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Time Driver
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Rules Articles and AARs

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Use the links above to navigate pages dedicated to Time Driver, the Hex Command series of rules and After Action Battle Reports. 

 

"It's all factored in and I gotta tell ya my kids really loved it.." - dad at a convention  

Once you learn the combat you'll probably never look at the charts again. We're absolutely sure you'll see the many benefits even if you don't use a grid. These rules were designed to help bring new players into the hobby by offering rules that are:

  • easy to understand

  • remember

  • teach others  

Any Basing System  
Doesn't matter how many figures you want per unit.  A primary goal was to enable anyone's collection of miniatures to be used without rebasing.  Each stand of miniatures represents a squad (HCM), or cohort, warband, battalion, regiment, cavalry company or artillery battery (HCAncients and Gunpowder).  If your bases can fit into a hex, there's a unit.  

Hexagon Grid  
The game was designed with a hexagon grid but you don't need to use it.  We designed it with both 2.5 inch hexes for games in 15mm and 1/144 ships and aircraft to 1/72 Ancients and horse and musket eras, with 4 inch hexes for 1/72 WWII and 54mm. 

“Code and Color” Dice  
These rules use a “Code and Color” cube, which is just a symbol dice you can make from any die or cube.  

  • "Should do a lot for bringing new players into the hobby."  -convention player.

  • Less than Two-hour games .. up to 20 units per side.

  • Results WITHOUT hassle.. we have found the tactical results are eerily close to historic reports.

 


A unit can comprise as many figures as you like.  Usually, 4 men to a squad for Hex Command Mechanized and up to 6 for Hex Command NOVA, and a unit in the Gunpowder or Ancient era are regiments and cohorts respectively (cavalry are companies or battalions). You don't have to do any re-basing as long as the unit fits into a hex or into a 4 inch area if not using a hex grid.


Games can be completed in less than 2 hours because many of the slower calculations in traditional games have been factored into established methods; that means a single die roll suffices for many other considerations of the tactics and morale issues.


A six-sided die or cube, we call a "Code and Color" die.  You can use any d6 you like, but by making your own colored cube or "symbol" die it brings the potential for other aspects you can design for how the cube
can be used.   

Hex Command Gunpowder Random Event Cards

Hex Command Mechanized Random Event Cards

 
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