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Rules Hex Comd Mechanized

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HCM updates due to 12mm scale use

12mm is the scale of choice for operational-level scenarios.

  1. One vehicle is still one vehicle, and one stand a squad (though this may change to platoon in the coming tests).

  2. Up to three items can exist in a hex or maximum 2 if any item is large footprint artillery or ATGs.

  3. Mortars are integrated and not visually shown in any infantry stands. Range (12 hex).

  4. Only heavy mortars (100mm+) miniatures will be a separate stand of "artillery" (full board range).

  5. All infantry stands will now have designations for the following:

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10-12mm scale modifications

The nuance of using smaller scale miniatures requires the following changes to HCM (the intention is NOT to change from the existing 2.5 inch flat to flat hexes)

  1. Items in a hex: The visual appearance of a single 12mm vehicle in a hex hints that more than 1 tank is likely to exist in a hex, but again, not likely more than 2. This is also true of all other items such as infantry squads, and now, entire batteries of anti-tank guns might be seen on the table as opposed to the normal 1/72 scale of seeing only 2-3 ATG for the entire game. Large guns from 88mm and up occupy more real estate so no more than 1 per hex is likely the norm, but in this case WITH their limber/transports in the same hex.

  2. Items in a hex: If in 1/72 infantry squads are based on 1.5 inch…

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Disappearing Infantry

Infantry and other similar items (or any foot-item such as PDW, mortars etc.) should be invisible when they are behind or in cover until they fire; an opponent cannot know for certain where an item is, so put down two markers (can be a 1” round disc) for each such item, say when it goes behind a hedge.

When it fires, put an O-Ring color that is not already spoken for (e.g. white) on the stand of miniatures to show the item has revealed its location by firing and pick up the “fake” markers.  Be sure to wite the ID of the stand on the two markers (a is the miniature stand, b and c are the added stands) and which of them is the actual stand on the roster card. When a the real marker fires remove the fake markers. When the fake items are hit pretend to write…


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HCM r.10 rules

Updated for Armor/Movement hit changes

hcm.pdf


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