Author Archives: Jim Bambra

Armour Battles – Wild Dice

In this post I describe Wild Dice. A roll of 6 when rolling Command Dice represents a lucky break: an opportunity for the Combat HQ to influence the battle directly. A wild dice can be combined with other dice to … Continue reading

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Armour Battles – Command Orders

This post covers Command Orders. Command Orders are used to activate or rally units. Double or larger Dice Chains can be used to increase the number of Staff Orders or issue multiple move orders. Activating a Command Group Each Command … Continue reading

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Armour Battles – Unit Morale

This post covers how unit morale works. Reaction Dice Reaction Dice are used to determine how units react in combat. Reaction Checks are made every time a unit takes one or more hits. Unsuppressed units have a 4+ TN. Suppressed … Continue reading

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Armour Battles – Line of Sight

Line of Sight (LOS) determines whether one unit can see another. It consists of drawing an imaginary line across the table from one unit to another. LOS is blocked if it passes through a solid object such as a tall … Continue reading

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Armour Battles – Terrain and Movement

This post covers the effects of terrain types on movement. Terrain affects how quickly units can move across the battlefield.     Open Ground: Open ground provides a firm surface for movement. It includes grasslands, fields, pavements, orchards, and other … Continue reading

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