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Rules Hex Comd Ancients

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HCA Rules Updated

2.1 Skirmishers (missile troops)

1. Skirmishers are shown on the game as up to two figures per stand, of either bow, crossbow ("x-bow"), javelin, or slingers. Animal riders and chariot riders are technically firing with skirmisher effect.

2. Skirmishers (foot) do not melee. When (non-skirmisher) cavalry get to within one empty hex of any foot skirmisher unit it is automatically pushed back a full move directly away, even if already moved in the turn, but if unable to move are destroyed. When infantry get to this range skirmishers can wait to be pushed back until the infantry is in the neighboring hex and if unable to move are destroyed.

3. Skirmishers ignore all TE hits and move in any direction.

4. Skirmishers only ever cause Incremental hits on targets.

5. Skirmishers have a 360o arc and can fire any direction at any time. They must however, be marked as moved and fired like all other units in the game.

6. Skirmish units can move through and be passed through by other units.

7. Skirmisher units can be mounted.

8. A skirmisher stand is eliminated on it's third Incremental hit.

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