FREE Armour Battles Rules

Buy Combat HQ

Buy Total War

-
Recent Posts
- Road to Hannut – French Battle Group
- The Road to Hannut – French Briefing
- 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
- Merry Christmas!
- Print Editions of Total War and Late War Soviet Battle Groups
- Combat HQ Available in Print from Pacific Sky Games
- Print Version of Combat HQ Coming Soon!
Subscribe to Blog via Email
Category Archives: Wargame Rules
Battle for Mechili – Turn 4 – 1st Italian Command Pulse
Two Italian Blinds move up the table. One is spotted revealing three M13/40 Platoons. End of Command Pulse.
Posted in Wargame Rules
Leave a comment
Battle for Mechili – Turn 4 – Start of Turn
Both sides roll a Command Failure creating more problems for the 7th Hussars as they try to convince the 2nd RTR to come to their aid. The Italians have the first Command Pulse.
Posted in Wargame Rules
Leave a comment
Battle for Mechili – Turn 3 – End Of Turn
With their reserves having entered the table, the Italians are poised to drive the 7th Hussars from the field.
Posted in Wargame Rules
Leave a comment
Battle for Mechili – Turn 3 – 4th Italian Command Pulse
A third Italian reserve group arrives. End of Command Pulse.
Posted in Wargame Rules
Leave a comment
Battle for Mechili – Turn 3 – 3rd Commonwealth Command Pulse
The Commonwealth Regroups a Mk VIb paltoon. End of Command Pulse.
Posted in Wargame Rules
Leave a comment