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Author Archives: Jim Bambra
Commonwealth Kangaroos – Part Two
Here are the rules for using Kangaroos in games of Combat HQ. Army Morale Points Calculate Army Morale Points normally counting the Kangaroo and its infantry as one unit. Kangaroo Capacity Each Kangaroo transports one platoon of infantry. Infantry begin … Continue reading
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Commonwealth Kangaroos – Part One
Kangaroos Kangaroos are a special form of armoured transports. Their job is to get infantry safely to their destination, dismount the infantry, then retire to a safe location ready to pick up the infantry. Kangaroos and their transported infantry are … Continue reading
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Loss of Command and Control
Loss of command and control first appeared as part of the Combat Commander series of posts. I’ve included it again here as it also works really well when playing smaller games. Command Dice Loss When a unit is dispersed and … Continue reading
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Rules Updates
Here are a few rules updates you can use in your games. Firepower Suppression for Machine Gun Platoons Firepower Suppression has been added to all Machine Gun Platoons to better represent the suppressive effects of machine gun fire. Close Support … Continue reading
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Armoured Infantry – Special Unit Rules
The Armoured Infantry book adds a new Special Unit Rule for use with armoured and motorized infantry. Firepower Suppression Units with a large number of automatic weapons can cause more suppression than other units. Firepower Suppression is similar to Artillery Suppression, but … Continue reading
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