Hex Command Unit Design Skirmishers Fatigue Form Square Cavalry vs. Square Cavalry vs. Square Movement and Terrain Movement and Terrain Artillery Cavalry.

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Presentation transcript:

Hex Command Unit Design Skirmishers Fatigue Form Square Cavalry vs. Square Cavalry vs. Square Movement and Terrain Movement and Terrain Artillery Cavalry Turn Sequence Turn Sequence Game Setup Game Setup

Unit Design 1.Infantry Stand = Battalion of 6-8 figures Regiment: 2-3 battalion stands. Brigade: 2-3 regiments "Demi-Brigade" : up to 2.5 battalions. Division: 1-3 brigades. 2.Cavalry Stand = squadron: 2-3 mounted figures. Battalion: 3-4 squadrons Regiment: 2-3 Battalions. 3.Artillery 1 gun (removable) with 2-4 crew = 2 actual guns; one model per hex. Limbers: in the hex behind a gun; no further than 2 hexes for the gun to fire (this distance allows limbers to escape capture).

Movement & Terrain 1.Infantry, Foot Artillery, Wagons: 2 hex per turn. 2.Commands, Skirmishers and Light Infantry: 3 hex. 3.Horse Artillery: 5 hex 4.Cavalry: Heavy: 4 hex, Light: 5 hex. 5.Units Routing: 3 hex per turn until rallied. 6.Each obstacle: add 1 TE marker to a unit; at 3 rd TE, units are Fatigued (marked Tan: max move 1 hex, fire -1CP etc.) 7.Recover Fatigue and one TE hit: one turn no movement.

Movement & Terrain II: Fatigued 1.TE hits are applied as usual for each terrain effect but only one is recovered by a unit standing still for an entire turn or by commander proximity. 2.Each successive TE hit when a unit is Fatigued causes a Red casualty hit. HOWEVER: troops (not involved in melee) that do not move do not go Fatigued. 3.Troops that are moving and in proximity of a commander do not go Fatigued (tan) while in his proximity.

Cavalry 1.Cavalry will see greater use in this era because of the short musket ranges. 2.If cavalry position at the edge of musket range to a target they can usually contact infantry in a single move. There is no charging in the Hex Command series but there are dice options for variable movement distances. 3.Be advised if cavalry does not contact infantry in a single move, the infantry target may be able to form square to resist the cavalry if not in the same turn, the following turn regardless who wins initiative.

Cavalry vs. Square 1.Only when cavalry contact to melee a Recruit (raw) unit, or a unit fully Fatigued (marked tan) are they likely to quickly cause damage to a formed square. 2.For Cavalry vs. Square: a cavalry unit moves into the neighboring hex of a square and if Lancer, a Red hit to the square is applied automatically. After this initial contact, melee continues as usual. The only time the hit is NOT applied automatically is if the square is in some form of cover such as being on higher ground while the cavalry starts its turn on lower ground. 3.If not lancer, the cavalry owner rolls a CnC die: On Code, the square receives a Red hit and the Cavalry receives a TE hit. If the die roll is not successful, the cavalry receives a TE hit, does not contact and is moved up to 2 hexes away in a direction and facing as the cavalry owner desires.

Form Square 1.All infantry battalions can be marked as formed Square at the end of a movement phase, but the order to do so must be given at the beginning of unit's activation. 2.Units that have already activated can attempt to pass reaction to form square any other time during the turn, but failing may involve negative consequences. 3.All units forming square, at the end of the movement phase must check to see if they completed the square without incident: roll Blue on the CnC die to pass; if failing the unit is formed into square but with a TE hit. 4.Veteran and other experienced class units automatically form square without incident. Successful squares are shown on the game table with a template piece of paper under the unit. 5.Firing at squares is +1 CB for infantry and small arms, and +2 CB for artillery. 6.All squares fire with -1 CP but in a 360 o arc. 7.Only infantry units not fatigued can form square. 8.Unless regimental or larger, no units other than commanders are allowed in squares.

Skirmishers 1.Only enough skirmisher stands will be provided for each game representing each force's ability at skirmishing. Once lost the force will not have any skirmishing ability for the rest of that game. 2.Light Cavalry and Light Infantry get an additional hex speed movement. Light infantry with rifles have extended range (+1 hex). 3.Skirmishers fire is unaffected by any bonuses. To fire, roll Code on the CnC die to cause a TE hit at all ranges; at targets in cover the to-hit advances one pip to CnC. 4.Skirmishers ignore all terrain penalties except extreme terrain. 5.Each stand of dismounted cavalry skirmishers (Dragoons, hussars, chevaux leger etc.) are shown as two infantry skirmish stands, one per hex, with a horse figure behind each.

Skirmishers II 1.When Dismounted Cavalry Skirmishers are Hit: Upon their first Red hit the stand mounts up and pushes back 3 hexes; the partner stand can choose to follow suit. On a second red hit on a single stand, the dismounted cavalry stand and its partner are eliminated. 2.Firing from the saddle is -1 CP and only one firing per turn when mounted. However, mounted troops can fire, move then dismount to fire again in that turn. 3.When dismounted, horses are said to always be with the stand unless the stand is surrounded wherein their horses are lost. “.. Firing as a squadron, the horses would never stand still for subsequent shots from the saddle. Firing mounted dispersed, as skirmishers, was somewhat less problematic but still not as good as being fully dismounted..”

Artillery 1.No rifled artillery 2.Artillery mostly operated in sections (2 actual guns) interspersed among battalions of a brigade and rarely collected as batteries: pass commander tactical to place sections in neighboring hexes of each other. 3.Most all field artillery are 6lb smoothbore; Horse Artillery are 6lb smooth and short 7lb howitzers. France had fewer but larger caliber field artillery. 4.Range is measured in Bands of two hexes each: Automatic, Color, Code then CnC. Larger guns have one band further at CnC for extended range. Canister range (1 red hit) is 1-2 hex automatic and at 3,4 hex, roll Color to cause a hit.

Artillery II 1.As one hex represents 25 yards (versus 100 yards per hex in ACW), Canister range is 4 hexes. This is virtually the same as infantry smoothbore musket range. 2.However, players can elect to NOT to fire canister and instead, especially on flat, hard level ground fire round shot which will pass through each unit in its path causing a TE hit each time, travelling up to half the range of the gun before stopping. 3.However, rain affects ground: if the battle occurs after rain, only the unit immediately hit by round shot takes any hits.

Game Setup: Forces and Commanders A.Player forces are determined, assigning Commander and Brigade commanders as needed. Group = Division. B.Each Commander is assigned CVS Values: Command Valuation System: Combat, Morale (Sphere), Tactical, Aggressiveness, Initiative. C.Players assign Activation Sequence numeric values to each group of their force: e.g. 1,2,3. D.A Division Roster card can better organize the process (next slide).

Turn Sequence I 1.Remove any expired markers. All units on both sides receive Order Markers for either Move or Hold. 2.Players write orders and send couriers. Units out of immediate order reception: 10, 7, or 5 hexes. 3.Players roll for Initiative. Die roll on CVS Initiative value (1d10): (If no commanders remain but opponent does, opponent has initiative). Winner: a.Attempt to make any Activation Sequence and notes the changes. b.Move all still-routing units. c.Conducts any actions needed for Arriving Units.

Turn Sequence II 4.Activate next in sequence: in each group, option to roll for activating all units (blue) or half (red). Mark units chosen. 5.Reveal orders and move units, while opponent declares targets and firing if any. Remember to mark units moved and fired. 6.Conduct combats and melees. 7.Repeat 3-6 for opposing player. 8.Routs and Rallies. 9.End of turn.