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
Turn 2 Continued
1st German Command Pulse 2nd US Command Pulse 2nd German Command Pulse 3rd German Command Pulse German Fire Further German fire has no effect. End of Turn Fire End of Turn Each side controls an objective and so gain one … Continue reading
Posted in Learn to Play, Wargame Rules
Leave a comment
Turn 2: 3rd US Command Order
US use their 3rd Order to Advance German Opportunity Fire US Fire End of 1st US Command Pulse
Posted in Learn to Play, Wargame Rules
Leave a comment
End of Turn One
End of Turn Fire Gary fires at the Germans to no effect. The German platoons have either already fired, are suppressed or are out of range. End of Turn One The Germans have taken one objective and receive a Morale … Continue reading
Posted in Wargame Rules
Leave a comment
3rd German Command Pulse
Max has activated all of his units so he cannot use the 4 Dice. He discards it, but before ending his Command Pulse, he uses one of his Staff Orders to remove a Suppression. The German Command Pulse and Turn … Continue reading
Posted in Wargame Rules
Leave a comment
2nd US Command Pulse
Max wants to use opportunity fire as the US moves. Rather than move the figures back, Gary and Max agree that his fire occurs when the US are 1″ from the hedge. Ranges will be measured from there as will … Continue reading
Posted in Wargame Rules
Leave a comment