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- Road to Hannut – German Statistics
- Road to Hannut – German Battle Group
- The Road to Hannut – German Briefing
- The Road to Hannut
- Hannut 1940 – The German Attack and the Dyle Plan
- Five Player Game of Combat HQ – After Action Report
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Category Archives: Wargame Rules
Multiplayer Game Questions
Another great question from the Combat HQ Group. I’m going to run a six player game next week so I’m thinking about your multiplayer rules. So I will probably run two battle groups each side but with a CO having a … Continue reading
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Combat HQ Questions
Some great questions came up on the Combat HQ Group yesterday. I’ve added them here along with my answers. Played a few more games and I’m hosting a club game next week so a few questions have popped up 😉 … Continue reading
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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