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HCM Desert War and the 8 Inch Hexagon
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HCM Desert War

Rules Changes With 8" Hexagon

The consideration of using a larger hexagon grid has interesting and controversial implications, especially for the open spaces of the desert war how much stuff is put into a game.

In the western theatre, "cover" is just about everywhere except the open plains and prairies.  Whereas the desert is ONE BIG OPEN SPACE.  This means your troops are in the "open" right?

Well, as your troops advance with whatever vehicles you might have in your orders of battle toward the enemy, the fact is the ground is not flat; it's undulating and this provides for places to go "hull down" or prone.  For infantry, the predominant nature of the ground might also provide for cover behind rocks and in fact, dust clouds. So you see, it's really not as "open" as you might think.

Certainly it's not like France or Belgium and especially so because there are certainly no forests to speak of. 

 

 

(you can click the Full Screen button in the menu of the player below to see the OOB video better)

"..Our design intention is to give new and experienced
players a miniatures game with board game speed so it can
be started and finished in an hour or less."

The following elements are changes due to the implementation of the 8 inch hexagon.

Movement

  1. Road Bonus
  2. Navigating Obstacles

Combat

  1. Combat: TE "Hits" May Have to Be More Common
  2. HE: How to Determine which Items Take Damage.
  3. Effect of Smoke on Combat: How and Why to Lay Smoke.
  4. Infantry Weapon Range.
  5. Machine Guns and Their Effect.
  6. Cover in the Open
  7. The Need to Show Prone Miniature Figures on the Game Table

Movement

1. Road Bonus

Combat

1. TE Hits at Long Range

 

Keep Games Variable: Desert

Prior to the game start, use the following table of random events after determining when they might occur.  Generally, Random Events occur a certain time after the first shot is fired, and we are now using 3 turns after.  If the scenario allows it, we use the following table otherwise we pick certain things that can apply and assign a probability die roll; as you can see below, each of the items has an equal chance on a 1d10, but this is just a starting point.  For instance, if no defender relief is part of the scenario the last item would either be removed or re-rolled.

Die Roll Result: After the defender and attacker are placed or determined: 
1 Wind prevents dust from being an obscurity factor and all smoke rounds to be ineffective.
2 No wind causes dust to be an obscurity factor: all hits cause TE hits until the max. TE is reached, thereafter normal.
3 Gasoline: All vehicles are low on gasoline; move on roll of Code only unless enemy is three hex or closer
4 Commander: Each player rolls: Red: Reroll 1d6 to get new commander CVS values.
5 Low ammo: each side rolls die at game start: blue: low ammo: prior to any shooting, roll red to shoot
6 Wind prevents dust from being an obscurity factor and all smoke rounds to be ineffective.
7 Wind prevents dust from being an obscurity factor and all smoke rounds to be ineffective.
8 Rutted: Some regions are so heavily rutted or rough as to make vehicle traffic impossible.  Red: 4 hexes   Blue: 2 hexes
9 Attacker Placement: Move one arrival/edge location and enter those forces randomly on turn 1d10 (min. turn 3)
10 Defender Relief: Random entry location (except from enemy entry sides or ends): Blue: Fighter-Bomber for 2 passes. Code: 3 squads infantry/AT.  CnC: Heavy Tank + two squads in truck.


Scenario: Hamdi Raifa

 

 

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