Shared Flashcard Set

Details

HCM Rules
The miniature wargame rules in flash card format
8
Games
Intermediate
07/09/2016

Additional Games Flashcards

 


 

Cards

Term

Artillery/Cannons

  • Direct Fire Range Bands: 4 each (H/VH: 6 each)
  • M/UL/F or F/L/Move: <Heavy only
  • Rout from combat: <Heavy only
  • Melee: Surrender
  • HE: Light: 2 TE in hex
    • Med: 1 Red in hex
    • Hvy: 1 Red +1 TE to one item around hex
    • VH: 2 Red +1 TE to two items around hex
Definition
Term

Building Damage: Direct Fire HE and Fires

  • If shot wt < blg wt: roll red cause 1 hit to bldg
  • If shot same wt: 1 hit
    • shot 1 higher: 2 hits
    • shot 2 higher: 3 hits etc. 

Burning Fires:

  • Roll red (on any hit to a burnable building):
    • Set timer: (each level +1 turn):
      • 3 turns wood 
      • 5 turns mixed
  • Flamethrowers automatically start a burn.
Definition
Term

Building Damage: Bombs

Wood or Mixed Construction only. Check for fire.  

  • if 2 stories or less:
    • shot penetrates to ground floor
    • 2nd floor unusable
    • check for fire at ground floor.
  • if 3 stories or more:
    • Med: top floor unusable
    • Heavy: 2 top floors unusable
    • VH or greater: 3 top floors unusable
Definition
Term

Building Damage: Small Arms

For Wood and/or Mixed Structures up to 2 levels: Structures are automatically hit at all ranges for the weapon. 

  • Check for Structure damage: Firer wt class:
    • 1 wt class lower (minimum): Roll red = 1 structure hit/CnC for 1 interior hit.
    • wt class equal: Roll blue = 1 structure hit/Red for 1 interior hit.
    • Wt class 1 greater: 1 structure hit/Blue=1 interior hit.
    • Wt class 2 or more greater: 2 structure hits/Auto 1 interior hit
Definition
Term

Terrain Effects

  • Leaving Road at full speed: check for bog
    • +1 if wheeled
  • Each level of obscurity: -1 CP
Definition
Term

Small Arms Ranges and Notes

  • 3 hex per band (Auto, Color, Code, CnC)
  • MGs: +1 CB, +1 hit, +1 range band. Spray up to 2 hex with TE hits instead.
    • HMG: same but hit two adjacent hexes with one hit each, or 2 hits in one hex (choice). Spray up to 3 hex with TE hits instead.
  • Fire at Flank/Rear: +1 CB
  • Not moving: +1 CB
  • ATR and US .50 cal: damage as VLAT
Definition
Term

Partisans

  • Guidance and Reveal abilities: 6 hex sphere around each stand: Roll Blue for any Hidden items to be found.
  • On second hit are removed from play
  • Cause only TE hits
  • Auto-reposition instead of overwatch fire (choice).
Definition
Term

Movement

  • Fire after moving: -1 CP (or foot fire while moving)
  • Road: +1/2 round up
  • Limber/Unlimber: +1 TE
  • Foot: 3 hex per move
    • Run: +1 hex (roll blue= +1 fatigued)
  • Mounted: +2 hex
  • Tracked:
    • VL  L  M  H  VH
    • 5   4  3   2    1
  • Wheeled
    • 4   3  2   1    -    (half-tracked same as tracked)

 

 

Definition
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