Wargame Mechanics Index

Written / plotted orders

Moves or orders are recorded secretly before being executed.

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Watch it played 4 moments

  • 12:05–12:35
    Death of the Red Baron Wargame
    Little Wars TV
    Rule in play Maneuver Card Error Exits the Board

    Miles accidentally plots a maneuver card that carries his escort reconnaissance aircraft off the table edge, instantly removing it from the game and failing the mission objective.

  • 12:44–14:32
    Outdoor Guadalcanal Wargame
    Little Wars TV
    Rule in play Double-blind plotting and radar acquisition

    Steve adjudicates the hidden pre-plotted patrol routes using GQ3's radar and visual acquisition charts, places poker chips for contacts, and reveals the Japanese role to the unsuspecting players.

  • 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.

  • 6:29–7:48
    Wings of Glory Rule Review
    Little Wars TV
    Rule explained Pre-plotting three maneuvers ahead

    Greg describes the planning phase where players secretly lock in three maneuver cards in advance, meaning pilots cannot immediately adapt if an enemy aircraft banks away.

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

2turn

Each commander submits a written disposition before play, in military order style.

How it works

After forces are allocated to subordinate players, each commander gives the umpire a written disposition stating the intended manoeuvre, positions, security measures, patrols and order of battle. Subordinate commands issue their own dispositions. Barricades, demolitions and other preparations must also be notified to the umpire.

Nachdem alles dies vollständig angeordnet, und dem Vertrauten mitgetheilt worden ist, giebt jeder der Oberbefehlshaber eine schriftliche Disposition.
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2turn
Artillery Fire Mission RecordMicro Armour: The Game - WWII (2nd Edition)

Indirect fire, airstrikes and drop zones are written down in advance using board coordinates.

How it works

Each mission is recorded with turn of plot, plotter ID, mission type, firing units, turn of arrival, duration, impact location in 'right and up' inch coordinates (e.g. '1722 Open 2E'), sheaf and ammunition. Optionally the impact can be plotted as a polar bearing and distance from the FO. Bombing airstrikes and paratrooper/glider landing zones are pre-plotted the same way.

An artillery fire mission must be “plotted” in order to perform indirect artillery fire missions. Use the “Artillery Fire Mission Record” sheet to record the following information for each plotted fire mission.
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2turn
Amphibious warfare: phalanx ordersOi Navarcoi!

Land phalanxes in amphibious scenarios run on secret orders.

How it works

After the initiative roll both sides secretly order their phalanx to Move, Redress or Deploy. A moving phalanx keeps going until given new orders or it enters the 5-inch Respect area. Phalanx melee allocates 3d6 to hoplite stands and 2d6 to euzonoi stands and compares pairs: losing hoplites are pushed back and rout on the second push-back. An army routs when two wings rout.

After the initiative roll: Both sides secretly give orders to their phalanxes
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2turn

Every unit is secretly given one of five order cards face down before any action is taken.

How it works

In the Planning Phase both players place an Order Card face down beside each troop unit: Ready! (two different actions from Move, Reorganize, Face, Fire; Shoot-), Assault! (charge; Speed+ Melee+), Run! (Speed++, no fire or charge), Fire! (full fire, no move) or Resist! (remove one Wear marker). Cards cannot be swapped during the Action Phase and are revealed when the unit activates; the face-down card also marks which units have yet to act. An Assault unit with no enemy in line of sight does nothing.

These cards are placed face down with a double purpose: to hide our intentions from our rival and to control which unit has been activated and which has not.
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1turn

Rulers submit written yearly orders covering diplomacy, plots and army/fleet movements.

How it works

Orders are sent at the start of each campaign year and include proposed alliances, dirty tricks, declarations of war and the movements of armies and fleets, which are then executed by the organiser.

These orders include such things as proposing alliances, dirty tricks and declarations of war. The movements of armies and fleets are included.
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1turn
Maneuver Selection / Move Written markersCanvas Eagles

Each pilot secretly records a manoeuvre and, in combat, his target and burst length.

How it works

Players write a manoeuvre code from their Maneuver Schedule on the Aircraft Data Sheet and place a 'Move Written' marker; when all have one the phase ends. At the start of the combat phase any pilot firing secretly records target and short/medium/long burst, declared before rolling.

Each player selects a maneuver from their aircraft’s “Maneuver Schedule” and records this on their Air- craft Data Sheet.
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1turn

Each turn begins with both sides writing orders for their ships.

How it works

Step 1 of the game sequence is writing orders; the subsequent split movement phases execute those orders.

C.rure Sequence: 1- Wn te orders 2- Federa ls move one-ha lf 3- C,onfederates move one-half 4- Both fire
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1turn

Moves are written each turn, and detachments away from the commander need written orders.

How it works

Troops not in the same box as the Army Commander and not a city garrison are detachments and must have orders written for them; detachments with no orders sit still, and detachments that fight and lose return the way they came.

Troops that are not in the same box as the Army Commander, and are not the garrison of a city, are considered a detachment, and must have orders written for them.
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1turn

March orders are written each day before random friction and weather rolls.

How it works

Players write each day's march orders; the weather and command-control rolls are made afterwards so players cannot adjust. A post-campaign suggestion lets the Confederate player choose to move first or last.

Prior to each strategic turn and after each day's march orders have been written, a %die is rolled four times
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1turn

Army and divisional commanders write battle plans and per-brigade orders.

How it works

Before the game the army commander writes a battle plan detailing what each player's command is expected to do. Each turn every divisional commander writes orders for each of his brigades defining what they will do. Units remain under current orders until changed via the command chain or forced to act by morale/melee results.

Each divisional commander must write orders for each of his brigades each turn to define what they will do.
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1turn

Each player writes down his ship's or fleet's move (and torpedo firing time/direction) before it is plotted.

How it works

In the Duel Game each player writes down his next move, then plots it with the scale track curves; torpedo fire must be written as tube, time and bearing (e.g. 'S. F. T., 15 NE.'). In the Fleet Tactical Game each fleet commander writes and submits to the umpire what he wants done that move; the umpire hands moves to assistants who execute them with turning cards. In the Strategic Game each side plots its moves on its own chart in a separate room.

The players then write down their second moves
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1turn
Simultaneous Movement / Writing Orders (optional)They Died For Glory

Optional mode in which both sides write orders for two phases each turn and execute them simultaneously.

How it works

At the start of each turn players write orders for every battalion, cavalry regiment and battery for both phases, marking fire and ammunition type on a Movement Chart. All artillery fires, then two phases of announce/test charges and move/fire follow, then all melees. Orders must be carried out if possible; a unit unable to execute its order may substitute fire, and countercharges may ignore written orders.

Players must write down orders for their units at the beginning of each turn for both phases of the turn (see Movement Chart).
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