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)






