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Wednesday, September 13, 2017

Wargame Movement



II. MOVEMENT

            One player from each side must roll the dice and consult the D^6 at the start of the movement phase.  The player with the highest number will move first during the movement phase for that turn.  A die roll will be made in this way for each turn.

            Players may move all items but may not change their movement after they take their hand off of the vehicle or soldier.  Movement may not be saved for use in later turns.  The side that moves first designates the firing second.  The side that moves second designates fire first.

            Infantrymen crawl 10m, walk 50m and run 100m per turn.  Horses walk 50m, trot 100m and run 250m.  Dogs crawl 10m, walk 50m and run 250m.   Pronghorn run 1000m, cheetah runs 1250m.

            Vehicles move at a rate of one inch for every two miles per hour plus three inches.  A real tank with a speed of 30 mph moves 18 inches per turn.  This movement rate applies to all types of vehicles including aircraft and ships.

            If a vehicle moves, place a small cotton ball at the rear of the vehicle to indicate that it moved.  Vehicles that moved cross-country on dry soil shall have a big puff of brown cotton placed behind them to simulate the dust cloud raised by the vehicle.

            After three consecutive turns of rain dirt roads turn into off road conditions and off road conditions become mud.  After three consecutive turns of snow everything becomes covered in snow.  Slow is a maximum of five inches.  Streams are crossed at fords as if they are creeks.  Streams may be crossed by snorkel at other locations if the streambed is firm.

            Fully clothed men in the water move 10m per turn and may not fire.  They are considered stationary when fired upon.  Men in diving gear, swim fins and such move 50m per turn and are considered moving if fired upon.    During amphibious invasions, ships move at a rate of 20 mph.  Small boats move at a rate of 10 mph.  When boats hit the beach 5% chance to hit a mine and another 5% chance to hit an obstacle at low tide and 10% each at high tide.  Mine explodes as a 500-pound bomb under the center of the ship.  An obstacle hit results in the destruction, of the craft, vehicles and supplies, and everyone into the water.

            Movement of horses, mules, oxen, and wagons is restricted like infantry movement.  When pulling a wagon horses pull one ton each, horses walk at 50m per turn and run 100m per turn.  A load so big that it requires more than 8 horses together will prevent the horses from running; they may only walk at 50m per turn.  Mules walk 50m and run 100m when pulling a wagon.  Mules pull 2 tons each.  Oxen walk 50m per turn and may not run.  Oxen pull 3 tons each.  The maximum numbers of animals that may be hitched together are limited to 40 mules, horses, or oxen.  All animal teams must be the same type of animal or move at the rate of the slowest animal; pulling the load of the weakest animal.

LOADING AND UNLOADING VEHICLES
Any two procedures may be done in one turn
Load or Limber
Move 50% movement
Unlimber/unload

            Troops unloading from a vehicle may move up to 50% movement if the vehicle was stationary or may move up to 10m if the vehicle moved up to 50% movement.  Troops may not unload if the vehicle moved more than 50% of its' maximum movement.

            If a vehicle is out of control, roll one arrow die.  The vehicle will move in the direction of the arrow shown on the die the number of inches shown on the die.

            The maximum movement through smoke is 50m.  When confronted with barbed wire infantry stop one full turn and a clear path one man wide.  Armored vehicles stop, and then proceed next turn with normal movement.  If continuous wire barriers, move 50m per turn on subsequent turns.

MOVEMENT
                              Vehicle Type
Terrain                    Car          4WD        Halftrack                 Full Track Wide Track              Man         Mule               Wagon

Paved                   100%       100%       100%                      100%       100%                      100%       100%               100%

Dirt Road              50%         100%       100%                      100%       100%                      100%       100%               100%

Off Road                Slow        Slow        100%                      100%       100%                      100%       100%               100%

Woods                  10m         Slow        50%                        50%         50%                        100%       100%               100%

Forest                --             10m         Slow                       Slow        Slow                       100%       100%               Walk

Jungle                    --             --             --                            10m         10m                        Walk        Walk               Walk

Hill                          Slow        Slow        Slow                       Slow        Slow                       Walk        Trot               Walk

Mountain                 --             --             --                            --             --                            10m         --             --

Creek                      Slow        Slow        Slow                       Slow        Slow                       Walk        Walk               Walk

Mud or Snow           --             10m         Slow                       Slow        50%                        Walk        Walk               Walk

            All subtractions from speed are based on the original full speed of the vehicle; so two 50% penalties equal no movement.  A “Slow” is not more than 50m.  Mountain movement is vertical and is considered technical climbing.  A very steep slope can be climbed using non-technical skills by people expert at climbing at a rate of 50m per turn.

Natives in their native habitat move normally.  Jungle dwellers can walk 5” and run 10” because they are used to being in the jungle.  The same applies to people who are native to the forest, the woods, or areas where it snows all the time, such as the Arctic.  This does not include vertical movement for mountain dwellers.



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