Welcome to Imagine Image Multimedia 

Supporting the military history and miniatures hobby with  Hex Command Rules for Wargames  in the Ancients, Gunpowder and Mechanized eras,  "Raptors" Air Combat,  Hex Command "Oceans" and  now in development,  Hex Command "NOVA" rules for combat in an off-world, future era. 

For gamers with no easy access to other miniature gamers, we Broadcast Miniature Games.  

We also provide 12 foot long Hex or Square Grid Paper in just about ANY color, a growing Articles section including how-to's, Maps, Scenarios, After Action Reports, Ideas and more.   

Our flagship, one-subscription price package of software and artwork is called

The Wargames Archive

This includes Game Mapper:  affordable and effective campaign and battle map creation software, and 

Paper General Miniatures 
and Terrain

plus 

exclusive member-only deals from select vendors, automatic access to new products and more.   

Since 1995

 

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.