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Rules Hex Comd Gunpowder

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Using BattleCry style cards for HCG

Note: Where no sector card is specified/drawn, the player's entire force is activated.

Note: Where cards specify the "extreme flank of the game table" and there are no units there, the card refers to the closest unit to the extreme flank.


1.1 Marking Orders

The usual turn process of marking orders for Move or Hold for all units may be superceded by the playing of the game using BattleCry style cards, that is, there is no reason to mark orders if cards are used to determine which sectors of the field become activated.


1.2 Card List

The following is the list of cards that can be used with Hex Command either for pseudo-solo play or with opponents.

These cards are in addition to the Hex Command cards already in the deck, but removal of the following HC cards should be done before playing a game of this nature:

· Remove half the lost cards

· Remove half the Successful Flank cards

· Remove all the Paired Up cards

· Remove half the Field Promotion Cards if the table is 5x5 or smaller

· Remove half the Deception II cards

· Remove half the Mountain Artillery cards or all if no hills are present

· Remove all the Terrain: Fog cards

However, it is desired that players make every attempt to use a card. For instance, the Transfer 3 card implies that up to three items are moved from one sector to another sector, say left to center, but in doing so this would cripple a player's entire flank or plan because their force is already too small to take into consideration moving 3 units from one to another sector.

These cards do not mean anything other than the sector is activated; it does not mean anything in that sector has to do anything.

Left, Right, Center, Transfer 1, Transfer 2, Transfer 3, Dress, Left/Center, Right/Center, Left/Center/Right, All Cav/Art.

Dress allows for adjusting the facing/orientation/hex position (by one hex maximum - not advancing but moving backward is allowed), of all units in a desired sector.


1.3 If its not possible to use a card

When a card cannot be used at all, or if used would somehow affect an already-limited layout or disposition of a players army (game is very small already), use the CVS tactical to attempt to override it, because not every card may be possible to be used.

For instance, in a very small table, Left Center and Right may not exist. Rather than remove those cards, if they come up treat them as applying to any units on the Flank, Center and Flank.


1.4 Cards that Don’t Exist

Also note, there is no need for cards such as calling for "reinforcements;" – "reserves" would be a better phrase anyway- because this fact is a given of the commander present in that sector of the field - if there is a commander there.

Calling for reserves is a matter of fact die roll that either succeeds or fails meaning the courier has reached the overall commander (AND reserves exist in the first place OR the commander will send a part of the troops in his current location if any can be dispatched).

However, once these reserves are ordered and on their way they should be marked so players don’t forget these guys are on their way somewhere else and cannot be taken for other purposes should the need arise UNLESS the overall commander himself orders it by his presence in sphere. But his success in re-ordering these reserves is not assured: a tactical die roll if failed will cause the unit to stop and stand still. Getting it to move again will require another successful Tactical die roll.


1.5 Don’t Just Stand There

Units that are not already moving:

It is silly to prevent units whose sole purpose in life is obvious, especially if they are standing still such as cavalry and seeing the enemy in melee being defeated and routed away (cavalry is in range of at least a normal move +2 hexes), leaving the cavalry just looking at the situation.

Clearly, all cavalry are always ordered to exploit a situation especially if they are not moving already, and a roll for Reaction determines without depending on cards, to see if the cavalry does anything. There are no consequences if a unit fails to react in cases where units have not moved and not already fired.

Another example is artillery facing the total wrong direction when an enemy is clearly moving against the unit in clear open terrain (down hill exempted); the artillery should obviously be able to turn and fire canister before being overrun especially if the artillery has NOT already fired. If it has, failing reaction makes the turn but firing happens AFTER the enemy has moved.

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