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Hex Command
B. Commanders
a. In the basic game, commander figures are “symbols” of command strength for the players
force and they have a special placement and removal procedure each turn.
b. However, commander figures can be used and moved on the game table as actual units,
and if so their speed is as light cavalry and they ignore all but extreme obstacles (cause -1
move speed) and commanders each have at least one courier figure with them. The
quantity of commanders in the basic game represents overall command effectiveness; the
more you have, the more troops you can rally and influence. Once a commander is killed,
the ability for rallying routed troops is lost unless another commander can be acquired.
c. Commanders with no sphere of influence only affect one selected unit, otherwise
Commanders all have a one-hex sphere around them in which all units are influenced.
d. Commanders are captured when they have no friendly units in their sphere at the
conclusion of a melee and in that turn CnC is rolled by the opponent checking for
commander kill.
e. When conducting each combat where a commander is in sphere of a target, the opponent
rolls a CnC die looking for CnC to kill that opponent commander.
f. Commanders attached to units MAY provide up to +2 combat bonus for all units in sphere
as a pip modification.
g. Routed Units: As routed units move before commanders are placed, they may exit the
game table before a commander can be placed to rally them. Once a commander is in
sphere, routed units can be turned around and have their rout markers removed at the
end of that activation sequence.
h. As this has occurred at the end of a players turn, it signifies the end of the turn and
players won't mistakenly think they forgot to move the newly recovered unit.
B.1 Commander Sphere of Influence
A commander sphere of influence from zero hexes (meaning he must be attached to a
single unit’s hex in order to influence that unit only) up to two hexes, is determined by
the M value of the CVS; this is the number of hexes surrounding his hex that he can
affect for rally up or to use his combat bonus. Some commanders may have zero
combat bonus while they still have a sphere for rally up purposes.
B.2 Command Valuation System
The Command Valuation System (CVS) uses a 1d10 die (rolling less than the value is a
success) for the traits of Combat inspiration, Sphere of influence (M), Tactical,
Aggressiveness and Initiative/Activation. It is a series of numeric values that represent
commander “traits.” These values help decide situations and includes values for:
C. Artillery
C.1 Movement
a. Limbered artillery moves 3 hexes per turn (heavy 2 hex per turn). All artillery
(except heavy) can move and unlimber or the reverse, costing a TE hit. All artillery
(other than siege and VH) can set down in place, and fire at the end of that move
sequence (or turn, however the game is being played).
c. Heavy and siege artillery cannot make movement of any kind (except facing
changing) AND fire in the same game turn.
d. Push. Artillery in most horse and musket eras can push 1 hex per turn (open,
clear, flat terrain and NO slopes) or inch equivalent. Artillery CANNOT be pushed
UP HILL or over streams unless special rules are designed (for engineers and
such). Any units can push artillery (not costing a TE to the crew) to save the crew
from suffering a fatigue.
e. Extremely heavy and early gunpowder era artillery (and the like) cannot be moved
once unlimbered.
f. Woods: Artillery can be moved into forest hex only if they move by path or
scenario notes into the forest hex, or be placed into the forest hex from a clear
hex. They cannot move from woods to woods hex unless by scenario notes.
g. Artillery cannot be moved into combined terrain such as forested hills
unless by scenario notes and cross water only at bridges and fords. However,
Mountain Howitzers and other specialized weapons may be exempt or able to
negotiate terrain that normal artillery would not.
h. Scale and the Use of Limbers: Each artillery stand represents one 4-gun battery
and crew plus limbers/wagons. 6-gun batteries cause an additional hit and
should be shown as one or two models on a single larger base, but if a normal size
base is used it should be labeled so opposing players can know how many guns
are represented. All artillery models should have limbers and these limbers
represent a move obstacle to all other units; moving through limber positions is
equivalent to moving through/over an obstacle.
C.2 Combat .
a. For artillery, each band equals three hexes or the inch distance equivalent.
b. All artillery that can fire cannister do so at the automatic hit range band (3 hexes).
The effect of cannister is 2 Red hits for batteries of 6-12lb guns and up to 30lb are
3 red hits.
c. Individual guns, for each model gun, in fortifications are one IH at all ranges and 1
red hit for cannister range.
d. Two or more howitzers in a mixed battery cause +1 IH for each actual gun present
in addition to ignoring cover effects a target might expect.
3. Spotting
Representative (hidden) Markers: Roll Red to reveal what a plate or representative marker
represents: Range: 8 hexes, 12 from Hill. At 3 hexes reveal what a marker actually
represents. Scenario notes may alter these measures.
4. Reinforcements
a. Special notes may alter these regulations.
b. If reinforces for the phasing player are due they arrive in the established locations (which
may have been randomly generated and given to the players before the battle, with
locations recorded).
c. If the entry hexes are occupied by any enemy units, the enemy is first informed of the
apparent strength of the arriving force and has the option to reposition a full two moves-
distance away from the arriving zone.
d. If not choosing the option to reposition, the arriving units pick 3 locations to arrive on and
roll a d6 to see which location they use instead.
5. Movement
a. Each hex a unit moves into costs one move point.
b. Units may move any amount in their allowance each turn.
c. All units must face the direction of movement except when moving obliquely. Skirmisher
units can move any direction and generally ignore all terrain except marshes and similar
extremes.
d. Moving Backwards: Unless otherwise stipulated, units cannot move or step backwards;
they must change facing (About Face) and then move. Skirmishers may have abilities
stipulated differently than normal units.
f. Pass Through (optional; may only be allowed for Skirmishers): Skirmishers are
allowed to move through other units without causing a TE hit; otherwise units that pass-
through others cause a TE to both.
Individual stands always cause Incremental Hits (just like Skirmishers), not Red
Casualty hits.
When a unit is on the road and getting the bonus for it, it cannot be in "deployed"
fashion; it is assumed to always be in march column, therefore when contacted in
front rear on the road, only the front/rear stand can fire and melee.
When contacted in rear, the last stand of the cavalry unit (it cannot about face to fire)
is said to be able to about-face and face the enemy upon initial contact.
In truth, these front and rear stands cannot comprise more than an actual company,
so if contacted by an entire infantry unit in front or rear, the amount of enemy infantry
fighting is the entire battalion (because we cannot know for sure how many can
actually be involved), or at the least, even if the entire infantry battalion was getting a
road bonus and thus would be said to be in march column, we ignore the reality
because the infantry is based as an entire unit in the first place; the cavalry is not:
cavalry always are one stand = company or squadron. Therefore, the infantry will
cause Red casualty hits and the cavalry stand only Incremental Hits (unless
repeaters). Thus, the front and/or rear cavalry stands will rout leaving the next
cavalry stand to be the next to fight. This continues until the entire cavalry unit is
either routed, destroyed or miraculously wins. The lesson here is DO NOT allow your
cavalry to be engaged while in march column.
The reason this is important is that the cavalry might be caught either on a bridge or
on it and both sides of the bridge because of its length; the size of the unit is much
larger than an infantry battalion.
1. 2. 3. 4.
(1) The entire target hex is not visible due to an intervening object. (2) Targets in hexes neighboring a hill cannot be hit
by a unit on the hill unless the firer is in the hex neighboring the target. (3) Forests on lower elevation should be thought
of as extending the flat surface of the hill. (4) Close Combat: These units may not be in actual melee, yet the right (blue)
unit is not fully in the firing arc of the left (red) unit either; Red can fire but with a –1 Combat Penalty.
9-11-2020
Remove Fired markers and turn all melee indicators over to next color to show second round.
Players may elect to have no turn end with units in melee contact; push-back all units to show
no clear melee winner and enable units to withdraw.
G.2 Movement
All musket units with Pikes undeployed move 2 hex per turn; entire pike units or units with deployed pikes move
only one hex per turn. Pavise units move two hexes per turn and once their pavise is placed they suffer a TE hit if
moved again. Armored Cavalry move 3 spaces per turn; all other cavalry move 4. Skirmisher stands move 3
spaces per turn.
Movement and Quantity of Force Variables
At the beginning of each turn, the game can be played using a die roll for movement speed determination: Half
Speed or Full speed. A die roll can also be used to determine how many units of a players force can be ordered:
CnC: 25%, Code: 50% or Color: 75%. You will note that 100% isn’t possible.
Bad Weather on Roads: Any wheeled item must roll for getting stuck each turn it moves when rain has been a
factor: roll Color for heavy rain and Code for normal rain. Roll the same to become un-stuck.
Weather Effects: Due to the technology of the Pike and Shot period and when not moving on roads: if the
battlefield has been announced (or becomes) “Not Dry” or should movement take wheeled items or cavalry into
normally wet conditions (crossing creek not at bridge/ford, entering marsh etc.), any item adds a TE hit on a roll of
Color. In non-dry conditions, all cavalry and pole-arm units cannot face change more than one hex facing per turn.
Melee-Only Units
In this era melee-only units can exist and these are motivated Swords, Pole or miscellaneous infantry at
+1 CB. This includes Peasants and levies or “clubmen” that were essentially town-region only guards
that get this bonus only on the first turn of melee combat.
Artillery .
All artillery except “horse” or light guns fire only every OTHER turn. All artillery except light guns cannot move
once placed because their limber teams where moved to the rear. All artillery being pulled or limbered move
one hex per turn; all lighter move 2 hex per turn. Only light guns can be pushed one hex per turn. Mortars
cause a random die roll for burning if the target can burn, as well as causing IH hits to personnel. When not
able to burn such as stone, at a certain limit of hits (determined before the game) the structure is penetrated
and that wall section of 4 inches in width collapses whereupon attacking forces can move in. System Hits: the
Cnc die has a mark for System Hits used in Hex Command Mechanized: rolling this during firing of cannons
means one cannon has exploded (add a red hit on the crew). Roll for Fear factor of any units that see the
explosion in their frontal arc to a maximum of 5 units.