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Rules Hex Comd Gunpowder

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Another Combat Example

  • Only units marked HOLD can fire during another player's movement.

  • Units marked to move fire (ACW rifled: before they move AND after they conclude their move for the turn) (Non-ACW rifled before OR after they move)

  1. A has initiative

  2. Orders are marked, revealed and explained for both sides

  3. On A's left, a regt moves into a field (it has no target for firing at before it moves)

  4. Facing against it, the Player B regt is out of range at the start of A's move, and is ordered to move into or toward the same field

  5. When A regt enters field, B cannot say "stop I am firing" because B's unit is ordered to move.

  6. A regt gets to field and to a border fence in its move and after moving, fires causing a Red hit to B regt.

  7. B turn:

  8. It's regt fires before moving, then moves toward the field and into the hex sharing the fence with A.

  9. A regt at fence cannot fire before contact because it has already fired; we have no rule for "holding fire after moving."

  10. Melee at fence: A rolls star = red hit + incremental hit; B rolls Blue = incremental hit. A value is 3 before melee begins and B is: 3 points -1 for the red hit -1 for enemy in cover (at fence first round) = 1 total value. Difference of two. This means additional 2 IH hits placed on the inferior (B) unit.

  11. Total hits to B are: 1 red hit existing + 1 red hit and + 1 IH (A rolled Star) for melee and + 2 IH for inferior points. 3 IH hits = 1 Red hit: B routs.

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