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Charge and Melee in Hex Command
The image below details one incident of a melee from the battle
"Shadow Creek II."
Hex Command Facts
There is no such thing as a "charge" in Hex Command.
There is no "check for panic" or "fear of
charge" that would cause the target of a charge to maybe become
de-stabilized prior to contact or run away prior to being contacted.
There is no check to see an initiator of the melee actually closes
for contact; some rules check to see if units actually close with a
named target, based on potentially affecting parameters e.g.
bayonets, pikes, square, hit by grapeshot etc.
There IS a pre-melee firing check to see if the named
target of the charge (or neighboring units left or right if they
have no other units to fire at in frontal arc) can FIRE on the
initiating unit(s).
A melee may last several turns.
Many melee rules allow units who melee and win to function
pretty much normally after the melee concludes: This is
ridiculous and we no longer allow it: Units that engage in melee
are 100% fatigued at the conclusion. So how do
you achieve the so-called "breakthrough?"
Units engaged in melee are each conducted individually, not as a
group, one versus another, with no other units involved.
The routing of one unit does not infect remaining units because
they would not be cognizant of the fact because they are too busy
trying not to die. HOWEVER, units behind a melee that
have routing units pass through them or into or through their hex
where a commander does NOT exist who can rally them, MIGHT be
affected through the application of other and/or optional rules.
The Passage of Time During a Battle
The following concept is derived from observations that as battle
continues, the fog of war and potential for impactive random events
increases exponentially. Counting at the end of the first turn of
combat, in 3 turns use the following table to assign Random Events
(RE's):
Both players obtain one RE and use immediately.
Player with the most casualties obtains an RE.
Attacking player has one RE for one stationary unit.
Player with the most routed units obtains one RE
All the above.
The player with the most commanders lost rolls Red/Blue
to remain in current stance: either remain stationary or remain
moving forward.