Multi-Player Rules #1

usa-generalsCombat HQ easily accommodates multiple players per side allowing you to share command of an army. The next few posts provide guidelines on setting up and playing multi-player games ranging from a single battle group to two or more battle groups per side.

 

Single Battle Group per Side

The simplest way to play a multi-player game is with a single battle group per side.

Shared Battle Group

In a shared battle group game, the players divide command of the battle group’s units between them. Shared Battle Group Command works particularly well when three people want to play as everyone can be engaged in the game. It’s also a great way for veteran players to teach new players the rules.

For example, Max and Odo are sharing a late war German Infantry Battle Group. Max takes control of two Rifle Companies. Odo has control of one Rifle Company and the Weapons Company. They decide to share the Off-Table Artillery.

Each turn the Command Dice are rolled as normal. Players can either take it in turns to roll all the Command dice for their side, or allow one player to roll each turn until he rolls a Command Failure. Following a Command Failure, the other player rolls each turn until he rolls a Command Failure, at which point it’s the other player’s turn again.

Players decide how dice are allocated and how Staff Orders are used and restocked.

On the first command Pulse, one player nominates and uses a Dice Chain. It is then the opposing side’s Command Pulse.

On the second Command Pulse, another Dice Chain is selected and used. Any Command Group can be selected – players do not have to alternate between Command Groups they control.

Shared Battle Group with an Army Commander

One player is nominated as the Army Commander. He decides how the Command Dice are allocated and has control of the off-table artillery. The other player may discuss how Command Dice and Staff Orders are used, but the Army Commander has ultimate say over their use.

Shared Unit Control: The Army Commander controls some of the Battle Groups units, as well as allocating Command Dice.

Army Commander Only Issues Orders: The Army Commander doesn’t have any direct control of units. Instead, he issues orders to the other player who has responsibility for all movement, combat and spotting. The Army Commander is responsible for artillery missions.

About Jim Bambra

Jim has designed and developed a wide variety of games such as Warhammer Fantasy Battles, Warhammer 40,000, Star Wars Miniatures, Warhammer Fantasy Roleplay, Dungeons and Dragons, Star Frontiers, GURPS, Star Wars, and TORG. In addition to tabletop games, Jim has also developed games for PCs and consoles: Special Forces, Warzone 2100, Conflict: Desert Storm I & II, the Great Escape, Conflict: Vietnam, and Conflict: Global Storm, amongst others.

Combat HQ is his latest set of rules. It grew out of Jim’s desire to play a fast moving World War Two miniatures game that not only required him to make decisions as an army commander, but also contained sufficient detail to capture the intricacies and complexities of World War Two combat in an entertaining manner.

Jim lives in Fuerteventura where he plays a wide range of games from miniature wargames to video games. In his spare time he likes to read, teach Aikido and go walking with his dogs.

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