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Game Process & Procedures

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How to Avoid Map Marking Hidden Units

  1. Once the forces possible are collected and readied, rosters etc. created, prepare to place attacker forces at selected entry points, randomly rolling a die to see >which group is placed where at the start, and >which groups can be arriving and where and >on what turn.

  2. Defending player observes attacker placement, then decides what units from his inventory to place and where, in response to those placed units. In this method, marking item locations on maps before the game begins isn't necessary.

  3. This method may also require the attacker force be backed up from current location away from defender forces especially if in placing attacker forces they are placed unreasonably close for the item to choose when it wants to fire.

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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)


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Notepad++ Application in Berthier

This capture shows the benefit of Notepad++ in Windows:


The ability to paste an instantly clickable hyperlink into a notepad interface, called from within Berthier, by clicking on a map coordinate of a town.




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