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Question
Answer
Era
Category
What options can there be for hidden movement?
The easiest answer is that all items on the table are represented with some kind of marker. The hardest answer is that as well, but also when things go OUT of sight they become hidden markers again, only this time one or more is fake and one is real. Other options include placing items on a map, and still better is a magnetic board and physical magnetic chips you can write on, or computer software where the map and the units moving on it are on different layers so the map itself is not altered. When items enter forests, they technically should be swapped out for markers or disappear completely and the rest of their movement done on paper in secret, but drawn in such a way that the user can present proof of the units location when asked; in this regard, drawing the map into separate sections is advisable.
General
Procedure
If ancient armies didn't carry flags, how did they communicate or how did a commander know who's who, and where? Furthermore, without binoculars, how could they see far enough to know what was going on?
They didn't. The best that has been determined is that horns where used to send start and end battle signals, and streamers may have been employed onto tall sticks but there is no evidence this happened. Evidence is the big problem. How ancient commanders communicated on fields of battle as large as Gaugemela for example we may never know.
HCA
Procedure
Fire before Melee Contact removed as a rule? Why?
the fire before melee rule was removed because different ways of playing the game make it so the ruling may / may not be necessary, e.g. if you play the game historically accurately, units would wait to make contact with the enemy until after they have fired (Napoleonics). The difference is in the Rifled musket era, the ability for the troops to reload and fire again while the enemy is just about to make contact is true BUT the reason the rule became a die roll was that to be advanced upon by the enemy after you fired at them was unnerving... you may or may not get off a last-minute shot because you are essentially scared to death. So, the rule was removed to allow players to interpret this as they wish. In our view, it is not a sure thing that the last firing would be effectively delivered. HOWEVER, the BIG caveat is for troops that have not fired AT ALL. In this case (AWI and Napoleonic's), they have been waiting until the enemy is right upon them before opening fire. THIS of course should be devastating because all the muskets are waiting, cool and ready. In this case, if players wish, units that have NOT fired at all should get not only an automatic Red hit but ROLL the die to see if they get a SECOND red hit. If they miss the roll, they get a TE hit. This would make it hugely impossible for frontal attacks (suicidal; really) against units that have just been sitting there waiting. Hence if you don't fire your artillery until the last moment the fact is you might as well remove the target unit from the game table as totally destroyed from a single battery firing (Franklin, TN 1864). Yikes.
HCG
Combat
Ramming: Contacting fronts
Compute damage to both vehicles using weight comparison as usual. The following is assuming contact of the fronts of both vehicles: 1. For each level greater that one is over the other cause 1 point of damage to the weaker (or weaker side or rear). 2. If both are equal weight class roll Code to see which vehicle suffers damage but if one is not moving roll CnC for the moving item to suffer damage. 3. If there are two spaces or less between two vehicles damage can only be caused to lesser weight vehicles. Note: If both items are moving and the distance moved is greater than 2 hexes at the time of contact (Tiger's and heavier are exempt from rolling up onto the front of any sloped armor front tank): Sloped frontal armor: The following can happen to a vehicle that is contacting the slopped frontal armor of another on a roll of Color upon contact: (if any of the two is a low silhouette however this will not be possible) The moving vehicle has launched itself (after contact and damage is made), onto the slopped frontal armor plate of the opponent vehicle: roll Color for it to stay there otherwise: 1. roll red for the vehicle to roll off left and onto its side, or blue to roll off right and onto its side. If the vehicle does not roll off both vehicles are stuck as they are for the game's duration.
HCG
Armor
Sustained Fire Bonus, Suppressive Fire and Spraying MG fire
--------------- DEPRECATED --------------- check rules ------------- Sustained Fire Bonus, Suppressive Fire, MG Spray, Low Ammo Sustained Fire Bonus Sustained fire bonus requires the use of a marker placed on a target recording what the missed die roll symbol was: upon the next missing die roll if the same symbol is rolled it is treated as a hit instead. Suppressive Fire (infantry) and Firing with Low Ammo Suppressive Fire is the expenditure of ammo, as long as a target is in range of the firing weapons it is allowed to occur, to attempt to influence an enemy's firing ability. One stand in a platoon conducting SF automatically applies one Incremental Hit (use the TE indicator) to one of the target hexes (there may be things other than other infantry in the target hex). Each SF instance of any number of squads firing in the platoon causes a marker to be placed on the platoon denoting the expenditure, one level for each SF it conducts. On the third SF it is thereafter on Low Ammo until resupplied, meaning the firing items can only fire on a roll of Color first. For each Red hit a SF squad has however, it must progress from rolling Color to Code for any second-level red hits, to then be able to get the IH application on the target. Spraying MG Fire Each MG sprays fire into a zone of hexes from a central named hex and is a form of Suppressive fire (marking the ammo expenditure as above for each firing MG), but the IH hits are placed into the neighboring hexes left and right of the named central hex: All MGs cause all hexes to receive an IH with the central hex suffering a red hit, while HMGs cause the other hexes to have level 2 IH hits each firing.
HCM
Combat
Ramming: Contacting side
If a moving vehicle is greater weight than the vehicle contacted in side, roll Color to push the vehicle onto it's opposite side (that is if nothing prevents the vehicle from being toppled e.g. it is up against another object). Damage to the vehicle and rammer as previously discussed.
HCM
Armor
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