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Author Archives: Jim Bambra
Combat HQ – Flank Attack
The Attacker has out-manoeuvred the Defender and is attacking his flank. Attacker Briefing You have caught the enemy by surprise and are attacking against one of his flanks. Press your advantage and destroy the enemy’s will to fight before he … Continue reading
Posted in Wargame Rules
Tagged Armour Battles, Combat HQ, World War Two Wargame Rules
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Combat HQ – Attack/Defend
The Attacker must drive the enemy from his defensive position. Attacker Briefing Attack and eradicate the enemy before he secures his position. Initial Units: You may deploy 50–75% of your battle group. Reserves: You may have up to 25–50% of … Continue reading
Posted in Wargame Rules
Tagged Armour Battles, Combat HQ, World War Two Wargame Rules
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Combat HQ – Meeting Engagement
Two armies advance towards each other, both intent on defeating the other. Both sides are the Attacker in this mission. Attacker Briefing You must attack and destroy the enemy’s will to fight. Initial Units: You may deploy 100% of your … Continue reading
Combat HQ – First Turn Command Failure
If a Command Failure occurs in the first turn, the Defender may use his Wild Dice to issue orders. After the Attacker has used a Dice Chain, the Defender may take the next Command Pulse and use his Wild Dice. … Continue reading
Combat HQ – Starting a Game
The Mission Briefings state which side has the first Command Pulse. Meeting Engagement In a Meeting Engagement both players roll their Command Dice with the player who rolls the most 6s having the first Command Pulse. The Attacker Has the … Continue reading