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Note: some of these rules may be augmented/superseded by HCG Napoleonics

Hex Command

with Pike and Shot Addendum


Version 8/27/2020 5:57 AM

© Terry Cabak and R. Jeffrey Cabak


Note: these rules are best printed and viewed double-sided

Hex Command Gunpowder V.08. 27. 20 Page 1 of 24


INTRODUCTION ................................................. 3 Deploy/Undeploy Pikes and Melee .................. 19
A. UNITS, FORMATIONS AND SCALE ............. 3 Dragoons and Skirmishers ............................. 20
Skirmishers and Light Infantry ................................. 3 G.2 Movement ...................................................20
B. COMMANDERS ........................................... 4 Movement and Quantity of Force Variables ..... 20
B.1 Commander Sphere of Influence ..................... 4 G.3 Combat Notes and Tactics ............................. 20
B.2 Command Valuation System ........................... 4 Fear Factor and Pike and Shotte Notes ........... 20
B.2.2 Decision Failure Consequences ........... 5 Melee-Only Units .......................................... 20
B.2.3 Determining CVS ............................... 5 Cavalry Caracole ........................................... 21
B.3 Activation Sequence ....................................... 5 Cavalry Making Contact ................................. 21
Artillery . ................................................21
C. ARTILLERY ................................................. 6
C.1 Movement ..................................................... 6 H. HEX COMMAND GUNPOWDER TABLES ....23
C.2 Combat ........................................... 6 F. TURN PROCESS ........................................24
C.2.1 Melee and Rout................................. 7
C.2.2 Contacting Artillery and Turn and Fire . 7
C.2.3 Dead Zone beyond Friendly Units and
Obstacles ......................................... 7
C.2.4 Howitzers and Mortars and vs.
Fortifications ..................................... 7
D. RULES BY SEQUENCE ................................. 8
1. TURN INDICATOR AND REMOVE
COMMANDERS ........................................... 8
2. CHECK ARMY INTEGRITY .......................... 8
3. SPOTTING .................................................. 8
4. REINFORCEMENTS .................................... 8
5. MOVEMENT ................................................ 8
5.1 Change Facing ............................................... 9
5.2 Zone of Control.............................................. 9
5.3 Stacking . ..................................................... 9
5.4 Crossing/Entering Obstacles ............................ 9
5.5 Roads & Terrain............................................. 9
5.5.1 Road Column .................................... 9
5.5.2 Road Column & Melee .......................... 10
Individual stands always cause Incremental Hits
(just like Skirmishers), not Red Casualty
hits. ............................................... 10
5.5.2 Building Hex ................................... 10
6. COMBAT ................................................... 11
Code ‘n Color Dice ................................................ 11
Optional: Combat "Missing" Markers ...................... 11
Combat Process ................................................... 11
7. MELEE ...................................................... 13
7.1 General Regulations ..................................... 13
7.1.8 Zone of Control and Determining Melee
..................................................... 13
7.2 Melee Conditions ......................................... 13
7.2.1 Who Melee’s ................................... 13
7.2.2 Multiple-Unit Melees and Advance After
Melee ............................................. 14
7.3 Melee Process.............................................. 14
7.4 Melee Obstacles ........................................... 15
7.5 Melee Fortifications, Fortified Towns .............. 15
7.6 Advance After Melee .................................... 15
8. ROUT AND RALLY AND TURN CONCLUSION
................................................................. 16
8.1 Rout and Passing Through ............................ 16
8.2 Rally . ............................................ 16
E. OPTIONAL RULES .................................... 17
G. PIKE AND SHOT ADDENDUM ................... 19
G.2 Use of Pikes ................................................ 19

Page 2 of 24 V.08. 27. 20 Hex Command Gunpowder


Introduction
These rules for miniature war gaming combine board game mechanics with miniatures where the
basic concepts and intents of the rules are shared in the other rules Hex Command Ancients,
Mechanized and more.
Hex Command avoids complex issues due to the use of a hex grid, and infantry regiments do not
consist of multiple stands and are not concerned with formations. When a unit is “Fatigued” it means
it has reached the limit of encountering obstacles and efforts such as melee.
To win this game, players must observe the tactical reserve, maneuvering the enemy, and supported
combat. But the use of cards keeps players from being all-knowing and all-seeing above the game
table.
Some modifications and tweaks would be needed if one unit represents more than a regiment on the
game table. There are generally 3-4 regiments to a Brigade, 2-3 Brigades to a Division and 2-3
Divisions to an army Corps. The use of Artillery Limbers is optional on the game table, and each
artillery gun represents an entire battery of 4-6 guns (AWI a gun model is two actual cannon).

A. Units, Formations and Scale


a. Each “unit” (stand) in Hex Command Gunpowder represents either a battalion/regiment of
infantry or squadron/company of cavalry 1. Infantry regiments are grouped into brigades
and several brigades to a division, then corps then army. There are generally 3-4
regiments to a Brigade, 2-3 Brigades to a Division and 2-3 Divisions to an army Corps. The
use of Artillery Limbers is optional on the game table, and each artillery gun represents an
entire battery of 4-6 guns (AWI a gun model is two actual cannon).
b. The only formations that exist are either Normal, Routed, or Fatigued though in the Pike
and Shotte module units can form March or Road Column. When units are “Fatigued”
they have reached their limit of encountering obstacles and thereafter any “Terrain
Effects” or melee’s will cause them to start taking casualties.
c. For HCG the 2.5 inch hex scale is technically 25 yards. Each Hex Range "Band" is 2 for
infantry and 4 for artillery (Automatic, Color, Code, Code'n Color, Ineffective).
Skirmishers and Light Infantry
a. Designated Skirmisher stands (as opposed to designated "units" of Light Infantry) do
not melee and cannot be melee'd; they always push back automatically three hexes
when an opponent moves into their neighbor hex or otherwise tries to contact them, but
mounted cavalry that contact foot skirmisher stands destroy them.
b. Skirmishers receive and cause only IH hits and do not adhere to facing restrictions. Light
infantry can change facing after they move.
c. Skirmishers ignore the effects of terrain and do not suffer terrain effects (except
forested hills and terrain as determined by the judge) and they are ignored when units
pass through them or when they pass through other friendly units.
d. A skirmisher stand is removed on the first Red hit it suffers.
e. Skirmishers do not count as lost units.
f. Skirmishers cannot cause hits to troops in works (or any structures) unless designated
as sharpshooters or bearing rifles.
1
Because cavalry comprises multiple stands, see notes regarding march column & melee.

Hex Command Gunpowder V.08. 27. 20 Page 3 of 24


g. Dismounted cavalry are said to have their horses in their hex, and always available
unless a cavalry unit is surrounded wherein their horses are lost. Cavalry unless
mounted infantry with rifles do not get extended range. Firing from the saddle is
(technically) -1. When dismounted where individual stands are not available use
infantry skirmish stands and have enough models of individual horses on stands ready
to be placed in the hex to show the foot soldiers are actually dismounted cavalry marked
with a label for who they are. When skirmishers receive their third IH hit the stand is
removed.

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:

Page 4 of 24 V.08. 27. 20 Hex Command Gunpowder


• Combat (C, from zero to +2), M (M) from zero to +2 for communication sphere
size (in hexes around the commander's hex, zero being the hexes immediately
around the commander hex), Tactical (T, 4-7) Aggressiveness (A, 4-7) and
Initiative/Activation (I, ranging from 4 best to 7 worst)
Rolling a 1d10 lower than the shown value “passes” the roll. For initiative/activation,
in cases of a tie with the opposing player keep rolling until one player fails.

B.2.2 Decision Failure Consequences


During the game, a player may wish to change a written order. However, before that
is allowed the player must roll higher than the CVS value for Tactical in order to
succeed in the attempt. If so, the force immediately receives the new order. Failing
means the new order is not written and in some cases, “consequences” may be the
result: Note that units that progress to a routed state in these instances or
from these kinds of conditions are marked Fatigued instead.
1. Cannot advance or change facing until next activation.
2. Same as 1 and all units get a TE hit.
3. Cannot move in the enemy’s direction until passing “Aggressiveness.” Can move in
other directions however.
4. Hold until new orders are received.
5. Must proceed with original order/objective.
6. The entire force moves toward the rear until cover or higher ground is reached
whereupon they defend until new orders are received.
7. #6 and all units in all units get a TE hit.
8. #5. All units receive a TE hit.
9. Opponents choice of any of the above.
10. All units receive a TE hit.

B.2.3 Determining CVS


Note that “F-iring” has been replaced
with “C-ombat” and M-orale is now
the hexes beyond neighbor hex the
commander influences. 1. Roll to see
the traits of a commander on the CVS
Values chart; to see which group to
roll into 1d6 for Best, Average or Poor
then 1d6 for specific qualities.
Players may wish to use a more
realistic method for command control:
Allow commanders to only influence
units in their hierarchy/organization.
B.3 Activation Sequence
Artillery groups or batteries always
“float” in the activation sequence
because they can fire at any time as
they desire. However, players can
choose to limit artillery to following the restrictions below just like any other unit in a
brigade that is activated or not activated.
Before the game begins a player decides based on the look of the situation, which of
his brigades he hopes to be activated first, second third etc. and writes it down on

Hex Command Gunpowder V.08. 27. 20 Page 5 of 24


appropriate roster cards. The player that wins initiative activates their first group, then
the opposing player does, then the player that Initiative activates their second group
and this trade off continues until all units are completed and the turn ends.
Trying to change the order of the units in this Activation Sequence requires rolling
higher on 1d10 of the Overall commanders Tactical Value.
Note that in certain cases, Initiative may be owned by one player or another until a
situational change occurs as determined by the judge, wherein players will roll for
initiative.

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.

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Damaged Artillery Firing Canister
a. Artillery with any Red hits firing at automatic/cannister range cause two IH for
each Red hit on the unit.

C.2.1 Melee and Rout


a. Artillery cannot fire into a melee. Crews do not melee (except in skirmish modules)
and automatically push back like skirmishers when enemy enters from their front
arc and captured if otherwise.
b. If routed by enemy fire crews limber up and move (except in early gunpowder era
they are routed and leave the scene and their equipment).

C.2.2 Contacting Artillery and Turn and Fire


Just prior to melee contact, non-phasing artillery can get “robbed” of a chance to fire
especially if they have not already fired prior to melee contact in their frontal arc,
because of the mechanics of the game. Even when they are not activated, artillery
that has not already fired in the turn should at least be able to try to fire just before
melee contact or being overrun. For this reason, Roll Color to succeed and be allowed
to fire then the crew is pushed back (if the enemy is not pushed back), leaving their
guns in place. Roll Code to turn and fire at an enemy outside their primary arc (but
not the rear). Failing means the guns cannot fire and the crew is captured.

C.2.3 Dead Zone beyond Friendly Units and Obstacles


For howitzers dead zone distances here are halved: When firing over friendly units this
is the area where direct firing artillery cannot shoot into unless firing from higher
ground, and is:
Distance to friendly unit or edge of obstacle >>> 1/2 that distance beyond is the Safe
zone into which targets cannot be hit.

C.2.4 Howitzers and Mortars and vs. Fortifications


Howitzers and Mortars are exempt from penalties of firing at fortifications and their
shots randomly fall into places of the fort; number all the likely targets and roll a dies
for each hit e.g. each building, each wall section, each area of the grounds, etc.
1. When firing to open fields, mortar fire uses the Shot-fall procedure around a
declared target hex but must have an observer for the shots to be fired.
2. Fire is not influenced by commander presence.
3. Mortars have a dead-zone in their front facing into which they cannot fire into:
2 hexes for medium mortars and 5 hexes for all heavier mortars. Maximum
range of mortars is 18 hexes and heavy mortars 24.
4. Howitzers fire direct to declared targets just like field guns; targets in cover on
the same level or one level higher do not get the cover bonus (unless in
double cover).

Hex Command Gunpowder V.08. 27. 20 Page 7 of 24


D. Rules by Sequence
1. Turn Indicator and Remove Commanders
a. Adjust turn indicator.
b. The phasing player removes commanders when commanders are being used as symbols
(i.e. they are not actual figures that move; they are symbols of command influence).

2. Check Army Integrity


a. If supreme commanders are lost, check army integrity and when a force has reached a
break point percentage of points lost (usually 30%), check integrity.
b. Reinforcements that arrive after a major integrity check are not included in that force’s
check or that forces recovery; arriving troops are treated as their own force with their own
integrity calculation.
c. Integrity fails when Red (Code) is rolled. When failure occurs, move back all units 2 hexes
but maintain facing. Next turn, the player can decide to remain in combat or begin
withdrawing.

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.

Page 8 of 24 V.08. 27. 20 Hex Command Gunpowder


5.1 Change Facing
a. Moving units cannot change facing more than once per turn for infantry and up to
twice for cavalry.
b. Commanders and Camps have no zones or facing direction.
5.2 Zone of Control
a. A unit’s zone of control are the three 3 hexes of the front facing (the movement
arc). In the case of a traditional hex grid the “center rear” hex refers to the hex
directly opposite an items facing and is the rear.
b. A hit on a unit removes it’s ZOC (Zone of Control), and each hit applies one firing
and melee CP.
c. When ZOC is lost, enemy units can pass right by and around without having to
obey contact restrictions.
d. Zone of control is lost for items that are involved in melee or that are fatigued.
5.3 Stacking .
No more than one unit may occupy a single hex unless otherwise stipulated. No more
than one Commander can be attached to a unit or be used as a bonus to units in
range. Artillery cannot be combined in the same hex with another unit.
5.4 Crossing/Entering Obstacles
These do not cost any move penalty but do cause a TE or disorder hit to the unit
unless a unit stops when they reach the obstruction and do not cross in the same
turn; when any unit STARTS at an obstacle and moves beyond it they do not receive a
TE.
Optional: If Players use the rule of command sphere around the hex the commander is
located in, this will enable all units in that sphere to be exempt from receiving TE hits
(except for double-cover situations e.g. forest on hill).
Small creeks deemed crossable without the need for ford does not cause disorder
(they should be seen as decoration).
5.5 Roads & Terrain
Roads negate the move cost of terrain or any TE effects.
As mounted troops cannot enter normal forest (opposed to Light forest) without being
forced to dismount, they can move into the forest using a road but must exit using the
road in order to remain mounted. If they do not exit by road they are forcibly
dismounted.

5.5.1 Road Column


(optional) In those cases where units are moving on a road and are said to be gaining
the road bonus, when fired upon the firer gets +1 CB. Units in Road Column can only
fire left or right of forward facing at –1 CP until they are shown or declared to be
formed into Line formation. Note that a Road Column is not the same as Battle
Column which may have special rules (refer to Napoleonic module).

Hex Command Gunpowder V.08. 27. 20 Page 9 of 24


5.5.2 Road Column & Melee

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.

5.5.2 Building Hex


A building hex is a move and visual obstacle and represents a group of buildings.

Page 10 of 24 V.08. 27. 20 Hex Command Gunpowder


6. Combat
Code ‘n Color Dice
These rules use a “Code and Color” cube (but a d6 can be used just as well once the concepts
are understood):
1-3: “Color” (three blue faces)
4,5: “Code” (two red faces)
6: “Code’n Color” (a red face with a symbol – we use a white star).
Based on the range in hex bands to a target, a to-hit will be either Automatic (the first range
band to the target), Color, Code then CnC (plus one additional band at the same die roll
requirement for weapons with longer range). The to-hit progresses up or down the scale in
+1 or =1 increments. Heavy artillery have yet larger bands and these get an additional
casualty hit as well. All artillery firing at the Automatic range cause double Red hits due to the
use of canister, and in some cases firing one band further (rolling Color however) to see if
double hits or if "missing" causing a Red hit plus a IH hit when firing canister (e.g. 24lb
howitzers, 20-30lb Parrot rifled, etc.
Optional: Combat "Missing" Markers
Place a marker on a target that has the symbol on it, of that which was rolled that was a
miss. The marker should therefore represent Color (blue), Code (red) and CnC (Star). When
any firing unit misses again by rolling that symbol the miss becomes a hit.
Units in greater than one level of cover: Regardless of range, (except in the case of
howitzers and mortars or being fired at from higher elevation), suffer only IH hits.
Combat Process
Obscurity: When targets are in cover that obscures rather than protects, e.g. line of fire
includes a building or the target is in a cornfield and visually obscured, roll Blue to avoid
a -1 combat penalty in the firer.
a. Note that Elite units should get a +1 combat bonus.
b. A Red casualty hit, or fully fatigued condition, removes a unit’s ZOC (Zone of Control), and
penalizes firing and melee. Opposing units cannot move through a unit’s intact zone of
control. Each Red hit marker causes -1 combat penalty a loss of Zone of Control
(meaning enemy units can pass through neighboring hexes without stopping).
c. Units marked Hold (non-moving) Can fire at Any Time during the Turn. The owner
of non-moving units declares they are firing before or anytime during a moving units
movement. Moving units stop temporarily to receive the combat. Mark all firing units
with Fired indicators.
d. A unit may fire at any unit within its primary firing arc. Image #4 shows the left unit as
firing at a unit half-out of arc (though this would normally be melee-range, it may not
actually be a melee for other reasons): in this case, the firer (on the left) receives a –1
combat penalty because it is not in full frontal arc.
e. The closest target in arc is always the most immediate target selection.
f. When there’s more than one target in a range band, the firer is fortunate enough to get a
choice but ganging up is only allowed if firing items are doing so at different range bands
to the target.
g. As long as a direct line can be drawn from center hex to center hex with no intervening
hex of terrain or another unit in that hex, firing can occur.
h. Obstacles (other than forests) in intervening hexes: see obscurity above.
i. For hills and forests, when firing from higher elevation a “safe” zone is half the distance
from the firer’s hex to the last hex of an obstacle.

Hex Command Gunpowder V.08. 27. 20 Page 11 of 24


j. A unit may fire only once per phase unless otherwise stipulated. A unit may be fired upon
any number of times. Some weapons fire TWICE each time they fire or with added
combat bonuses when they fire once per phase.
k. Units on higher ground can fire over friendly units as long as the target is not in a
neighboring hex of a friendly unit; use the same Safe or Dead zone rule above. Artillery
must be at least two spaces behind friendly units to fire a minimum of two spaces ahead
of friendly units.
L. “Ganging Up:” More than one unit firing at a common target is not allowed if there is
another target in the same range band in primary arc.

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

Alternate Combat Method


In this method, there is no longer any "misses." It is only a question of severity.
Reminder: new movement rule: not necessarily for compressed game tables: all items move 1 hex per
turn, cavalry 2, commands 3, +1 hex on road
Combat Process: Simply count the hexes to the target and if in range roll the CnC die to see the
"Severity" of the firing.
Bonuses/penalties: modify the pip on the die one up one down for each bonus/penalty.
Commanders: All officers have a hex influence of neighbor hex, commanders with 1 in their CVS get 2
hex radius (remember that some officers may not actually have a combat bonus but they still have an
influence range for other purposes).
Ranges (Rifled/heavy gets +1 Hex range band bonus):
Canister range: first range band automatic hit of 2 red hits (+1 IH for heavy); light artillery: 1 red hit,
+1 IH for six gun or mixed batteries.
Smoothbore muskets and Carbines: 4 hexes
Artillery: 2 hex per band, 8 hexes
Die Results:
Blue: 1 IH
Red: 2 IH
CnC: Red Hit (or 2 IH at extreme range)

Page 12 of 24 V.08. 27. 20 Hex Command Gunpowder


7. Melee
7.1 General Regulations
Note that it may be necessary to mark a facing of a hex where a melee is occurring.
1. 7.1.2 No Bayonets: Units without bayonets are -1 point in value.
2. 7.1.3 Change Facing During Melee: Once melee contact is made units can
only change facing if advancing after combat. Advancing after melee combat
may be removed as not historically accurate.
3. 7.1.4 Melee against Higher Enemy: In addition, units that have no movement
allowance remaining once they reach the neighbor hex of an enemy unit that is
higher DO NOT have to announce a melee against that enemy.
4. 7.1.6 Units Contacted in Rear. Routed units contacted in rear are immediately
removed; units not routing contacted in rear are routed in the direction as
close to where they entered the field or to their designated route of retreat.

7.1.8 Zone of Control and Determining Melee


Units need only move into a hex next to a unit to declare melee against it, however, in
some cases melee cannot be declared, e.g. cavalry vs. a unit in a forest (cavalry
cannot melee units in forests -or even enter forests- unless stipulated in the scenario,
or they have dismounted prior to moving into the forest but dismounted cavalry lose
any melee advantage because they have no muskets and no bayonets).
Melee occurs between two opposing units in neighboring hexes (or in the absence of
hexes, when they are in contact).
a. Zone of Control is interpreted to mean that melee might occur.
b. Due to terrain and other cases, units may not actually be able to conduct melee;
they may not be facing each other, or it may be cavalry next to a unit in a forest
and cavalry cannot enter a forest so they cannot melee a unit in forest.
c. If an initiating item cannot melee for such reasons the melee does not occur due
to that unit; however, the unit it is in contact with may be able to initiate melee
under certain circumstances.
d. If a melee results in a phasing player unit being pushed back into an opponent
ZOC, the phasing player is not obliged to melee at that time, but the melee WILL
occur in the next phase as the units will not be able to get OUT of melee, unless
withdraw from melee rules allow it.
7.2 Melee Conditions

7.2.1 Who Melee’s


Units that move into the frontal zone of control of one or more opponent units
must melee all of them but can elect NOT to melee any of the enemy units that:
(a) have at least one Hit marker and thus have no zone of control or
(b) are fully Fatigued and thus have no zone of control or
(c) are not on the same elevation as the melee initiator or
(d) due to terrain limitations (e.g. the melee initiator is mounted and the enemy is in a
forest which cavalry cannot enter).

Hex Command Gunpowder V.08. 27. 20 Page 13 of 24


7.2.2 Multiple-Unit Melees and Advance After Melee
Units can be involved in melee from multiple opponent units. Remember that melee
initiators can only initiate melee once per turn unless by advancing after melee they
come into contact with other opposing units for another melee. Units that advance
after melee cause all those within one hex of them to roll blue to also advance with
them if space allows.
Multiple unit's meleeing a single unit each conduct melee as usual; this means that
units that are outnumbered as simply not likely to succeed not in cover and not with a
commander in sphere.
7.3 Melee Process
Note that prior to the Civil War, pre-melee options such as forming square and Fear of
Contact is a consideration (see other modules or optional rules). Continue the die
rolling process as long as melee contact continues until all units are no longer in
contact. This may not apply to non-Gunpowder eras.
a. To perform melee when a unit enters the neighboring hex of an opponent unit and
declares it will melee, each side adds and subtracts modifiers to its base melee
value. In some cases, units that move into the neighbor hexes of a unit in melee
do NOT have to declare or be involved in melee with that unit.
b. Total values of combatants: for each point greater than an opponent unit add one
IH hit to the target for each round of melee.
c. For each RED rolled, it causes a Red hit on the target.
d. For each BLUE rolled a IH hit is caused
e. On the third IH hit a RED hit is placed.
f. On a third RED hit a unit is routed.
g. If both units suffer their third red hit both are routed.
h. If units rout through friendly units behind them they cause a TE hit to the unit they
pass through. Thereafter, passing through friendly units is not allowed so routing
units must deviate around them and continue routing directly back of their former
location as closely as possible until terrain makes them randomly choose which
direction to continue their routing.
i. Only units not still in contact with any enemy can advance into a vacated hex.
j. Fatigued units are -1 CP.
k. Remember units with NO ZOC such as those with any combat hits or Fatigued can
be ignored for melee.
l. Firing into a melee is not allowed.
m. Marking melee actions: We suggest marking the facing hex side where a melee
is occurring to keep it clear who is fighting whom. Flip the melee marker over to
another color and the end of the first round to show that a round of melee has
concluded.

Page 14 of 24 V.08. 27. 20 Hex Command Gunpowder


7.4 Melee Obstacles
After each round of melee, any cover bonus is reduced by one when the phase
concludes at that location, until the terrain value reaches zero- this is why marking
melees is helpful. Higher value cover degrades in benefit one point per phase until it is
reduced to a value of zero for THAT melee. If a melee continues from a previous turn
or phase with the same units involved, the cover continues to degrade (double cover
to single cover to no cover); another unit that joins the melee situation benefits from
the cover at its degraded value. Melee cover value reapplies once a unit has been
pushed back from a melee and no other enemy is still in contact with the remaining
unit in that location. Degrading Cover Caveat: “degrading cover” does not mean
the cover is physically being reduced to rubble and therefore no value; it means the
unit benefiting from the cover cannot continue to benefit from it as the melee is
happening around it.
7.5 Melee Fortifications, Fortified Towns
Troops defending fortifications including fortified towns, that rout from the walls either
due to casualties or melee, rout to the center of the facility. Once they rally up they
can then return to useful state otherwise they remain in the center unable to perform
any function other than defending themselves in that location. Once an opponent has
entered a facility and moved at least one unit beyond the wall/trenches into the
interior, any defending troops thereafter in the entire facility that rout surrender
instead and removed. See Optional Rules for Combat options.
7.6 Advance After Melee
Note: Advance after m elee may be unrealistic and is optional. The concept of
advance after melee is used to create a breakthrough reality in the game. If it can be
debated which unit can advance after melee, that was in melee with an enemy OR in
frontal contact with it (but didn’t actually melee it), simply roll even/odd to see which
one advances to assume the enemy target’s former position.
a. Units that win melees must advance as described above unless an officer is
attached to attempt to stop them from advancing.
b. Units that advance are allowed to change their facing.
c. If a unit advances after melee into contact with an enemy again the advancing unit
has the OPTION of not engaging in melee. HOWEVER, players can elect to make
all contacts MANDATORY.
d. Units that advance after melee to fill a space formerly occupied by an enemy that
now face any enemy on higher ground, can elect NOT to melee after advancing.

Hex Command Gunpowder V.08. 27. 20 Page 15 of 24


8. Rout and Rally and Turn Conclusion
a. Routing units without commanders already near them or attached will make another rout
movement in the next turn when all the rest of a player’s force makes their movement.
Routed units continue to rout until a commander is attached or they leave the game
surface. Upon rally, the unit can be turned around and its rout marker is removed; an
option here is to limit how many times a unit can be rallied from rout: the owning player
secretly records a unit has rallied from rout because on its next rout it is removed from
play.
b. Once a unit receives 3 casualty hit markers it is routed. Routed units immediately move 3
hexes (4 for cavalry) and continue to move toward the rear until rallied or they leave the
field. Some units auto-rally.
b. Routed units MUST turn around and move DIRECTLY opposite their facing; upon coming
to a designated route of retreat or impassable terrain they can follow it as long as it does
not take them closer to the enemy; if they move toward the enemy in following this route
they are removed from play.
c. Routed units that are pushed back through a friendly unit cause a TE hit to that unit. If
there is no empty space behind the passed through unit for the routing unit to be placed it
is destroyed.
d. If pushed back onto and into an enemy zone of control (an enemy firing arc or movement
arc), the routing unit is destroyed and removed.
e. If a routing unit is fired upon that causes a casualty, the routing unit is destroyed.
8.1 Rout and Passing Through
A unit cannot move/rout through an enemy unit, but can rout through a friendly unit if
one of the involved is not cavalry and there is an empty hex for the routed unit to be
placed into behind the unit passed through; routing through two units to get to an
open hex is not allowed and routing units are destroyed if that is the case. Move/rout
through artillery is allowed except for routing cavalry.
8.2 Rally .
Rally means that at the end of a player’s phase, units with officers attached return to
normal state from Fatigued (remove Tan marker and all TE hits), or with an officer
attached or in proximity return from Routed (recover all but one Red hits optional) to
normal state and face the enemy again, or with an officer attached recover all but one
red hit (optional), or without an officer if they haven’t moved recover all TE hits. Note
however that at the start of a turn all routed units move along with all other units
moving, such that officers are not placed on routing units until after they have been
moved their rout distance. Rally with an officer occurs by moving a commander
symbol into a routed units hex at the end of movement phase, or moving a
commander into command proximity if that rule is used.
a. Certain units may be able to self-rally without a commander present.
b. Units presently in melee cannot be rallied.

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.

Page 16 of 24 V.08. 27. 20 Hex Command Gunpowder


E. Optional Rules
E.1 Fatigued______
Each time a unit encounters an obstacle apply a TE indicator unless the unit is declared as exempt for special
reasons/training; upon entering a forest apply a TE hit but don’t apply each hex of forest the unit moves
through consecutively. Upon the maximum TE hits reached (3 or higher for trained/motivated units) the unit is
marked Fatigued and upon the next TE hit suffers a Red casualty marker hit. Each turn of non-movement
recovers one fatigue hit. Commanders (in proximity or attached to such units, whichever way players are
playing the game) remove all fatigued markers upon being attached for one entire turn. Fatigued units have -1
CP.
E.2 Supply______
As no game in this system should last longer than 12 turns supply should not be an issue. However, if players
wish to record supply a roster page of each division should be used and each turn a unit fires it spends one
supply point. Units carry 12 points of supply and cannot transfer supply. They are re-supplied when a wagon
move to within 2 hexes.
E.3 Tribe Infantry
Not all tribal units should check for command control at the beginning of the game because this should already
be established before a battle would commence. Some units may have to check morale at the beginning of the
game. If failing (rolling higher than the Tactical skill value of the commander), said designated units can only
advance toward the enemy if the target enemy unit is disordered or worse; if a fresh, undamaged unit, they
will not move to melee.
E.4 Hidden Movement
Units that cannot be seen by any enemy are replaced with two fake counters. The owning player or judge is
responsible for knowing which is real and for returning the actual unit to the surface once spotted. Range of
sight is 9 hexes on normal days and 6 hexes any other time. Supply players with extra movement plates (the
bases one uses to put the figure bases on for easy movement) to use as markers on the table.
E.5 Mounted Infantry
Mounted infantry are not melee-capable cavalry, they are normal infantry with muskets; they cannot melee on
horseback. Whenever engaged by normal cavalry they are immediately routed. Mounted Infantry always move
to a destination and then dismount. Once they dismount their horses are held in the space immediately behind
them but the mounts do not advance toward the enemy if the dismounted troops do. Mounted infantry with
muskets cannot fire while mounted.
E.6 Push-back instead of Rout from Firing Combat
Players can determine if they think units should only rout from melee, not firing. Thus, routing units from firing
combat are "repulsed" (marked pink) (not marked as yellow: routed) and pushed back 3 hexes still facing the
enemy. On their next casualty suffered they then rout. For artillery suffering this it would mean being allowed
to limber and move back (remaining limbered however).
E.7 Repeaters
Each time repeaters fire, they get an additional IH hit.
E.8 Activation for Defending Fortifications
One side may be defending a fortification, trenches or town, therefore may not have any need for rolling for
activation. However, there may be times when a decision is needed to see if the defending commander
recognizes where to send troops to portions of the defending area. In this case, pass Tactical to send the
troops where needed; if failing, the selected troops can face desired direction but cannot be send until next
attempt however; if the enemy is in SIGHT of the desired troops (e.g. firing range sight limit) the desired
troops can be sent to resist that enemy without having to roll for activation. The attacker will simply be rolling
for each sequence based on region, not brigade or division on the game table: if failing activation, roll a die to
see how much of the unit gets activated: Blue: only 50%, Red: only 25%.
E.9 Push-back Instead of Rout from Combat Casualties
Typically, all units Rout on their third combat (red) hit, but some units may instead suffer a result of being
pushed back from their current location. The amount they are pushed back still facing forward, is random
using the CnC die: Color: one hex, Code: two hexes, Cnc: three hexes. Commanders in sphere or attached
reduce this amount by one hex (one hex is the minimum however). To recover from TE hits units must have a
commander in sphere.

Hex Command Gunpowder V.08. 27. 20 Page 17 of 24


E.10 Effects of Commander Killed
All units in commander sphere when he is killed check for order marker or current status adherance rolling 1
CnC die for all the units in sphere:
a. Blue: the current order/current status is ignored and the unit(s) are marked with "Fatigued" indicators.
b. Red: the current order/current status is ignored and all the unit(s) roll for result:
Blue: remain in place. Red: back up two hexes. Then roll for new commander; however his sphere is zero for
the rest of the battle.
c. CnC: the orders are ignored and the unit(s) if equal or no more than one unit less in quantity than the
nearest enemy, advance to attack that enemy. Otherwise as b. above.

E. 11 Changes as discussed in Forums

 Random movement distance


All regiments when they move roll a CnC die:
Blue (Color): + 1 hex. Red (Code): -1 hex. CnC (CnC): +2 hex. This can also be applied to entire brigades so
the entire group is affected accordingly. Does NOT apply to cavalry.
 No more Red hits
Change all Red Casualty hits to 2 Incremental hits and don't forget at CnC range all hits are IH as a standard
rule.
 Firing at Mounted Cavalry
+1 incremental hit when firing at mounted cavalry. To prevent errors, a player's miniature collection should
have dismounted figures to replace mounted figures on the game surface. At the minimum if no miniatures are
available, at least replace with a base that has no figures on it or perhaps a 2D drawn (topdown art)
representation.
 Almost routed
Unless in cover, units that have 2 Red hits and contacted for melee automatically rout (if in fort, fortification or
field works surrender).
 Influence
Units that have a friendly unit in a neighboring hex beside or behind them suffer only IH hits until they rout.
 Move Bonus Cards and Multiple Effect
Treat these cards as also ignoring any Terrain Effects hits as well, and when using this card it can apply to all
units in the neighboring hexes of the unit the cards is applied to.

Page 18 of 24 V.08. 27. 20 Hex Command Gunpowder


G. Pike and Shot Addendum
Each infantry unit comprises one stand of musket figures and a separate Pike stand with dimensions ½
as deep; the intention here is the Pikes are placed in front of the muskets to show the pikes are
deployed to defend against cavalry. The scale could be interpreted to be 1 hex to 50 yards. A cavalry
troop is represented with 3 mounted figures.
Reactive Units: A percentage of units in a players force directly under a players control anywhere on
the game table, that can be moved and operated at will by passing Commander reaction (passing
tactical die roll) to perform an action. These units do have order markers placed.
Quantity of Cards and Reactive Units: For each player, subtract the Commander's Tactical value
from 10 to see how many are drawn and how many units can be labled as Reactive Units. Reactive
units are marked when they do something: they are under direct control of a commander and can be
ordered at any time in either players turn as long as they have not already acted. Be sure to mark
Reactive units that either move/fire or both.
Determine Distance From the Divider Screen: The difference in Initiative Values between the two
player/teams is the distance in grid spaces, from the screen on their side on the table, that the higher
valued player (higher initiative is less good in this system) cannot set up in.
Determine Screen Location: The difference between player Tactical values is the distance the
screen is placed from the middle of the game table (but no greater than 3 spaces from the center of
the table) toward the higher Tactical-valued players force.
Die Rolls Each Turn: Percent of Force To Order and Move Distance: Each turn, the player that
wins (or has) initiative rolls to see how many units they can place order markers for in a turn. This
amount does not include Reactive units. Units involved in melee cannot be ordered (unless special
arrangement or due to Withdraw from Melee card or other bonus cards). Players roll for Percent of
Force and roll again to see how much of the force can be ordered to move.

G.2 Use of Pikes


Deploy/Undeploy Pikes and Melee
There are two types of Pike formations: Hedgehog is a formation of all pikes around and does not
move in the turn. This can be shown by placing a template or paper of significant color under a unit.
Note: Only when cavalry melee a Recruit (raw) Pike unit or a unit fully Fatigued (marked tan), are they
likely to have a chance in the melee versus deployed pikes: at the neighboring hex, roll a CnC die: On
CnC, the pike unit receives a Red hit and the Cavalry contacts for melee, otherwise the pike unit receives a IH hit
and the cavalry still makes contact.
Deployed Pikes (shown at right) are a Pike stand (top lighter color) attached to a musket unit (lower darker
color) that lead it, moving one space per turn when deployed (otherwise infantry without pikes deployed
move 2 spaces per turn). Pikes, either as a whole unit or attached to
muskets, must be ordered to form or else take their chances with a
“reaction” die roll in order to react to deploy/Undeploy from their
current form.
HOWEVER this die roll check does not happen to those units that are
a percentage of a players force so labeled as “Reactive” at the
beginning of a game; these units are under direct control of the player
being probably the most reliable, most trained in the force.
Units that fail checks to Deploy or Undeploy suffer a IH hit and do not get any melee value increase for
having pikes; also when failing they and cannot fire.
Undeployed Pikes are placed behind musket stands. Detaching either pike element or musket element
from each other is not allowed.

Hex Command Gunpowder V.08. 27. 20 Page 19 of 24


Pike units (or elements of pike with musket units), just as in the ancient era of the Phalanx cause Red
casualty hits only against non-pike forces, otherwise vs. other pikes they can cause IH hits instead of
Red hits (when according to the chart a Red hit is caused this instead is placed as a IH hit in melee
rolls).
When deployed as Hedgehog or Deployed Pikes, muskets with the pikes cannot fire. Note that these
reaction attempts only need to be checked when Cavalry is at 4 hexes or further prior to the cavalry
movement happening in the turn; if closer than 4 hexes there is no time for deploy/Undeploy to be
attempted.
Dragoons and Skirmishers
Lighter muskets (Firelocks) were carried by light-infantry, and Dragoons could fire from the saddle (IH
hits only) but almost always preferred to dismount before firing. Skirmisher stands operate
independently of movement limitations and die rolls, or percentages as determined prior to the game
for command and force restrictions. Skirmish units only melee if behind/using cover or on higher
ground, and comprise up to three figures per stand. Skirmishers always auto-push back from melee
with infantry if there is space for them to be pushed back but not vs. cavalry. In this era, skirmishers
do not come from a “home” unit.

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.

G.3 Combat Notes and Tactics


Fear Factor and Pike and Shotte Notes
One of the most important aspects in this era of warfare was the motivating factors for armies, the
weapon long load-times, the holier-than-thou cavalry who exhibited erratic behavior (unless the best
trained or commander lead), the gang-like rampaging anecdotal evidence such as how units behave
when faced with the lure of food, pillage, camps and supplies (as well as the temptation to do
something for recognition), and the likelihood of cascading positive and negative melee outcomes:
Units that break (rout from melee) may have cascading effects on any nearby units (check them using
the method below) and units that have opponents break in front of them may pursue without control
(we already do this, but for units in sight of a unit that pursues use the method below). As of this
writing, one way to resolve “fear factor” die rolls (and situations mentioned above) will be rolling on the
Commander's Morale value as determined by the CVS: at Zero: units will fail on Color (3 in 6 chance)
at 1 they fail on Code (2 in 6 chance), on 2 they fail on CnC (1 in 6 chance).

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.

Page 20 of 24 V.08. 27. 20 Hex Command Gunpowder


Cavalry Caracole
(at right) If cavalry advancing upon infantry should be faced with the unit successfully reacting to
deploy pikes, the cavalry will automatically not make contact and can either
1. Withdraw one space away from the neighboring space, or
2. The unit can adopt and be marked with Caracole (if it has the ability to perform the
firing/maneuver series).
The process is that a troop is said to commit to operating in a zone (circular
movement) from a designated starting hex (marked) to the neighboring hex of
the front of the target (max. 2 hexes away).
1. Mark the troop with a CA marker
2. Mark their starting hex.
3. From that hex, the distance to the enemy must remain open and clear of
other units or the Caracole automatically stops.
4. In reality the troop is riding up and firing, then running away and loading;
repeating this over a period of time until:
a. They choose to stop and are placed in their starting hex.
b. Forced to move their starting hex by the enemy moving forward
c. Forced to stop by something moving into the Caracole area
d. Collect the troop into its starting hex and end the turn: the troop is
deciding to remain in place, charge or conduct another movement.
Next turn, they can return to the caracole if they choose.
e. When they choose to end the maneuver, the troop is placed in their
starting hex. When committed to a Caracole against one target they
cannot change targets without first ending the maneuver back at their
starting hex.

Cavalry Making Contact


Cavalry can disengage from melee though we hesitate to allow this for ANY units in Hex Command because
once committed to melee, all hope of control is theoretically lost. Cavalry should only be able to cause IH hits
on the enemy that pass rolls and stand to receive them, but they will cause red hits when units fail “Fear
Factor” rolls if that rule is used. The melee point value of cavalry already includes all close-range melee
weaponry.

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.

Hex Command Gunpowder V.08. 27. 20 Page 21 of 24


Page 22 of 24 V.08. 27. 20 Hex Command Gunpowder
H. Hex Command Gunpowder Tables
See American Rev and Napoleonics rules.
Hex Constructions Other Notes
Item Turns Item Cost
Infantry 3 Pontoon Bridge 3 un/limber 1 TE
Cavalry /Cmd/Courier 5 Redoubt 6 Art Push (max 12lb) 1 TE
Artillery (limbered) 2 Quick works 4 Pass through 1 TE
Wagons 2

Range Determine stronger and weaker units based


^extended Hvy or Rifled on points. For each point a unit is stronger it
SmArms Artillery adds an IH hit to the opponent.
Band Roll Red Unit causes a Red Casualty Hit to opponent.
A/B C A/B C (or 4-6)
(auto) 2 1 *3 *2 Roll Blue Unit causes an incremental (IH) hit to opponent.
(or 1-3)
Color 3 2 6 4 Values Inf: 3: Cavalry: 4 Hvy Cav (armored): 5 Lance: +2 (initial
contact only, +1 v armored) Inf Pike: +2 Elephant: 6
Code 4+ 3 9 6 Pursuit Units can change facing as a result of Pursuit. Cavalry are not
CnC 5 4 12 8 pursued after melee by inf. Units that win melees can
change facing.
CnC ^ 6 15 10
Flank/rear Units contacted in rear are immediately routed. Units melee’d
Cmd Kill if CnC is rolled. Check for hit after in flank incur double hits.
combat if cmdr in sphere.
Missed Optional: When a target is missed place a IH hit.
- Skirmishers get and cause IH hits only.
Firing
* Rifled art. & C class at this range do not get
Crews Crews do not melee.
auto-hit: roll Red to cause damage. Artillery hits
are DOUBLED for smoothbore and Heavy rifled,
but normal rifled & C class cause 1 Red + 1 IH
+ Repeaters and carbine max. range. Repeaters:
fire twice each time they fire.

All Firing and Melee Modifiers Force Activation


Each Hit suffered -1 CP CnC Die Qty Distance
Vs. Flank/Rear (see melee rules) 1 CB Color All units Normal speed
Target in ea. Cover level -1 CP Code 50% units 1/2 speed
Commander (a Plus Value) +CVS (C) CnC 25% units 1 hex max.
At least 1 friend past melee plane. 1 CB
Weather
Color Normal Card Disbursement
Code Fog, mud, bog, wet either a) start or b) end in 6 10 minus Cmdr Tactical Value = Qty player cards
turns: Road bonus lost. Fords out CnC Blue.
CnC (Non-winter) Heat: all TE's: Roll Code: +1 TE Add/Remove cards as desired for era/scenarios. Can
play cards on self/opponent anytime

Hex Command Gunpowder V.08. 27. 20 Page 23 of 24


F. Turn process
Artillery activation any time. Mark units that fire. All rifled units fire
twice: once before it moves and once when its move ends. Optional:
only activated can play cards before non-activated.
1. Arrivals: Rep Markers, orders etc.
2. Adjust Turn and timing indicators, remove Fired markers, draw
new cards
3. Spotting/reveal markers
4. Activation Sequence Changes: if desired roll dice: Successful:
adjust sequences on roster cards. Fail: consequences table.
5. Write New orders to couriers and move couriers.
6. Read Written Orders.
7. All players Mark Orders: (M)ove (H)old.
8. Initiative/Activation: Roll for Activation
9. Both Players reveal and explain order markers.
10. Routed Units Move. Units in sphere of commander rally face as
desired (+1 TE).
11. Units in melee from previous turn resolve immediately.
12. Activated Units Fire if not moving, or Move, then Non-active fire.
13. Non-Phasing Player becomes Phasing Player.
Turn Ends when all sequences done.

Page 24 of 24 V.08. 27. 20 Hex Command Gunpowder

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