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Movement

Оглавление

The movement rules of chess are fairly straightforward: each of the six pieces has unique movement rules. Moves are alternated between the two players, that is one player moves, and that move is observed and then analyzed by the opponent before the opponent moves. There is really no time–distance factor in a chess move, only one piece can be moved in a turn, and it must conform to the movement rules for that given piece. In a move, the more mobile pieces (queen, bishop, rook) can move from one end of the board to the other, while the king is limited to one square per move. If we considered chess as a wargame, it would be an open wargame, all information is available to all players.

Ground combat systems’ movement is dictated by the terrain and the objects that rest on the terrain. As in chess, the different weapon systems have different movement “rules.” Tanks and other tracked vehicles are better in open and rolling terrain, and struggle in mountainous and forested terrain. Wheeled vehicles move well on roads and can move well in open and rolling terrain if it is firm, that is, not impacted by weather or torn up by tracked vehicles. Dismounted infantrymen can go almost anywhere, but not very quickly. All movement may also be modified by a commander’s orders. Units may be ordered to stop at a certain point or to proceed until a given objective has been accomplished. Movement in a ground combat environment can be simultaneous and almost constant. Unlike chess, there are no discrete, alternating moves – movement is fluid and nearly nonstop. The observation of one side’s moves by the other depends on the sensors deployed to observe, and observations may be mitigated or obscured by deception as well as environmental effects.

Simulation and Wargaming

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