Hex War

A small-board, turn-based war game on the hex engine. Your side is on the left, the enemy on the right, the ground under the board. Click a unit, then a highlighted hex to move or a red enemy to attack.

Orders

To win
    Battle
    Battle log
      How to play

      Your turn. Each unit may move and then attack once. Attacking ends that unit's turn. Press E or End turn when you are done; Esc puts a unit down.

      Moving. Open ground costs 2 movement points, a road 1, a bush 1 extra. Enemy units block the way. A unit can normally move through its own side's units as long as it ends on a free hex; some battles forbid that because of weather or conditions. Moves happen one hex at a time and can be interrupted.

      Interrupts. If a unit moves away from an adjacent enemy, that enemy's owner may take a breakaway shot (once per unit per turn, no return fire). A unit that steps on a hidden pickup may take it: supplies repair, ammo strengthens the next shot, a field kit upgrades on the spot.

      Combat. Damage is attack minus the target's defence and cover, give or take 1. Damaged units hit less hard. A surviving defender fires back at 60% if the attacker is within its range. Buildings and bushes give cover.

      Bases. A unit on a base you hold is repaired each turn, and Infantry or Armor can spend their turn there to upgrade while the base has upgrades left. Infantry and armor capture a base or control point by ending your turn on it.

      Fog of war. When a scenario uses it you see only what your units and bases see. A unit in a bush or a large building stays hidden until an enemy is next to it or it fires.

      UnitHealthAttack soft / armourDefenceRangeMoveNotes