Concept
Zone of control
You might say: ZOC, ZoC, control zone, area of influence
A zone of control (ZoC) is the area around a unit or position where its presence changes how opponents may move, pass, disengage or resolve contact.
- What it does
- Turns contact into spatial pressure: screening and line holding, stopping infiltration, making flanks matter, and adding friction to movement through threatened space.
- Ask
- What does this presence control, when is the zone checked, and what lets an opponent enter, cross or leave it?
- Typical
- entry stop; semi-rigid crossing restriction; fluid or elastic cost; locking; staged WEGO; opt-in projection; no universal ZoC; destination standoff
- Trouble
- A cheap screen freezes a larger force; a lock removes disengagement; an unshown tax makes route planning wrong; simultaneous turns leave unclear whose position counts.
What to look for
- A translucent ring or highlighted adjacent cells around a unit
- A route overlay changes colour or shows a movement-cost number at contact
- A lock, blocked arrow or attack marker on a departure or crossing
- A replay or impulse report showing when contact changed
Catalogue: ZoC model
- Rigid (entry stop): Civilization VI and many hex wargames stop a unit's remaining movement when it enters an enemy zone. The defining feature is the entry stop; a visible ring, hex grid or cavalry exception is not what makes a model rigid.
- Semi-rigid: CAOS lets units enter and leave enemy zones but forbids moving directly from one enemy Zone of Control hex to another. Semi-rigid is the crossing exception, not merely a smaller movement tax or a softer-coloured overlay.
- Fluid or elastic: WEGO WW2: Stalingrad adds a movement cost for entering an enemy zone while leaving remains possible. The defining feature is a movement cost or penalty rather than a hard stop; the overlay colour is not the rule.
- Locking: Old World and Battle Brothers use contact that can prevent ordinary departure, keeping units engaged until a release or successful escape. Locking controls departure; it is stronger than making entry costly and is not defined by a melee setting or one-tile radius.
- Impulse or slice resolution in WEGO: CAOS resolves simultaneous movement and combat in numbered impulses; WEGO World War II: Overlord repeats a movement check every slice as enemy positions change. This model answers when the zone is checked; it is a resolution schedule, not by itself a rigid or fluid movement effect.
- Opt-in stance or trait: Battle Brothers makes stronger projection opt-in through an enabled Spearwall skill; Old World gives cavalry and some unique units a trait that can ignore ZOC. The defining projection is an enabled skill; the Old World exception shows that a unit trait can alter control.
- No universal ZoC: telegraphing and body blocking: The cited pages show alternative information and resolution tools: Into the Breach telegraphs attacks; Atlas Reactor gives frontline tanks a body-blocking role; Frozen Synapse executes both turns simultaneously; Advance Wars highlights a unit's movement range. The presence or absence of a conventional ZoC is unverified. No universal ZoC means another spatial or information tool does the work; telegraphing, terrain or body blocking alone does not secretly make a zone.
- Standoff resolution (Diplomacy): Diplomacy reveals all players' orders simultaneously, resolves support by strength, and leaves equal-strength units in their original provinces when they claim the same province. A standoff resolves a destination conflict; it does not model continuous pressure from every adjacent unit.
Sources
- James F. Dunnigan, The Complete Wargames Handbook, p. 84: Zone of Control
Zone of Control represents the six hexes surrounding a unit that the unit controls. This allows some units to spread out as they would to cover more territory while concentrating others for a crucial attack.
- Lauri Teppo, Concepts, Ideas, and Frameworks Emerging from Operational-Tactical Wargames, pp. 51–52: area of influence
This element is often used in wargaming as a zone of control, i.e., an enemy unit cannot move through a friendly zone of control without slowing down or engaging in combat
- Old World, Official User Manual, p. 79: Zone of Control
A whole line of units, however, can exert ZOC over a massive area and really shut down an enemy’s options.
- Matrix Games, WEGO WW2: Stalingrad Game Manual, p. 66: ZOC value display and movement point costs
A hex’s ZOC value is the cost in additional Move Points that an enemy unit must expend to enter that hex
- Matrix Games, WEGO World War II: Overlord Dev Diary #1, movement slices and reconnaissance withdrawal
This check repeats every slice, since the enemy’s position changes constantly.
Use it on your project
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