Typical Turn: Hex Command Gunpowder
- Roll
for Initiative if it is not already decided. Winner of
Initiative is Player A- Phasing Player. Player B is Non-Phasing.
- Player
A removes commanders, moves all units including all routed units.
- Player
A places commanders.
- 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.
- Player
A selects targets and fires.
- 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.
- Player
B activates: repeat process.
- Turn
ends.