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Recent UPDATES
Rules and Scenarios New Siegfried Line Campaign Battle Map 
Campaign Map GMP  
Harmony Bridge GMP

Blank 5ft x 5ft square grid   
Click the image below to get Game Mapper

  • Hex Command Markers with the number 2 on the reverse side: Red (hit); Green (Fatigue/Disorder).  Markers with just color: Yellow (Routed) and Tan (Fatigued); Blue (found crossing, melee this hex side) and White.  

    Cut, fold over and glue to create a square marker for the games.
  • Playing Hex Command Ancients
  • HCG Rules Updates and Turn Summary 
  • CnC Dice Update
  • rulesupdates.htm
  • Shiloh 1862 Large Game Mapper Map 
  • JPG map  Note:  All white space is FORESTED. 
    From various sources.  In order to even try to begin to portray this battle it needs to be cleaned up which is what the Action Area map is.  All these productions cannot be greater than 80% accurate.   
  • "Cross Keys" battle report photos (name only, not actual battle).  Scenario and Game Mapper zip documents here.
Rules Keywords and Date

Description

HCM CnC Dice A d6 can be used instead of the symbol or "CnC" dice that we use for HC.
HCA Hex Command Ancients FAQ 

Addendum released.  This replaces all other previous versions and has been simplified.  Download Hex Command Gunpowder for the complete rules and use Hex Command Ancients addendum for Ancients games.

HCM Firing Arcs Reminder

A vs E not fully in arc and because of Dead Zone caused by forest.

A vs D fully in A arc but split by slope.  

A vs C is not fully in A arc.

B vs C not fully in B arc.

B vs F out of arc

B vs D out of arc

 

Note: this is not a convention version: at conventions, use the Movement arc as the firing arc to simplify play.

HCG Typical Turn Process This page describes a typical turn in brief.
HC Terrain; troops at a wall or fence

10-19-08

The fence line doesn't follow the hexagon grid on my table.. and my troops cannot conform as they normally would behind it because of that nuance?  Do I HAVE to only place my troops where they fit into a hexagon grid hex?

NO.  IF YOUR TROOPS ARE ON DEFENSE AND SIMPLY WAITING BEHIND AN OBSTACLE LIKE forest or fence line, they DO NOT need to actually conform to where a hexagon is in relation to fence, wall lines etc., because that makes no sense.  Place them behind the obstacle as you would like. HOWEVER for targeting purposes a hex must be chosen and once they move they are said to begin from the hex who's center they are closest TO.  IF this is debated, in all fairness, simply die roll to see which hex they are in.  This is also true if they ROUT.  Choose a hex to start the rout from, but in melee, where they are IS where they rout from.  AND, prior to enemy contact, players decide how to place/array opponent troops against them; do NOT adjust their position for melee purposes.   Essentially, the center of their stand is a "floating hex."

HCG and HCA Seeing the Enemy and deciding from Birds Eye View

9/08

 
A "Gotcha" is our way of saying DOH! 
(though in most cases it's more like "Crap- we sometimes forget our rules..")

1.  Single Unit Actions
 Premise:
"I am going to take this regiment that's been sitting here now for most the game and move to the top of that ridge because as the player who owns the unit, I can see that there is no enemy beyond the ridge so my regiment is going to take that ridge."

Gotcha (answers): 
Which possible answer do you think is the correct one?

A. Yes you can do it but don't blame us when the single unit is destroyed.

B. No you can't because the unit itself cannot see what is beyond the ridge in order for it to order itself to go there. (which brings up the response: "well duh, that's why I want them to move there.")

C.  No you can't because single units cannot order themselves automatically, they have to roll on the commander CVS for tactical to see if the commander "thought" of the idea in the first place and issued the order for the unit to move.  If the roll is failed, the unit must roll on the Consequences list.

D. Units that decide for themselves are breaking military code and will be subject to disciplinary action for being "insubordinate."

E.  "Hero" actions cannot just happen automatically. 

F. Individual units in the game cannot move without having at least one other friend to go with them to do the deed, whatever it may be.

2.  So Close But Yet So Far..

 Premise:
"HOW THE HECK is it possible that my unit is SO close to your unit that I cannot fire at it?? WTH?"

Gotcha (answers): 

It's true. Due to the use of a hexagon grid, there are some instances, just like in a board game, where arc of fire nuances create situations that to us, LOOK ridiculous, especially when units are REALLY close but just outside say, one hex away; what this means is, a firing unit is just in the right position vs. a target that it's arc doesn't actually see the whole enemy hex- the arc of the firing unit BISECTS the target hex, therefore the firer cannot (by the rules) fire at the target.

Well that's ridiculous- it's almost like saying "My tank is so close to your tank I can't actually hit it.."

Well, if you agree, let targets that are bisected by arcs be fired at; but either apply a -1 Combat Penalty (CP) or just ignore the penalty all together, but be sure to do this throughout all instances and from the beginning of the game.  Note this only happens when two different arcs exist in the game: one arc that is used for movement and one arc that is used for Combat.  When games use an arc for combat that is the same as arc for movement, this gotcha will be seen much less. 

-TC

HCA and HCG Arc of Fire
HC Straddling Terrain:

9/08

 If a unit cannot be fully flat on the game surface due to terrain such as walls, fences and borders of the like, it must be placed on one side or the other but only if in placing it the movement speed is not exceeded.
Arc of fire 9/08

5.         Non-Phasing Player Firing

The entirety of a firing unit must be able to see the entirety of the target hex in order to fire upon it (exception: center to center is allowed if players agree to do this). If you cannot see the whole enemy unit hex, you cannot fire at that enemy: However, there are instances where proximity of the enemy caveats the rule or simply makes the restriction odd because it LOOKS odd: therefore, if any enemy target is no greater than two hexes from a firer unit, and cannot fully be fired into as described above, but the target IS in movement arc, allow the combat to occur as normal.

HC Combined Fire or “Ganging Up”

 

9/08

5.1        Combined Fire or “Ganging Up”

a)        No target can be fired at by more than one unit if ANOTHER target  is in the same range band of the firing units.   

b) Combined fire has been removed from the rules.

Melee Update

8/08

Melee System:  Vastly Simplified. All units in melee conduct their own  calculation individually.  Units that join melees simply add to the continuation of the melee.
Melee Update

8/08

Retreat before Melee Combat. Concept removed.  
Fatigued replaces Disorder

New Marker for Fatigued

8/08

Fatigued is back! All units encountering obstacles suffer NO speed reduction but get a "Terrain Element" hit.  After 3 hits, units are Fatigued (disordered) and can only move ONE hex speed.  Use officer to rally up or keep Fatigues to a minimum.  Rally up as usual to zero fatigues and hits via officer presence;  better trained units can self-rally but NOT self-rally for fatigues.
8/08 The forts game at GenCon has inspired us to work on Hex Command Oceans and more rules for fort to fort combat!!!
Updated CnC Dice

8/08

CnC dice: The Light, Medium and Heavy denominations are gone.  Dice remade to just read Star for hit in blue and red, O for officer.  Cubes are still 3 blue and 3 red sides. 
No Hex Grid

8/08

Range Bands option for those who don't use a hex grid.  Use measuring devices marked out according to our rules here e.g. a range band for infantry firing is 4 inches each; for cannons is 3x4 or 12 inches per band.