What Are Hex-and-Counter Wargames?

Hex-and-counter wargames are the original form of tabletop wargaming — a genre that uses hexagonal grids for movement and cardboard counters to represent military units. If you've ever been intimidated by a rulebook the size of a paperback novel and a map covered in tiny unit counters, you're not alone. But once you understand the core concepts, these games become some of the most rewarding strategic experiences available.

This guide will walk you through everything you need to know to get your first hex-and-counter game to the table.

Core Concepts You Need to Know

The Hex Grid

Unlike square grids, hexagonal grids eliminate diagonal movement ambiguity. Every hex has six equidistant neighbors, making movement clean and consistent. Terrain printed on hexes — forests, rivers, cities, hills — modifies movement costs and combat outcomes.

The Counter

A counter is a small cardboard square or rectangle representing a military unit. Each counter typically shows:

  • Attack strength — how hard the unit hits in combat
  • Defense strength — how hard the unit is to destroy
  • Movement allowance — how many hexes it can move per turn
  • Unit type symbol — infantry, armor, artillery, etc.
  • Organizational data — unit name, formation, size

Combat Results Tables (CRT)

Combat in most hex-and-counter games is resolved by comparing attacker strength to defender strength, calculating a ratio (e.g., 3:1), rolling a die, and cross-referencing on a Combat Results Table. Results might be "EX" (exchange losses), "AE" (attacker eliminated), "DR" (defender retreats), or similar notation.

Choosing Your First Game

The best entry points for beginners balance historical interest with manageable complexity. Here are three excellent starting points:

Game Theme Complexity Play Time
Combat Commander: Europe WWII Squad Tactics Medium 2–3 hours
Memoir '44 WWII Operational Low 45–60 min
Advanced Squad Leader Starter Kit WWII Squad Tactics Medium-High 3–5 hours

Essential Terminology

Before you open a rulebook, familiarize yourself with these common terms:

  • ZOC (Zone of Control) — The six hexes surrounding a unit, which restrict enemy movement and often cost extra to enter or leave.
  • OP Fire / Overrun — Firing at or moving through enemy-occupied hexes.
  • Step Loss — Instead of eliminating a unit outright, it loses one "step," flipping to a reduced-strength side.
  • Stacking — Placing multiple units in the same hex, usually limited to a specific number of units or stacking points.
  • Sequenced Phases — The game turn is divided into phases (movement, combat, supply) that players alternate through.

Your First Session: Tips for Success

  1. Read the rules twice before playing. Once for overview, once for detail. Don't try to absorb everything — just get the turn sequence down.
  2. Play a small scenario first. Most games include introductory scenarios with fewer units and a smaller map section.
  3. Keep the rulebook open. Nobody memorizes rules on the first play. Reference constantly and don't feel embarrassed about it.
  4. Focus on the objective, not just combat. Most scenarios are won by controlling specific hexes or locations, not by destroying all enemy units.
  5. Join a community. Forums like ConsimWorld and BoardGameGeek's wargame section are invaluable for rules questions and strategy tips.

Building Your Collection

Once you've played your first game, you'll naturally start to identify the historical periods and scales you find most compelling. WWII is the most heavily covered period, but there are excellent games covering ancient warfare, the Napoleonic era, the American Civil War, Korea, and modern conflicts. Start with what history excites you most — the game system will feel much more intuitive when you're invested in the subject matter.

Hex-and-counter wargaming is a hobby that rewards patience. The rulebooks can be daunting, but the depth of strategic experience on the other side is unlike anything else in tabletop gaming.