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Rules Hex Comd Gunpowder

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2x2 Game Table Requirements Doc

Updated with important caveats:


1.3.3 Roads/Rivers, Bridges/Fords

1. All roads/rivers shall be placed from the flat sides of a hex; no half-hexes or top/bottom hex alignments are to be used (whereas in larger games this might be the case). Roads/Rivers will only be placed so the creek/road is in the middle of the hex and do not involve the corners of any hex.

2. Bridges shall not be visually obtrusive and technically should be close to at-grade for all crossings. Fords should be represented by a placed graphic.

3. No units end their move on a crossing; they must begin at one side of the crossing then in their movement are placed on the opposite side of the crossing.

No bridges/fords should be placed in a scenario where their placement creates a partial hex on either side of the crossing e.g. the crossing itself occupies and ONLY an entire hex.If the model does not accommodate, the model is to be modified.


1.5 Figures

1.Organized Appearance: All flag holders for all units to be modified so that no flags are held aloft in a fashion vastly different from other units around them; e.g. no sharp angles, even if the figures are running/charging. This is so the image of units aside each other looks uniform.

2.No pictures are to be taken of figures that are not complimentary to the look of the game. Unfinished figures are not to be distributed in media.

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companycmd
Sep 10, 2020

1.2 Rules Changes

1. Range bands can remain as is for Hex Command, though changing to bands of 1 hex for small arms and 2 hex for artillery might be more appropriate: Auto, Color, Code, CnC, Ineffective (aka “Rifled” bonus hex: CnC.) Note that all weapons at the extreme band should technically only cause incremental hits.



1.3 Movement

1. Movement distances might need to be changed to one hex for everything but cavalry: 2 hexes per move, and roads +1 hex


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