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Game Process & Procedures

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Pre-Game Decisions

Not necessarily for HCA but perhaps for all Hex Command Rules:

  1. Game Table Direction: End to End, Long Facing, Diagonal or Combination.

  2. Size of Game: Full-on battle, Half-Battle or Disconnected Sectors of Small Groups

  3. Length of Game: Usually 10-12 turns

  4. Qty of Game Cards: Random 1d4, Determined by CnC die Roll Color=3, Code=2, Star=4, or Determined by Commander Tactical Minus 10 (e.g. 7-10=3, 6-10=4)

  5. Hit Method: Roster Index Cards or Roster Table Markers on each unit

  6. Table Marking: Roster Index card only, Discs, or Rings

  7. Range of Sight: 8-10 hexes (if limited, fake markers must be provided) or Open

  8. Command Sphere CVS C: =0, 1 or 2 (note these numbers can easily be larger e.g. sphere emanating from his hex can be up to 5 hexes; Alexander might be 8 hexes).

  9. Value in Sphere CVS M: =0,1,2

  10. Roll to Push Back on Red Hit or Automatic Push Back on Red Hit; Roll to Pursue or Automatic to Pursue

There may be other options not covered in this list.

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