Welcome, Commander

HEXARMY is a turn-based tactical war game played on a hex grid. You pick a faction, draft an army from a faction-specific budget, place it within two hexes of your HQ or any owned city, then fight an enemy commander turn by turn. The default victory condition is HQ Takeover: capture the enemy HQ or destroy every enemy unit, whichever comes first.

This briefing takes you from nothing to your first won match in about fifteen minutes. The numbers and rules below come from the official Field Manual. Where the manual contradicts what feels intuitive, trust the manual.

Before you begin: install HexArmy from Steam, launch the game, and create a callsign. Then come back here and start at Mission 01.

// 01
Set Up Your First Match
~2 min

From the home screen, choose Single Player and start a new match. The setup screen lets you configure faction, opponents, map, terrain, and difficulty independently.

  • Faction: Pick Canada. It is the most forgiving faction for a first game — +2 accuracy on every unit (your shots actually land), foot units pay only 1 movement in forests (instead of 2), Canadian engineers repair structures at 40% per action (the highest in the game), and your owned cities auto-repair 10% per turn. The only weakness is +20% on jet/helicopter cost — and a beginner shouldn't lean on air units anyway.
  • Opponents: Set the match to 1v1 with a single AI opponent.
  • AI Difficulty: Easy. Easy AI doesn't use ultimates strategically and won't punish small mistakes. You will not learn anything by getting steamrolled on Hard.
  • Map size: Small (around 10×10) or Medium. Larger maps stretch first matches into long sessions.
  • Map type: Standard or Continents. Stay off Archipelago for now — you have not learned naval rules yet.
  • Terrain density: Medium. Low maps feel empty; High maps clutter your line of sight before you understand vision rules.
  • Victory condition: Leave it on the default, HQ Takeover.
  • Map Lock: Click it. This commits the map seed so you're playing the battlefield you just configured.
Why these picks: small map + Easy AI + a forgiving faction + balanced terrain = a finished, instructive game in one sitting.
// 02
Read the Hex Map
~3 min

Every tile is a hexagon with three numbers that matter: defense bonus (added to a unit's DEF when it sits there), dodge bonus (added to dodge%, which reduces incoming hit chance), and movement cost (which varies by unit type). Click any tile to see its full info in the side panel.

The other rule that bites beginners: movement cost is not a single number per tile — it depends on which unit is moving. A forest costs an Infantry 2 movement points but is completely impassable to a Tank. A mountain costs Infantry 3 MP but blocks Tanks and Anti-Air entirely.

Movement cost by unit and terrain (99 = impassable)
UnitPlainForestMountainWaterDesert
Infantry12399*1
Tank19999991
Recon / Scout11299*1
Engineer123991
Anti-Air / Artillery19999991
Jet / Heli / Bomber11111

*UK infantry/recon may wade through water at cost 3. Canada subtracts 1 from forest movement. Australia caps mountain cost at 2.

Line of sight is also terrain-driven. Forests and mountains block vision — you can see PAST them but not THROUGH them. Standing on a desert tile gives any unit +1 vision range. Use both to plan ambushes.
Tanks are highway units. They move on plains, desert, and roads — that's it. If your tank is on the wrong side of a forest from the action, it may take three turns to reroute around.
// 03
The Draft Phase
~3 min

Before deployment, you spend a faction-specific gold budget on a starting army. Most factions can draft up to 8 units. UK is capped at 7 and New Zealand at 6 (and NZ has a permanent 6-unit alive cap, even mid-match). Specialist units (Bomber, Sniper, Mortar, Paratrooper, naval, PsyOps, Nuclear) usually get held back for city production where mid-match income offsets their high cost.

Faction draft budgets (and key drafting notes)
FactionBudgetNote
USA / India1,020gUSA: every unit +8% cost. India: air units +10%.
Canada / Australia / China935gCanada: jet/heli +20%.
Russia895gTanks & infantry 15% cheaper.
UK / Iran / NK / NZ850gUK draft cap 7. NZ alive cap 6. Iran: infantry/recon 30% cheaper.

Core unit costs to plan against: Infantry 400g, Recon 450g, Anti-Air 525g, Artillery 650g, Tank 800g, Helicopter 900g, Engineer 900g, Jet 1,050g. Unspent budget converts to starting gold (plus a 200g base) to spend on production once the match begins.

For a first match, draft a balanced core:

  • 1 Recon (450g) — non-negotiable. Recon has 4 vision (vs. 2 for most units), is invisible to enemies unless they're adjacent (Ghost passive), and ignores forest movement penalties. The Field Manual is explicit: "Always draft at least one Recon."
  • 2 Infantry (400g each) — your line. Cheap, terrain-loving, and they get the Entrench passive (+3 DEF and +10 dodge while stationary). Park them on forests and mountains.
  • 1 Tank (800g) — your hammer. Tanks have Armor Plating (the first hit each turn takes -2 damage, minimum 1) which makes them excellent at absorbing chip damage. Plan their routes along plains and desert.
  • 1 Anti-Air (525g) — sky cover. AA auto-fires at any air unit moving within range 2 on the enemy's turn (Russia and India: 3). Place it centrally so its coverage reaches your front and rear.
  • 1 Engineer (900g) if your budget allows — or save the slot and produce one from a city later. Engineers heal adjacent friendlies +1 HP per turn (Canada: +2), repair damaged structures, and build forward camps.
Read the unit card. Each card shows the unit's stats and effectiveness multipliers. A Helicopter does 1.7x damage to Tanks; Anti-Air does 2.5x damage to Jets. Picking the right tool for the matchup matters more than raw stats.
// 04
Placement — Where to Set Up
~1 min

You can place your drafted units on any free hex within 2 hexes of any owned HQ or city. Where you place each unit type matters as much as which units you drafted.

  • Infantry on forest or mountain. Forest gives +2 DEF and +10 dodge. Mountain gives +3 DEF. Stationary infantry also Entrench for another +3 DEF and +10 dodge. Never start an infantry on plains.
  • Tank on plains or desert. Tank can't move into forest or mountain anyway, so place it where it has running room.
  • Artillery behind your line, on a hill if available. Range 2–5 means it shoots over your front. Note: artillery has a minimum range of 2 — it cannot fire at adjacent hexes.
  • Anti-Air central. One AA covers a 4-hex circle (range 2 reaction fire on either side). Centralize so its coverage reaches both your push and your rear.
  • Recon on a forward edge, pointed at the enemy. Recon's Ghost passive means the enemy can't see them unless adjacent — let them slip ahead, expose enemy positions, and don't worry about losing them.
  • Engineer near your HQ. They radiate Field Medic (+1 HP per turn to adjacent friendlies) and they're your insurance policy for repairing your HQ and cities later.
Don't bunch up. Artillery Barrage hits a target hex AND every adjacent hex at 70% damage. Helicopter Strafe Run does the same at 60%. One stack of three units on adjacent hexes can lose all three to a single ultimate.
// 05
The Turn Cycle & The Move-Then-Attack Rule
~2 min

HexArmy is turn-based. Each turn, your units have a fixed movement budget (most have 3 MP). Here is the rule that catches every new player:

The Move-Then-Attack Rule: A unit can either move or attack on its turn. If you spend ALL your movement points on movement, you cannot attack on the same turn. Spending none of it lets you attack from your current hex. Save 1 MP for the punch.

Two exceptions to the rule:

  • Tank Blitz ultimate — resets movement and grants two attacks the same turn. The only ability that fully overrides the rule.
  • Assault Veteran Infantry — infantry that take the Assault promotion at Veteran rank can attack with 0 MP remaining (one attack per turn). The only promotion that breaks the rule.

The rule applies to AI too — an enemy that walks all the way across the map cannot then punch you at the end. Use this when positioning your line.

Standard turn order:

1. Move
Click a unit, then click a blue-highlighted hex. Save at least 1 MP if you intend to attack.
2. Attack
Click a red-highlighted enemy. Combat resolves immediately with a damage preview shown first.
3. Special
Engineer builds a camp or repairs, unit activates an ultimate, transport loads/unloads.

Useful keys: Tab cycles through your units that can still act. Right-click a unit to put it to sleep so Tab skips it (it auto-wakes when an enemy enters its vision). ESC deselects.

Move scouts and recon first. Reveal what's there before committing your heavy hitters. Then move artillery (which needs to deploy — click to toggle deploy state) so it's set up to fire next turn.
// 06
Combat — Hit Chance, Damage, Flanking
~3 min

When you initiate an attack, the game previews the expected outcome before you confirm. Read it. If the math is bad, reposition and try again next turn.

Two rolls happen on every attack: a to-hit roll and a damage calculation.

Hit% = Attacker ACC + Faction ACC + Matchup ACC
  − Defender DGE − Faction DGE − Terrain Dodge − Passive Dodge
Floor 10% · Cap 98%

Damage = ATK × (currentHP / maxHP) × Effectiveness × Flank
  − (DEF + Terrain DEF + Faction DEF + Fortify DEF) × 0.35

Damaged units deal less damage. ATK scales linearly with current HP — a tank at 50% HP deals 50% damage. Always finish wounded enemies before starting fresh fights. Spreading damage across full-HP targets wastes attacks.

Flanking is the second-most-important habit to build. Where you attack from matters:

Flanking damage multipliers
Attack angleMultiplier
Front (head-on)×1.00
Flank (side)×1.25
Rear×1.50
Rear vs. an Iran target×1.75

The defender's flank is determined by the line from their position to their own HQ. Attack from the side or rear of that line — the multiplier applies regardless of how many other units are pinning the target. The defender's facing is fixed by HQ position, not by which units are adjacent.

Counter-attacks only happen on melee (range 1). If a defender survives a melee attack, they fire back at 50% ATK. Ranged attacks (range 2 or more) never trigger a counter. Suppressed defenders (hit by artillery the previous turn) cannot counter and have −1 MOV.

Advance after kill: Melee units (foot, tracked, vehicle) automatically advance into a hex they just emptied with a kill. This can chain into a capture if the killed unit was holding a neutral structure or a damaged enemy structure (HP at 0).

Anti-Air reaction fire is automatic. AA units auto-fire at any air unit moving within range 2 on the opponent's turn (Russia/India: 3). With Missile Salvo active, range extends to 4 with double damage. Always check for enemy AA before committing aircraft.
// 07
Unit Roles & Effectiveness
~2 min

Every unit has one job. Asking a unit to do another unit's job loses the matchup multiplier and usually loses the unit. Memorize this once and combat decisions become automatic.

Infantry
Hold ground. Entrench (+3 DEF, +10 dodge stationary). Strong vs: Recon, Artillery, Engineer. Weak vs: Tank (0.25x), Jet (0.2x), Heli (0.3x).
Tank
Break lines. Armor Plating absorbs first hit. Strong vs: Artillery (1.6x), Recon, Anti-Air (1.4x). Weak vs: Jet (0.15x), Heli (0.3x).
Artillery
Soften. Range 2–5; min range 2. Must deploy before firing. Suppression: targets get −1 MOV and can't counter. Weak vs: air, melee.
Anti-Air
Deny enemy air. Auto-fires on enemy turn at air within range 2. Strong vs: Jet (2.5x), Heli (2.2x). Weak vs: almost everything else (0.3–0.5x). Cannot attack structures.
Recon / Scout
See the enemy. Vision 4 (Recon) / 5 (Scout). Ghost passive: invisible unless an enemy is adjacent. Slip behind lines.
Jet
Strike deep. Strong vs: Artillery, Engineer, Tank, Recon. Hard counter: Anti-Air (0.3x — takes 2.5x return damage).
Helicopter
Strong vs: Tank (1.7x), Artillery, APC, Engineer. Hard counter: Anti-Air. Strafe Run hits all adjacent enemies at 60% ATK.
Engineer
Force multiplier. Heals adjacent friendlies +1 HP/turn (Canada +2). Repairs damaged structures 20% per action (Canada 40%). Builds FOB / FAB / Port. Consumed when building.

Specialist units (typically produced from cities mid-match): Sniper (foot only, 92% ACC, 2x from forests), Mortar (needs a Recon spotter), Bomber (+50% vs cities/naval/vehicles, can't hit air), Submarine (Dive: invisible 2 turns), Paratrooper (immune to AA, airdrop within 8 hexes), PsyOps (decoy units + Phantom Signal fake chatter), Nuclear (3,500g, 30 dmg AoE, self-destructs).

// 08
Cities, HQs, Camps & Capture
~2 min

Structures are how you generate income, produce reinforcements, and ultimately win. Five types matter:

  • HQ — your main base. +4 DEF, +5 dodge. Generates 150g/turn (UK: 175g). Loss = match over (default victory condition).
  • City — capturable. +3 DEF, +5 dodge. Generates 100g/turn (Canada and China: 150g). Produces units. Coastal cities can produce naval.
  • FOB (Forward Operating Base) — built by an Engineer on plains or forest. +2 DEF, +5 dodge, 2-tile vision. Produces ground units. No income.
  • FAB (Forward Air Base) — built on plains. Same defense as FOB. Produces air units (jets, helicopters, paratroopers).
  • Port — built on plains adjacent to water. Produces naval units, which spawn directly in the port hex.

Capture rules:

  • Neutral cities: walk a ground unit onto them — instant capture. No multi-turn timer.
  • Enemy cities: first reduce the city's HP to 0 (with attacks or bombardment), then move a ground unit onto the empty hex.
  • Air units cannot capture. Only ground units (foot, tracked, vehicle) can.
  • On capture, the city's HP is fully restored and any old defense is removed. New Zealand: capture also heals adjacent friendly units.

Damaged structures earn proportionally less and cost more to produce from. A city at 60% HP earns 60g/turn instead of 100g, AND adds 60% to all unit costs built there. Always repair damaged structures before producing high-value units.

Engineer camp construction: An engineer can build a FOB, FAB, or Port. The engineer is consumed by the construction — do not build until you've already gotten value out of that engineer's medic and repair work, and you can afford to lose them.

Garrisons are buyable defenders attached to a structure. They auto-counter-attack adjacent enemies. City garrison: 525g (4 ATK, 70% ACC). HQ garrison: 800g (6 ATK, 75% ACC). FOB/FAB/Port garrison: 400g. USA gets a 20% discount on city defense purchases. Iran: every captured city automatically gets a free garrison.

Rush a fast unit toward a neutral city on turn 1. Helicopter, Recon, or Scout. Every turn of city ownership compounds — gold you don't earn early is gold you'll never make up.
Captured city you can't immediately defend > fortified city you can't capture. Take the income, then decide later whether to hold or harass.
// 09
Fog of War & Recon
~2 min

You only see what your units see. The enemy is moving in fog the same way you are.

Base vision range by unit (China: +1 to all)
UnitVisionNote
Scout5+1 on plains. Pathfinder: ignores forest movement penalty.
Recon4+1 on mountains. Ghost: invisible unless an enemy is adjacent.
Helicopter4Air unit — ignores terrain vision penalties.
Sniper / PsyOps / Jet3 
Most others2Reduced in forests except for recon, scouts, and air.
Radar (deployed)8Directional cone that rotates clockwise each turn.

Your HQ and cities act as 2-tile watchtowers. Standing on a desert tile gives any unit +1 vision range. Recon and PsyOps units are invisible to enemies unless an enemy is adjacent — they can slip behind lines undetected.

Recon Deep Scan (CD 3 turns; NZ ready turn 1; China CD 2): reveals an 8-hex directional corridor for one turn. Choose the scan direction by clicking an adjacent tile.

Vision is asymmetric. You can see PAST a forest hex but not THROUGH it. Mountains block vision behind them. Use this to hide reserves and plan ambushes.
// 10
Promotions & Commander Auras
~2 min

Units that survive combat earn promotions through three ranks. Each rank is gated by an OR condition — whichever path triggers first promotes the unit.

Promotion thresholds (any one condition triggers)
RankBadgeRequirements
VeteranBronze chevron2 kills or 4 combats survived
SpecialistSilver double-chevron8 kills or 15 combats survived or 3 cities captured
CommanderGold star16 kills or 30 combats survived or Specialist for 15+ turns

At Veteran and Specialist, you pick between two specialization options. Commander is fixed — it grants a passive aura.

  • Veteran: minor stat tweaks. E.g. infantry chooses Hardened (+2 DEF, +1 HP) or Assault (+2 ATK, +1 HP, attack with 0 MP).
  • Specialist: major specialization that can redefine the unit. E.g. infantry chooses Fortifier (+5 DEF, +10 HP) or Storm Trooper (+4 ATK, +1 range).
  • Commander: projects an aura that buffs all friendly units of the same class (ground / air / naval) within 2 hexes.
Only one Commander per unit type per side per game. If your Infantry Commander dies, no other infantry can become Commander for the rest of the match. Auras don't stack — a unit in range of multiple Commanders takes only the strongest applicable bonus. Protect them at all costs.
Assault Veteran Infantry is the only promotion that breaks the move-then-attack rule. Combined with the +2 ATK bonus, Assault Infantry are mobile strikers — they can sprint to a target and still get a punch in. Worth grinding for if you play infantry-heavy.
// 11
How to Actually Win
~1 min

HexArmy supports five victory conditions, set per match in the setup screen. HQ Takeover is the default.

Victory conditions
ModeHow to win
HQ Takeover (default)Capture the enemy HQ or destroy every enemy unit
Military AnnihilationDestroy every enemy unit (HQ ignored)
Complete DominationDestroy all enemy units AND own every city on the map
Infantry OnlyHQ Takeover rules, but only foot-type units may be drafted or produced
20 Turn SurvivalAfter turn 20, the side owning the most cities wins (tiebreak: surviving unit count)

The enemy wins under the same rules. Your HQ is the most important hex on the map. Garrison it (800g, +4 DEF + garrison counter-attacks). If the enemy ever gets adjacent to it, drop everything and dislodge them.

The HQ assault is the climax. Save your air, your Tank Blitz, and your ultimates for it. A coordinated final-turn assault — soften with artillery, then commit Heli/Jet, then finish with a Blitz tank — is what closes games.

Ten Quick Tips for New Commanders

  1. Always read the damage preview. Damage scales with current HP, so finish wounded targets before starting fresh fights.
  2. Always draft a Recon. Vision is the cheapest victory condition in the game. The enemy faction stays hidden behind fog until you make first contact.
  3. Save 1 MP for the punch. If you spend all 3 MP closing distance, your unit cannot attack that turn (unless it's a blitzing tank or Assault Veteran infantry).
  4. Flank to the rear. Front 1.0x, flank 1.25x, rear 1.5x (Iran 1.75x). The defender's facing is fixed by their HQ position — attack from the side or rear of the line between defender and their HQ.
  5. Tanks cannot enter forest or mountain. Plan tank routes along plains and desert from turn 1.
  6. Spread your line. Artillery Barrage hits a target hex AND every adjacent hex at 70% ATK. One stack = three dead units.
  7. Mortars need a Recon spotter. Without a friendly Recon with vision on the target, mortars cannot fire.
  8. Artillery must deploy before firing. Click the unit to toggle deploy, then attack on the next available action.
  9. Engineers are consumed when building camps. Get medic and repair value out of them first; build only when you can afford the loss.
  10. Capture neutral cities turn 1–3. Walk a fast unit on, instant capture. Every turn of income compounds.
// 12
After Your First Win

Once you have beaten the Easy AI on a small map, push your skills upward:

Suggested progression: beat Medium AI on a Medium map → try a different faction (Russia for cheap mass, UK for elite play, Iran for flank-and-burn, India for mountain warfare) → try multi-AI (1v2 or 1v3 free-for-all) → climb the ranked PvP ladder when you can consistently beat Hard.

Take Command
You have the briefing. Open the game, start a small map, and run a single match end-to-end. Half the lessons here only stick once you have actually played them.
Buy & Download on Steam