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"..
cute concept -Hex Command works amazingly
well. About
The Hex Command System
These rules were designed to help bring new players into the hobby by offering rules that are:
The sequence of play is virtually the same process in each of the rules, and any differences are noted. One design goal is to speed game play by creating commonality between the rules as much as possible, meaning players could switch from era to era and still use the same basic set of concepts. Another goal is to enable a fairly large number of units to be employed in battle and still have an excellent game decided in less than two hours, having approximately 12-15 turns. Most times, battles are over within an hour especially when table depth between players is less than three feet. Any Basing System A primary goal was to enable anyone's collection of miniatures to be used without rebasing, and, that the quantity of figures for each unit has no relevance to the playing of the game; “a unit is a unit” as we say. Using already based figures can be accomplished by simply putting as many bases as you like onto a movement plate and that represents a unit. For the World War II rules, infantry units represent squads, and these are generally already on 1 inch or 1.5 inch square stands with 4 figures mounted to it; generally up to two squads can fit in a 4 inch hexagon that we use for 1/72 games. So, each stand of miniatures represents a cohort, warband, battalion, regiment, cavalry company or artillery battery. Hexagon Grid The game was designed with a hexagon grid, and we have both 2.5 inch hexes for games ranging from 15mm and 1/144 ships and aircraft to 1/72 Ancients and Gunpowder eras, with 4 inch hexes for 1/72 WWII. While this does mean two sizes of terrain, the rewards are quite substantial when having that flexibility. The upper right corner of the gaming surface is a whole hex -not a portion of a hex- and the orientation is such that flats of the hexes run perpendicular with the long sides of the gaming surface. Numbering hexes is not required, but is very beneficial for games broadcast over the Internet. We also recommend drawing hexes onto a fabric or use the large, affordable paper rolls that we supply at cost to the gamer. “Code and Color” Dice For the most part, these rules use a “Code and Color” cube. These are constructed by painting three sides of any cube blue and three sides red; then on each blue side respectively, write the letters L, M and H, such that the cube has 2 L’s 2 M’s and 2 H’s. This so-called “CnC” system determines if a hit is caused, as well other options where noted and future expansion. We designated the letter M as the hit to look for, and when we say “Code,” or “Code ‘n Color,” it means either an M is needed or a Red M respectively. This was an arbitrary selection, enabling pip pushing up or down depending on the need. The white cube on the right is vehicle or structure damage and is rolled when a hit is scored on a vehicle to determine the severity of Crew, Defense (armor loss) or M for Movement speed reduction is caused; a double-indicator is severe; 3 cubes of double-damage indicators knocks out a vehicle. Credits These rules are the culmination
of over 50 years of combined experience by the authors, who are military history
literature, board game, computer game and miniature gaming enthusiasts. These
rules could not have been possible without the efforts of other writers,
designers, graphic artists, and system and scenario designers, to whom everyone
in the hobby owes a debt of gratitude. Key BenefitsThe Hex Command game system is designed to shorten the time it takes to play a war game with historic miniatures.Hex Command rules:
Grid System Simplicity is achieved by utilizing a grid system on the gaming surface, which aids in understanding organization and movement. The modular nature provides easily-identifiable situations; being able to understand what is happening during a complex situation is key to being able to win the game. Using a grid couldn't be easier; we even provide it. You can get one of our colored paper, 12 foot long paper rolls with ANY size hexagon or square grid, (not-numbered) or you can create your own cardboard template and trace a grid onto the gaming surface. We recommend a 4 inch grid for 1/72 -76 scale figures, and 2 1/2 inches for 15mm or smaller "table-top" games. 2D and 3D Paper Terrain and Paper Miniatures We've got terrain tiles all ready to go in case you don't have any figures, just subscribe to Paper General with a one-time access fee and get all the history you want.. anywhere you are. The quantity of miniatures in a unit or squad has nothing to do with the game; if you want to use your own already-based figures it simply has to be considered how many can fit into the grid size you chose. In HC2, one unit can represent a regiment a battery (Hex Command Gunpowder), squad (Hex Command Mechanized) or platoon (Hex Command Gunpowder: Skirmish). There are many more benefits of the Hex Command rules. When you become a member by purchasing Game Mapper or Paper General, you'll get access to all the materials of Imagine Image Multimedia. We're absolutely sure you'll see the many benefits, even IF you decide not to use a grid system and keep your existing measurement and movement systems. Other Highlights...
Hex Command Mechanized
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