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Rules Hex Comd Gunpowder

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Mods for Hex Command Gunpowder

Some cool ideas for making HCG even more exciting!

  1. Random movement distance. All regiments when they move roll a CnC die: Blue (Color): + 1 hex. Red (Code): -1 hex. CnC (CnC): +2 hex. This can also be applied to entire brigades so the entire group is affected accordingly. Does NOT apply to cavalry.

  2. No more Red hits: Change all Red Casualty hits to 2 Incremental hits and don't forget at CnC range all hits are IH as a standard rule.

  3. Firing at Mounted Cavalry: +1 incremental hit when firing at mounted cavalry. To prevent errors, a player's miniature collection should have dismounted figures to replace mounted figures on the game surface. At the minimum if no miniatures are available, at least replace with a base that has no figures on it or perhaps a 2D drawn (topdown art) representation.

  4. Almost routed: Unless in cover, units that have 2 Red hits and contacted for melee automatically rout (if in fort, fortification or field works surrender).

  5. Influence: Units that have a friendly unit in a neighboring hex beside or behind them suffer only IH hits until they rout.

  6. Move Bonus Cards and Multiple Effect: Treat these cards as also ignoring any Terrain Effects hits as well, and when using this card it can apply to all units in the neighboring hexes of the unit the cards is applied to.

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