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 3 – 1st Italian Command Pulse (Logistics Phase)
The Italians adjust their fire mission onto the Mk VIb Platoons. One Mk VIb Platoon is forced back the other is Dispersed (-1 Morale).
Posted in Wargame Rules
Leave a comment
Battle for Mechili – Turn 3 – Start of Turn
More problems for the 7th Hussars as the Commonwealth rolls a Command Failure! The Italians have the first Command Pulse.
Posted in Wargame Rules
Leave a comment
Battle for Mechili – Turn 2 – End of Turn
The Italian attack is putting the 7th Hussars under tremendous pressure. Next turn, will the 2nd RTR turn up or will the 7th Hussars be driven from the battlefield?
Posted in Wargame Rules
Leave a comment
Battle for Mechili – Turn 2 – 4th Italian Command Pulse
The Italians push their attack. The light tanks move up and suppress a Mk VIb Platoon. The M13/40 tanks advance and force back the lead A9 Platoon. The Italians then fire at the Mk VIb Platoons. They force one back … Continue reading
Posted in Wargame Rules
Leave a comment
Battle for Mechili – Turn 2 – 4th Commonwealth Command Pulse
The Commonwealth successfully rally their lead A9 Platoon. End of Command Pulse.
Posted in Wargame Rules
Leave a comment