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Game Process & Procedures

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Hex Command Casualty Change (global)

Be advised we are currently considering the following global change to all of hex command (except for HCM vehicle combat because you can't do "Incremental Hit" (IH) damage to an armored vehicle; you either Hit or you don't):


Anytime a die roll "misses" the requirement to hit, it STILL causes IH damage (pink marker) to the target. This eliminates the need for the optional rule "Sustained Fire Bonus."


Previously to this, a "miss" meant the firing was "..ineffective or not substantial to be witnessed in the target.."


So, when deciding on the markers for your game, best to just get all the colors of the mini poker chips the manf. provides: (Whatever size chips you use make sure they fit into the 7-day pill dispenser from your local pharmacy)


1- White - HCM Defense hit (two levels) or other rules Fatigued

2- Brown - Moved (one level)

3- Red - Casualty hit (two levels)

4- Green - HCM Movement hit (two levels)

5- Light Blue (one level: Fired marker. Also Found Ford marker. On the opposite side of this marker you can paint any of the other colors such as yellow so you dont have more chips than slots in the 7-day pill dispenser from a local pharmacy which is what we use to hold them- the reason for this is that there is only one level of Blue and one level of Yellow)

6- Pink - IH (two levels)

5- Yellow - Routed (one level)

7- Tan - Terrain Effects hit (two levels)


Order Markers: (face down, blank on the visible side)

H-old

M-ove


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