Typical Turn: Hex Command Gunpowder

  1. Roll for Initiative if it is not already decided. Winner of Initiative is Player A- Phasing Player. Player B is Non-Phasing.
  2. Player A removes commanders, moves all units including all routed units.
  3. Player A places commanders.
  4. Player B fires any unit desired that has a target.  Casualties are considered simultaneous (except with Opportunity Fire in Hex Command Mechanized) except for killed officers; their effect is immediate.
  5. Player A selects targets and fires.
  6. Player A Rally Up. Any units that suffered a hit from last turn remove one hit marker if commander attached to unit (or optional: in sphere). Units in melee do not remove any markers at in the rally up phase. 
  7. Player B activates: repeat process.
  8. Turn ends.