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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
Road Bonus
Navigating Obstacles
Combat
Combat: TE "Hits" May Have to Be More Common
HE: How to Determine which Items Take Damage.
Effect of Smoke on Combat: How and Why to Lay Smoke.
Infantry Weapon Range.
Machine Guns and Their Effect.
Cover in the Open
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.