Wargames where movement points can be saved
Knut Krummnacker
Germany
Kürten
North Rhine-Westphalia
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The rules for Totensonntag state that "as with every other wargame ever made, movement points may not be saved from one impulse to the next".

So let's search for wargames where you are allowed to save movement points
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1. Board Game: Full Metal Planète [Average Rating:7.42 Overall Rank:1520]
Knut Krummnacker
Germany
Kürten
North Rhine-Westphalia
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From th rules:

"Each turn a player starts with a base credit of fifteen action- points. These are spent in moving, combat and other activities. It is possible to increase available action points by either saving up action-points from a previous turn or capturing another Astronef."
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2. Board Game: Panzer Pranks [Average Rating:5.51 Overall Rank:11926]
Kent Reuber
United States
San Mateo
California
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From what I remember, if a tank it blown up, movement points are scattered into the surrounding hexes where you can pick them up.
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3. Board Game: Air Cav [Average Rating:5.92 Overall Rank:8846]
Dan Stueber
United States
Vernon Hills
Illinois
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I believe in this game you could save movement points to be used later in the turn. There were chits that had numbers on them that you placed on the units so you could remember how many points were remaining for each unit. I have it but have never played it so I do not know how good it is.
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4. Board Game: Fire Team [Average Rating:6.93 Overall Rank:5674]
Jason Lewandowski
United States
Lincoln
Nebraska
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One of the interesting things about this game is the activation system which includes being able to store up some points for larger activations!
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5. Board Game: The Campaign for North Africa [Average Rating:5.67 Overall Rank:13223]
Steffan O'Sullivan
United States
Plymouth
NH
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I've actually never played this, but I've heard that movement is based strictly on available supply units, which are consumed when other pieces move. There is are no "movement factors" - if you've got a lot of supply, you can move very far in a given turn.

You can save supply units from turn to turn. Thus, by foregoing some of your movement for one turn, you can build up supply units, effectively "saving movement points."
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6. Board Game: Star Fleet Battles [Average Rating:6.81 Overall Rank:1666]
Nick Blank
United States
Unspecified
Ohio
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When one ship has another in a tractor beam, only one can move the combined group at a time. If both ships move simultaneously, one ship is given preference and it moves the group. The other ship's movement point is saved until the movement step of the next impusle when it is then resolved, also moving the group assuming the tractor beam link is still in place.

It is possible for one movement point to carry over like this not just from impulse to impulse, but even over into the next turn, if the trator link is maintained over the turn break as well.

Of course if the movement is in opposite directions this does not apply, they just cancel each other out. Also, when it does apply, you must declare where you are moving to when the movement would normally have been made. You just don't resolve it until the next impulse. You don't get to change your mind on where you move on that next impulse.
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