The following is a list of all board game mechanics I know in this category, and that aren’t too niche. Card game mechanics are also included. I’m posting this mainly for my own reference.
Area-Impulse: Players subdivide turns into impulses alternating between players which repeat until both players pass (or in some cases a sunset die roll ends the impulses catching one or both players off guard). In those impulses a group of units is once activated or gets to act collectively before being marked spent. However instead of the activated units being grouped by a certain radius from a leader the units activated are in an area (and thus the need for the impulse system to have areas, not hexes). The areas exist to define scope of activation on an impulse (as well as restrict what can be done on that impulse with respect to attack and movement range). Thus each of a players groups of units each acts once by means of small alternating impulses instead of the traditional all my units then all your units. Finally, before the next turn of impulses, spent units are reset and regain the ability to act.
Campaign / Battle Card Driven: The Campaign/Battle Card Driven mechanic is a relatively recent development in wargames that focuses the players’ actions on cards they have in their hand. Performing a single action uses a single card; cards will often be multi-purpose.
Action / Event is a similar but more distinctive mechanic. Games where the cards are used to deploy specific units are considered to be using Command Cards. Games where cards are used to affect the outcome of battles are considered to be using Card Play Conflict Resolution.
Card Play Conflict Resolution: Each player simultaneously or sequentially plays one or more cards. These modify the base outcome of a conflict and allow various special abilities to apply. This can function similarly to Area Majority / Influence, but with a discrete resolution or award of the conflict target, rather than by dynamic/shifting control of a fixed asset. It is also similar to Force Commitment, but that mechanic presupposes a more liquid resource where the quantity can be chosen.
Critical Hits and Failures: Dice are rolled, and those exceeding a target number generate a success. Certain rolls (typically the highest and/or lowest on the die) generate additional success or extreme failure.
Force Commitment: The players select how many of their forces they will commit to the battle to different categories. This can be simultaneous (hidden) or incrementally, prior to resolution. Frequently players must lose all forces that they commit. Arguably this is a form of auction/bidding, but distinctive when applied to war or area control games for multiple/parallel contests.
Dune is an early example of this mechanism.
Ratio / Combat Results Table: In many Board Wargames to resolve a combat between units, the Attacker and Defender total the strength of the units involved in that combat. This is then expressed as a “Ratio” (Attacker versus Defender) which is used to index into a “Combat Results Table (CRT)”. A dice roll then determines the final result of the combat.
Stat Check Resolution: There is a target number required to succeed at some test. A random number is generated (by card draw, die roll, etc.), which is compared to the target. If it meets or exceeds the target, the action succeeds.