Combat HQ: World War Two Wargame Rules
Total War: Advanced Rules & Battle Group Builder
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Recent Posts
- Battle Group and Unit Statistics – France 1939-40
- Updated and Expanded Stats Documents
- Combat HQ Unit Special Abilities Rules
- Battle for Mechili – Turn 8 – End Of Turn
- Battle for Mechili – Turn 8 – 3rd Italian Command Pulse
- Battle for Mechili – Turn 8 – 3rd Commonwealth Command Pulse
- Battle for Mechili – Turn 8 – 2nd Italian Command Pulse
- Battle for Mechili – Turn 8 – 2nd Commonwealth Command Pulse
- Battle for Mechili – Turn 8 – 1st Italian Command Pulse
- Battle for Mechili – Turn 8 – 1st Commonwealth Command Pulse
- Battle for Mechili – Turn 8 – Start of Turn
- Battle for Mechili – Turn 7 – End of Turn
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Category Archives: Wargame Rules
Battle for Mechili – Turn 6 – 3rd Commonwealth Command Pulse
The Commonwealth regroups two platoons. End of Command Pulse.
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Battle for Mechili – Turn 6 – 2nd Italian Command Pulse
The Italians exchange fire with the A13 Platoons. One A13 is suppressed and the Italians lose a M13/40 Platoon (-2 Morale). End of Command Pulse.
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Battle for Mechili – Turn 6 – 2nd Commonwealth Command Pulse
The Commonwealth regroup a Mk VIb platoon. End of Command Pulse.
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Battle for Mechili – Turn 6 – 1st Italian Command Pulse
The Italians use two Wild Dice to create an instant Staff Order to order their artillery to fire with a single mission. The artillery responds and suppresses an A10 Platoon. End of Command Pulse.
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Battle for Mechili – Turn 6 – 1st Commonwealth Command Pulse
The Commonwealth commits its HQ Company and Direct Support Battery. The HQ Company enters the table while the 25-pounder battery slowly sets up (not available to fire until next turn). End of Command Pulse.
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