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Rules Hex Comd Gunpowder

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Alternate combat method

In this method, there is no longer any "misses." It is only a question of severity.


Reminder: new movement rule: not necessarily for compressed game tables:

  • all items move 1 hex per turn, cavalry 2, commands 3, +1 hex on road


Combat Process: Simply count the hexes to the target and if in range roll the CnC die to see the "Severity" of the firing.


Bonuses/penalties: modify the pip on the die one up one down for each bonus/penalty.


Commanders: All officers have a hex influence of neighbor hex, commanders with 1 in their CVS get 2 hex radius (remember that some officers may not actually have a combat bonus but they still have an influence range for other purposes).


Ranges (Rifled/heavy gets +1 Hex range band bonus):

  • Canister range: first range band automatic hit of 2 red hits (+1 IH for heavy); light artillery: 1 red hit, +1 IH for six gun or mixed batteries.

  • Smoothbore muskets and Carbines: 4 hexes

  • Artillery: 2 hex per band, 8 hexes

Die Results:

  • Blue: 1 IH

  • Red: 2 IH

  • CnC: Red Hit (or 2 IH at extreme range)

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