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Question
Answer
Era
Category
Updated
What options can there be for hidden movement?
The easiest answer is that all items on the table are represented with some kind of marker. The hardest answer is that as well, but also when things go OUT of sight they become hidden markers again, only this time one or more is fake and one is real. Other options include placing items on a map, and still better is a magnetic board and physical magnetic chips you can write on, or computer software where the map and the units moving on it are on different layers so the map itself is not altered. When items enter forests, they technically should be swapped out for markers or disappear completely and the rest of their movement done on paper in secret, but drawn in such a way that the user can present proof of the units location when asked; in this regard, drawing the map into separate sections is advisable.
General
Procedure
03/27/2018
Sight range?
Regardless of era, range of sight to see and identify a marker on the game table automatically is 15 hexes (the actual rules may state this differently but this is my best recollection). 15-20 hexes: roll Code on a CnC die. 21-30 hexes: roll CnC on the die. 31+ hexes items cannot be identified from the ground.
General
Rules
12/21/2022
If ancient armies didn't carry flags, how did they communicate or how did a commander know who's who, and where? Furthermore, without binoculars, how could they see far enough to know what was going on?
They didn't. The best that has been determined is that horns where used to send start and end battle signals, and streamers may have been employed onto tall sticks but there is no evidence this happened. Evidence is the big problem. How ancient commanders communicated on fields of battle as large as Gaugemela for example we may never know.
HCA
Procedure
07/08/2018
Fire before Melee Contact removed as a rule? Why?
the fire before melee rule was removed because different ways of playing the game make it so the ruling may / may not be necessary, e.g. if you play the game historically accurately, units would wait to make contact with the enemy until after they have fired (Napoleonics). The difference is in the Rifled musket era, the ability for the troops to reload and fire again while the enemy is just about to make contact is true BUT the reason the rule became a die roll was that to be advanced upon by the enemy after you fired at them was unnerving... you may or may not get off a last-minute shot because you are essentially scared to death. So, the rule was removed to allow players to interpret this as they wish. In our view, it is not a sure thing that the last firing would be effectively delivered. HOWEVER, the BIG caveat is for troops that have not fired AT ALL. In this case (AWI and Napoleonic's), they have been waiting until the enemy is right upon them before opening fire. THIS of course should be devastating because all the muskets are waiting, cool and ready. In this case, if players wish, units that have NOT fired at all should get not only an automatic Red hit but ROLL the die to see if they get a SECOND red hit. If they miss the roll, they get a TE hit. This would make it hugely impossible for frontal attacks (suicidal; really) against units that have just been sitting there waiting. Hence if you don't fire your artillery until the last moment the fact is you might as well remove the target unit from the game table as totally destroyed from a single battery firing (Franklin, TN 1864). Yikes.
HCG
Combat
04/06/2019
How does Direct and Indirect HE work?
This subject as of 3-24-18 was recently updated in the rules, which includes the possibility of having to use a new marker for Radio Contact and Fire Mission (FM). Refer to the rules for this complete information as it is too expansive to cover here.
HCM
Cannons Artillery
03/26/2018
Light cannons can fire twice each time they fire? Can they fire one direction in the non-active phase then in their active phase fire in their arc in another direction?
All light cannons fire twice each time they fire at a selected target. So firing from over-watch (marked HOLD) they could fire on demand two shots; then in their active phase, fire at a different target so yes.
HCM
Cannons Artillery
03/26/2018
Ramming: Contacting side
If a moving vehicle is greater weight than the vehicle contacted in side, roll Color to push the vehicle onto it's opposite side (that is if nothing prevents the vehicle from being toppled e.g. it is up against another object). Damage to the vehicle and rammer as previously discussed.
HCM
Armor
04/06/2018
French Char-b tank. This tank has a hull-mounted 75mm howitzer. How the heck is that gun used in Hex Command?
Ok so this addresses the fact there are several odd-ball vehicles in WW2, namely this tank. EVEN THOUGH it was thought to be advanced for it's day, the small one-man turret operated by the commander which occupied his attention was an issue, and the 75mm howitzer certainly was not going to be anything accurate. At least until we learn otherwise. Therefore, firing the 75 will only land into the selected hex on a d6-6 instead of 5,6. For all other odd weapons, use this as an example for inaccuracy or goofy-mounting. Also note, for this tank, it has a minimum firing distance that is, it cannot hit with the 75 into hexes closer than directly in front of it and 2 hexes distant unless the target is a structure.
HCM
Cannons Artillery
03/26/2018
Hex Side Defense Points: Is the front of a vehicle stronger than the sides and the rear and so on? What about the top and bottom?
All vehicles are their designated weight in front only; the left and right sides are one level lower in class and the rear is one level lower still (obviously you cant go lower than Very Light armored). However, open back armored vehicles have no protection for their crew should HE fire land behind the vehicle: hits are caused either to the vehicle movement or the crew (when rolling damage, gun damage is ignored in favor of affecting crew instead). The top and bottom of armored vehicles is one level lower than the side weight classifiication.
HCM
Combat
03/26/2018
Wheeled vehicles moving cross-country
Across country all wheeled vehicles are at a disadvantage unless dry sand and tundra that is mostly flat. When not in that terrain, all wheeled vehicles cannot move faster than 1/2 total speed, however, for each additional axle they are given one hex extra across country as long as that doesn't exceed road speed. On roads, all vehicles are +1/2 rounded up.
HCM
Movement
03/27/2018
How does the terrain effect of moving up hill or over obstacles apply to vehicles?
It doesn't. The TE concept only applies to infantry. The traditional concept of subtracting speed will be used for vehicles going up hill or over obstacles and so on.
HCM
Terrain Effects
03/26/2018
Sustained Fire Bonus, Suppressive Fire and Spraying MG fire
--------------- DEPRECATED --------------- check rules ------------- Sustained Fire Bonus, Suppressive Fire, MG Spray, Low Ammo Sustained Fire Bonus Sustained fire bonus requires the use of a marker placed on a target recording what the missed die roll symbol was: upon the next missing die roll if the same symbol is rolled it is treated as a hit instead. Suppressive Fire (infantry) and Firing with Low Ammo Suppressive Fire is the expenditure of ammo, as long as a target is in range of the firing weapons it is allowed to occur, to attempt to influence an enemy's firing ability. One stand in a platoon conducting SF automatically applies one Incremental Hit (use the TE indicator) to one of the target hexes (there may be things other than other infantry in the target hex). Each SF instance of any number of squads firing in the platoon causes a marker to be placed on the platoon denoting the expenditure, one level for each SF it conducts. On the third SF it is thereafter on Low Ammo until resupplied, meaning the firing items can only fire on a roll of Color first. For each Red hit a SF squad has however, it must progress from rolling Color to Code for any second-level red hits, to then be able to get the IH application on the target. Spraying MG Fire Each MG sprays fire into a zone of hexes from a central named hex and is a form of Suppressive fire (marking the ammo expenditure as above for each firing MG), but the IH hits are placed into the neighboring hexes left and right of the named central hex: All MGs cause all hexes to receive an IH with the central hex suffering a red hit, while HMGs cause the other hexes to have level 2 IH hits each firing.
HCM
Combat
10/21/2021
The rules are extensive. Certainly not every written paragraph is gospel.
Correct. In fact, we never use the rule book until situations arise that are unusual, such as determining if items in the cargo hold are hit or not. There are times when you need to look something up but these don't happen often. But during the playing of the game, no tables or charts are needed and if something does require a look-up and players don't wish to do it, using the fundamentals of the rules we can spontaneously decide a result. Simply remember automatic, color, code and CnC progressions from easy to hard, and weights from Very Light to Very Heavy.
HCM
Rules
03/26/2018
Do vehicles suffer penalty for changing hex side facing?
Yes however, light vehicles can make two facing changes per turn but only fully tracked vehicles can pivot in place; any wheeled vehicle must move at least one hex forward before making a facing change. Remember, you do NOT have to following the hex side facing changes needed just to follow the hexagon grid going in a chosen direction. Simply turn the vehicle in its current hex the direction you want to move it, count the hexes to the destination hex and place the vehicle there. You do not need to zig zag going into each an every hex, making hex side facing changes as you go, just because a hex grid is being used; there may be many instances where the hex grid is only used for measurement of distance. BUT... during an item's move such as moving in a town or weaving between forest hexes, and is fired upon, there may be times when the facings must be determined for each hex of the movement path to the destination hex.
HCM
Movement
03/26/2018
Is no star system safe from attack?
Q: On the Star Map Campaign, if it doesnt take any time to get from one system to another, then how can one defend a location from all directions? A. You can't. Just as in reality, if jump space capable armies/navies exist, no one and no location is immune. However, there are options: a. orbital space defenses: Before a force can begin to take a systems home world, it has to get passed the various defenses, natural and artificial or implemented, so when a force makes a choice to attack it had better be prepared to lose some of its attacking ships.
HCN
Movement
12/21/2022
What are the limits of Hyperspace or Interdimensional Travel to get from one star system to another?
Theoretically, there have been no limits or restrictions yet, that we are aware of, meaning the amount of time it takes to get from one location to another in the galaxy is the same as getting from your current chair to another chair in the same room. However, as far as we can tell this applies to ANY location in the Universe, not just our galaxy. From the link below: "Hyperspace is often depicted as blue, pulsing with Cherenkov radiation. Many stories feature hyperspace as a dangerous place, and others require a ship to follow set hyperspatial 'highways'. Hyperspace is often described as being an unnavigable dimension where straying from a preset course can be disastrous."
HCN
Movement
12/21/2022
Why is it that so many rules speak of turrets and HCS doesnt? And what about Torpedoes?
Even if you look at Star Trek of the last few films 2012+, the phasers are not in turrets per se, but emitters positioned around the ship. Also, there are some that are a type of turret. The truth is that turrets are a point of failure and need maintenance so having multi-degree emitters is more efficient. Obviously, we have yet to see how these phaser batteries are crewed if at all. In the Next Generation series and films, we see phaser batteries in the 25th century are FAR different in the Enterprise Excelsior class: the phasers are emitted from anywhere entirely around the disc hull in a "strip" along the edge of the disc ONLY, and not at all from the lower decks "tube" hull. There is also some contradictory or additional information regarding torpedoes. In the film Into Darkness, we note that the advanced technology torpedoes are positioned like guns along the entire side of the ships hull. This is nonsense of course but looks dramatic. There is no reason why these advanced torpedoes would be any different than normal torpedoes, UNLESS, as we dont know, normal torpedoes do NOT have long range fuel; and here again is a controversy.. what IS the "fuel" and if it is advanced in these new torpedoes why would the fuel be exhaustible? And, what does "long range" mean in the first place? So you can see there is so much twisting of reality in order for dramatic effect that we cannot rely on these films and must use common sense: Torpedoes would not be energy as we see in the "pew-pew" of the original Star Trek series, nor in Star Wars fired from Luke's X-Wing fighter; and btw, all fired FORWARD of facing. More than likely, each torpedo would be an encased rocket/missile with fuel silently launched like a missile in space. The torpedo is a missile. However, if we are to believe that a torpedo can be "catapulted" therefore not having it's own fuel, that too would make more sense and these would be cheaper to make, because in space, once you throw something it is never going to slow down; it will stay at that velocity so there is no reason for fuel. Presumably this might mean you can put more explosive material in the missile because there is room, because there is no engine components. However, advanced torpedoes we are left to believe, would be able to maneuver to their target, that is, follow the target as best as they can. Therefore, fuel WOULD be needed but this fuel can simply be compressed air or anything, as long as it can be emitted from the rocket to push it in different directions. The statement "long range" in the film Into Darkness therefore makes no sense; all missiles fired in space will travel, hypothetically, for an eternity.
HCStarships
Combat
11/25/2018
Ramming
Compute damage to both vehicles using weight comparison as usual. The following is assuming contact of the fronts of both vehicles: 1. For each level greater that one is over the other cause 1 point of damage to the weaker (or weaker side or rear). 2. If both are equal weight class roll Code to see which vehicle suffers damage but if one is not moving roll CnC for the moving item to suffer damage. 3. If there are two spaces or less between two vehicles when they contact, damage can only be caused to lesser weight vehicles. Note: If both items are moving and the distance moved is greater than 2 hexes at the time of contact (Tiger's and heavier are exempt from rolling up onto the front of any sloped armor front tank): Sloped frontal armor: The following can happen to a vehicle that is contacting the slopped frontal armor of another on a roll of Color upon contact: (if any of the two is a low silhouette however this will not be possible) The moving vehicle has launched itself (after contact and damage is made), onto the slopped frontal armor plate of the opponent vehicle: roll Color for it to stay there otherwise: 1. roll red for the vehicle to roll off left and onto its side, or blue to roll off right and onto its side. If the vehicle does not roll off both vehicles are stuck as they are for the game's duration.
TD
Armor
02/22/2022
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