Combat HQ

World War Two Wargame Rules

Combat HQ Second Edition presents fun, streamlined rules designed for large-scale world war two battles featuring rapid movement, decisive combat, and exciting decision making.

The new edition includes rules for close support units, a faster close assault system,  extended artillery rules, and more opportunities to wage war on the battlefield.

Rapid Command Pulses and opposed dice rolls keep players constantly involved. Easy-to-play rules emphasize command-and-control decisions over complex combat resolution mechanics.

In each Command Pulse you decide how to use your limited command resources: will you use your Command Dice to move up a company of infantry supported by tanks? Or will you use them to rally an anti-tank gun battery? Or maybe you should use them to liaise with your staff officers? The choice is yours.

Game Length: 2–4 hours.

Unit Scale: The Platoon is the basic unit in the game and is represented by a model vehicle, a base with three infantry figures, a heavy weapons team, or a gun and its crew.

Ground Scale: 1” equals 50 yards.

Figure Scale: Plays equally well with 2mm, 6mm, 10mm, 15mm or 20mm figures.

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Reviews:Jeffrey R Sundberg on Amazon.com wrote:

The designer of Combat HQ, Jim Bambra - something of the maestro of the dice - is to be complimented on the tremendously rich, interesting, and historically plausible set of tactical command choices that he's managed to squeeze out of the rolling of a modest number of D6's in his game. The player will need to judiciously allocate between expending energy on present tabletop activities or to convert some of into a reserve – ‘Staff Orders’ - that can be used to enhance opportunity or maintain momentum and continuity in the teeth of momentary adversity. The game is punctuated by moments of potential for large gains - an opponent's 'Command Failure' - if the player has positioned himself well and provided for the future.

Add to this the game’s realistic assessment of the durability of the battleworthiness of the various infantry and armored units that might constitute the player’s battlegroup – provisions are set forth for late war Commonwealth, American, and German battalion-sized forces, represented on the tabletop at the granularity of the platoon level – and the Combat HQ rules provide excellent value, especially given the quite modest asking price.

Larry Clowers on Amazon.com wrote:

Combat HQ and its companion Total Combat rules for WWII wargaming are outstanding! This is a huge advance in wargaming with considerable thought on the mechanisms of just about everything one could want in a wargame. All this using 6 sided dice. The rules are clear and easily read, great examples provided, and explores many avenues to produce a game with untold options. Did I mention it has many, many pictures?

Perhaps the best section I found is an extensive unit building examples coupled with scenarios. Here you will find scenarios which presents almost a step by step way to start gaming Combat HQ with ease.

A future companion to Combat HQ is Total War. This companion rule set builds on the basic rules with a wide selection of optional rules to spice up the game that should suit many if not most wargamers.

Amazon offers you a chance to review a portion of this rule set to give you an idea of what the rules are about as well as the flavor of Combat HQ gameplay. Not just a quick one page, but...well read for yourself and see what Combat HQ has to offer.

Martinus on Amazon.co.uk wrote:

⭐⭐⭐⭐⭐ An Excellent Set Of WWII Rules

I have been a wargames rule writer and wargamer for many years and I have over that time the found that the keys to a good set of wargames rules for me are that they should be entertaining, historically accurate, playable, inherently simple and, perhaps most importantly, logically laid out and readable. All to often in the past I have found a great set of rules that is either so poorly laid out or so difficult to read and clearly understand the writer's meaning that they have been virtually unplayable. These World War Two Wargames Rules (2nd. Edition) very definitely contain all that I find good in a set of wargames rules.

As noted above, this is the second edition of a set of World War II wargames rules that was first published a few years back and has become popular ever since because of their playability and flexibility. Though the content and general themes of the original set are still present they have been expanded and added to and resultant set is a very much an improvement over the original.

These are possibly the best laid out set of wargames rules that I have read in many a year. Each point is logically and readably introduced and the specific rules applying to it are clearly written and explained, often with the use of colour photographs), before moving onto the next point. I felt as a read the rules that this was more like a "how to write wargames rules" tutorial.

These rules are fast paced and suitable for experienced gamers and those new to the hobby. New terminology is well explained and all definitions are clear and appropriate.
They can accommodate most current popular wargaming scales are suitable for figures from 2mm to 28mm. As well as the rules include army lists and information on Commonwealth, German, and USA forces. The Soviet Russians will be the subject of a forthcoming Late War Soviet book,

Command and control are key factors in the game and, because the rules governing these follow the layout style mentioned above, are easy to follow. Combat uses opposing dice throws and is quickly resolved whilst the Artillery rules reflect its importance in World War II. Rules for buildings and terrain are also included as are a set of scenarios that both help a player become familiar with game and are playable as games in themselves.

These are a set of Army level rules that are well laid out and both readable and visually pleasing as well as being well illustrated with photos. Written by an experienced wargamer and sold at an excellent price.

All in all an excellent revised edition to an established set of wargames rules that I would highly recommend.

T Allen on Amazon.co.uk wrote:

⭐⭐⭐⭐⭐ A Diamond, Polished

Combat HQ, Jim Bambra’s innovative Second World War-gaming rule set, was first published in 2016 and now, four years on, it’s had a makeover.

So, what’s different about Combat HQ2 ? The quick answer is: not much; the more subtle answer is: quite a lot.

There are very few substantive changes to the rules themselves – for the very good reason that they’re not necessary – but there are many changes in detail and wording within existing rules to clarify meaning and refine interpretation; these derive from feedback and questions to the designer from players of the game.

That is not to say that there are not more significant changes elsewhere. CHQ1 contained “army lists” and generic scenarios and was accompanied by a sister publication, Armour Battles, a three scenario introduction to the game. This content has now been reshaped so that (a different) three scenario introduction is now contained within the CHQ2 rule set and other scenarios and additional rules for particular situations (beach assaults, counter battery fire, airborne…) are to be found in its companion, Total War. The intro scenarios are structured to bring in more rules as you progress (rules required are helpfully listed before each one).

The core system is the same as CHQ1, but bears repeating here…

Each side activates command groups alternately—but there the resemblance to simple IgoUgo ends. Instead, a simple yet subtle command dice system produces plenty of realistic asymmetries in how many orders you can give this turn and how many in this command pulse (player turn).

Combat resolution is straightforward but always produces reasonable results. Both players roll a base number of ordinary dice, modified in number or the score required for success. Clearly a lot of playtesting has gone into retaining only the significant modifiers. These are situational (range, cover, etc) or derived from orders (disengaging units are less likely to be damaged) or specific to that type of unit (tank destroyers may shoot and scoot).
Opposed dice rolls (both players rolling to gain or deny success) is a theme that rune throughout the game: the designer is insistent upon both players being engaged at all times and having (or feeling they have) an influence on events as they unfold.

Each rule section is written with admirable clarity so you are almost never left puzzling over how to do something. Moreover—and this is less common than it ought to be—the rules sections integrate seamlessly and intuitively with one another. Myriad sub-headings and a comprehensive table of contents are of great assistance here, as is the glossary which extensively and clearly defines the particular meaning of words and phrases as they are used in the game.

jonny on Amazon.co.uk wrote:

⭐⭐⭐⭐⭐ Great miniature rule set for all levels

Until I came across this rule set I felt unsatisfied with the numerous ww2 systems available.Unused tanks had been gathering dust through lack of motivation.Rules were bogged down with overly complex mechanisms or just too many rules to remember.This system hits the sweet spot for large scale combat for me and this is why...

No down time. The system uses command dice in chains with alternating activation phases.

Opportunity for single or multiple actions by activating up to 4 units at a time. This is a dynamic mechanic, rather than an I go u go system.
Conflict resolution is rapid without the need for looking up complicated resolution tables.Dice rolls are simultaneous and logical. Rules are clearly presented and easily memorized.You will spend your time gaming, making the important strategic decisions, rather than constantly checking the rules.
This system is adaptable to multiple scales and unit basing. The armor and standard infantry rules work well for introducing new players, but there are customized rules in the Total War edition, introducing engineering units, weather , air support and other variables. In short simple but not simplistic. Learn the base rules, then add in complexity depending on your personal preferences.

Included in the rules and on the designer’s website-Jim Bambra, are interesting insights into the design process and decisions. This is clearly a labour of love.Many hours have obviously been spent developing and refining the system. Give the rules a go you won’t be disappointed.

D P BULLER on Amazon.co.uk wrote:

⭐⭐⭐⭐⭐ Best set I’ve played

And I’ve played a lot of sets of ww2 rules!!

I’ve played it in 15mm although the rules say they work for larger or smaller scales.

The key to the game is the command dice. They allow you to push units forward, rally troops, call in off board support, reserves etc. Each round you roll a new set of orders which allow you to do more or less (Depending on the roll you make). The brilliance of the game is in the decisions you have to make on how to spend your dice (including a few extra staff orders). You never have quite enough to do everything, especially as the game progresses and you are trying to make that final assault on one flank to capture an objective while trying to shore up your defenders morale on the other.

Opposed dice rolls and alternating activation keeps both players thoroughly engaged throughout the game.

The three linked scenarios in the book are great for easing you in as each new scenario let’s you add more rules in.

As been previously mentioned, the only thing is lack of army lists but these are on the way soon i believe but you are given simple mechanics to create your own units and several battle types. So if you want to recreate a historical situation the rules are there.

Would thoroughly recommend and at a real bargain of a price especially given all the content.

Colin Whittaker on Amazon.co.uk wrote:

⭐⭐⭐⭐⭐ Wargame Rules that give you the Command perspective

s WW2 wargame rules go Combat HQ is in my opinion a very different animal. It moves the hobby and the genre away from the simple buckets of dice rolls to achieve weapon kills, to a game that involves real command and staff decisions. One is confronted with the need to harness and build resources in order to achieve the mission in a manner that other game systems fail to do.

That having been said this isn't a slur against other game systems; far from it they have their place for simplicity and the ability to bring newcomers into the hobby. However, as one matures in the hobby one demands rules that create more complex challenges for the commander to solve, and better representative of WW2 battles and the decisions that commanders had to make.

Michael Leathem on Amazon.co.uk wrote:

⭐⭐⭐⭐⭐ Complete Wargame

Ive been playing Combat HQ now since its release. I have now purchased Version 2 and the Total War companion book. Im a bit of a rules junkie and have considered many a set of rules, but ive found nothing that comes up to the playability and ability to reflect the history of combat during WW2. The system allows one to fight small engagements with about 12 units up to very large multiplayer battles. There are free books available on the combat HQ website and here on amazon i believe which will give you a flavour of the rules. In particular I love the command dice mechanism and the fact that opposed dice roles in combat not only decides casualties but also adjudicates the morale outcome of an attack. Add the Combat HQ Total War book and you have everything you need for para drops, beach landings and more. The authors knowledge of history ensures that the forces are historically accurate. I highly recommend.
Mike

William A. on Wargame Vault wrote:

Combat HQ is an excellent set of simple, very readable rules, which find a nice balance between playability and realism when playing World War Two table top wargames. Jim does a great job in capturing all aspects of combat without getting bogged down in too many tables and too much die rolling. The system is consistent across all the game mechanics which makes it very easy to play once the basics are mastered. For all my larger scale battalion games Combat HQ would be my first choice.


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