Execution Phase

Execution Phase


A Breakdown Of The Execution Phase:

The execution phase of the Joy Of Hex game is a rather complex series of events, a summary of which is as follows:

  • Barrage Phase - This is where units fire barrage missions upon enemy units to achieve a combined barrage effort.

  • Artillery Barrage - This is where artillery units fire barrage missions upon enemy units.

  • Counter Artillery - If an artillery unit has been given order to find and fire upon artillery units that are firing barrage missions, and if the artillery unit is both in range of the enemy barrage firing artillery unit and hasn't yet fired during the present execution phase, then an effort will be made to reduce the level of barrage that is fired at this point.

  • Naval Barrage - This is where warships fire barrage missions upon enemy units.

  • Air Attacks - This is where ground attack aircraft fire barrage missions upon enemy units.

  • Anti-Aircraft - At this point, if there are anti-aircraft units near to or in the hex in which a ground attack aircraft is planning to do its attack, then the effect will be considered at this point. Anti-aircraft can have two main effects: aircraft can fail to fly missions altogether, or aircraft can miss the hex that they are trying to attack.

  • Attack - This is where ground units launch ground attacks against other ground units.

  • Defensive Artillery - Artillery units that were given defensive orders, and are in range of the attack, and haven't fired during this execution phase before will now fire to help units on their side that are being attacked.

  • Unit Intelligence - During an attack the Fog Of War levels can change - if an unit is successful at either attack or defense it tends to learn more about the enemy units.

  • Charge Laying - This is when demolition charges are set.

  • Destroy Hexes - Units that have been given orders to destroy a hex will lay the demolition charges at this point. During the movement phase all units must now leave this hex empty.

  • Destroy Bridges - Units that have been given orders to destroy a bridge will lay the demolition charges at this point. During the movement phase these units must make certain that their first movement order is over a bridge in order for the charge to be set correctly.

  • Movement - This is where ground units attempt to complete their various movement orders.

  • Artillery Delay - If units try to move through hexes in which the enemy has fired barrage missions then their motion will be hindered.

  • Ambush - If a running unit runs into an enemy unit an ambush attack will be resolved at this point.

  • Blown Ferries - If an unit moves into a hex so that it comes into contact with an enemy's ferry then that ferry will be destroyed at this point.

  • Armour Overrun - If an armoured unit attempts to move into a hex that permits armour overruns and the enemy unit is weak enough, then the armour unit will move into the hex and destroy any enemy units present.

  • Charge Detonation - This is when demolition charges are exploded.

  • Destroy Hexes - If there are no units of any side in the hex being destroyed and that the odds of success were favourable, then the hexes where charges were set will be detonated at this point.

  • Destroy Bridges - Provided that the charges were successfully set and that the chances for success were favourable, then at this point the bridges that were set to be destroyed will be destroyed.

  • Unit Intelligence - This is where the information about what is known about the enemy units is resolved.

  • Air Reconnaissance - If a side gives orders for an aircraft to do a bit of recon, then the contribution is figured at this point.

  • Smoke Barrage - If a side fires smoke barrage orders upon its own units, then the effects of this is calculated at this point.

  • Burning Hexes - If there are burning hexes on the map these will have a similar contribution as the smoke barrage and is figured at this point.


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