download · p. 10, 20 Quote verified