Combat HQ – Starting a Game

Combat HQ Cover CroppedThe Mission Briefings state which side has the first Command Pulse.

Meeting Engagement

In a Meeting Engagement both players roll their Command Dice with the player who rolls the most 6s having the first Command Pulse.

The Attacker Has the First Turn

In other missions, the Attacker has the first turn and the Defender doesn’t roll any Command Dice.

To determine how many Command Dice the Attacker has for the first turn, he rolls all of his Command Dice with a 4+ TN. He discards all dice which roll 3 or less. It doesn’t matter at this stage how many 1s or 6s he rolls.

The Attacker then takes the dice that scored 4+ and rolls them as his Command Dice. Any 1s matched by 6s are discarded. If the Attacker rolls a Command Failure, he gives the Defender the rolled 1s as Wild Dice. Unlike in other turns when he would automatically have the second Command Pulse, an Attacker who rolls a Command Failure has the first Command Pulse. If no Command Failure occurred, the Attacker continues to allocate Command Dice until he has none left and the turn ends. Dice must be allocated as Dice Chains – all dice in a Dice Chain must be used before another Chain can be selected.

Next Post

First Turn Command Failure

This entry was posted in Wargame Rules and tagged , . Bookmark the permalink.

Leave a Reply