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Rules Hex Comd Gunpowder

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Solo-Gaming: Logical Randomness Procedures

The concept of LR is that at the beginning of a game with units in place or arriving, for each unit (or brigade in larger battles), a direction and speed is die rolled to see where it will go. The opponent’s forces are not influencing any die roll but this can be done as we shall see.

 

1.1        Upon Activation

After a side becomes activated, each unit or group rolls appropriate dice for these decisions and does this each time it is activated. 


1.2        Non-Physical Dice

Non-physical dice aka a Phone App might be better than physical dice, because some situations may have odd numbers e.g. 3 choices, 7 choices, etc.


1.3        Direction

Direction is a die roll determined by looking at the unit and deciding how many directions are open to it: Left, Center, Right or none (does not move).  Moving Backward does not necessarily need to be decided and can be at the discretion of the judge/player.

 

1.4        Speed

Speed is simply even/odd: odd the unit moves full, even moves half normal speed.


1.5        Artillery

In the case of artillery moving, an additional die roll is needed to see if it unlimbers when it gets to the conclusion of it’s move, but obviously not if there is nothing to fire at this turn or in the coming turn. Artillery will automatically unlimber at the end of its move ONLY if the opponent is half range or closer of the guns.

There is no die rolling to see if any unit fires: if a target is in range it is assumed the unit fires.


1.6        Combat

Once a unit fires at another, the options for movement would naturally be less numerous; essentially move to melee or withdraw and generally speed is not a question; it would be the maximum automatically.

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