Pre-Game Decisions
Not necessarily for HCA but perhaps for all Hex Command Rules:
Game Table Direction: End to End, Long Facing, Diagonal or Combination.
Size of Game: Full-on battle, Half-Battle or Disconnected Sectors of Small Groups
Length of Game: Usually 10-12 turns
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)
Hit Method: Roster Index Cards or Roster Table Markers on each unit
Table Marking: Roster Index card only, Discs, or Rings
Range of Sight: 8-10 hexes (if limited, fake markers must be provided) or Open
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).
Value in Sphere CVS M: =0,1,2
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.






