Loss of Command and Control

Loss of command and control first appeared as part of the Combat Commander series of posts. I’ve included it again here as it also works really well when playing smaller games.

Command Dice Loss

When a unit is dispersed and loses three Morale Points, it can result in the loss of a Command Dice. When three Morale Points are lost an Army Morale Check is made.

The owning player CO rolls his Army Morale Dice. His opponent rolls three dice. All dice have a 4+ TN. If the owning player rolls more successes than his opponent, he passes the test. If he rolls the same or fewer successes, he fails the test. On a failed test, one Command Dice is permanently removed from the game.

Using a Staff Order to Boost an Army Morale Check Before making an Army Morale Check the owning player may use a Staff Order to increase his Army Morale Dice by +1D.

Reducing an Army’s Maximum Number of Staff Orders

Each Command Dice lost reduces the maximum number of Staff Orders that can be held by a player by -1.

For example, a Soviet force consisting of an Infantry Battle Group with 5 Command Dice can hold a maximum of five Staff Orders. If it loses a Command Dice, the maximum would be reduced to four. If another Command Dice is lost, the maximum would be reduced to three.

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Rules Updates

Here are a few rules updates you can use in your games.

Firepower Suppression for Machine Gun Platoons

Firepower Suppression has been added to all Machine Gun Platoons to better represent the suppressive effects of machine gun fire.

Close Support Direct Fire Suppressions

Direct fire by close support units can now cause Artillery Suppressions.

Optional Army Morale

To determine your Army Morale total up the number of units in your army including off-table artillery batteries and divide by two, then add your number of Command Dice. This total forms your initial Army Morale Points. Now roll your Command Dice. Each 1 you roll reduces you Army Morale by -1, and each 6 increases it by +1.

You can use Staff Orders to offset the effects of rolling 1s. Each Staff Order you spend prevents the loss of one Morale Point.

Revised Recon Morale

Kampfgruppe Commander reduced the Morale Loss from a recon unit to one Morale Point. This works well in games where only one or two recon units are used per side, but is less effective when three or more units are fielded. In games with three or more recon units, all recon units lose D3 Morale Points; the same as other units.

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Armoured Infantry – Special Unit Rules

The Armoured Infantry book adds a few new Special Unit Rules for use with armoured and motorized infantry.

Firepower Suppression

Units with a large number of automatic weapons can cause more suppression than other units. Firepower Suppression is similar to Artillery Suppression, but applies only to Firepower attacks.

When fired at with Firepower Suppression, the target must roll more 6s than the firing unit or be suppressed.

Rules Update: Firepower Suppression has also been added to all infantry machine gun platoons to better model the suppressive effect of their fire.

Rapid Deployment

Rapid Deployment allows armoured infantry, motorized infantry and armoured carriers to move quickly. Rapid Deployment increases a unit’s movement speed, but reduces its combat ability.

Units with Rapid Deployment have two movement speeds lists eg Slow (Fast). When moving normally they move at the first speed. When using Rapid Deployment they move at the speed in parentheses.

A unit using Rapid Deployment is subject to a -1D penalty when firing or engaging in close assault.

US Armoured Infantry with M3 Half-track

When moving normally the US infantry move 3+1D6”.

If they make a single move, they are subject to no dice penalties.

If the US armoured infantry make a double or triple move, they have a -1D penalty (double move) or a -2D penalty (triple move).

The US Armoured Infantry may also use Rapid Deployment to increase their movement to 6+D6x2”, but they have a -1D penalty when doing so.

If they use Rapid Deployment to make a double or triple move , they are subject to a -2D penalty (double move) or a -3D penalty (triple move).

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Armoured Carriers

In this post I take a look at how armoured carriers are used in Combat HQ.

Armoured carriers are a special class of vehicles that can be used to carry mortars, tow guns, and act as weapon mounts for infantry and anti-tank guns.

Targeting Armoured Carriers

Armoured carriers are treated as Soft Targets.

Armoured Carriers as Weapons Platforms When equipped with mortars, large calibre guns or howitzers, armoured carriers are treated as armoured infantry and can use the Rapid Deployment ability.

Armoured Carrier Gun Tows

Guns towed by armoured carriers cannot use Rapid Deployment. The gun must limbered/umlimbered the same as guns towed by trucks or horses.

Improved Reaction Dice

Armoured transports add +1D to a gun’s Reaction Dice when the gun is limbered. It provides no benefit when the gun is deployed. So a gun towed by an armoured carrier has the same Reaction Dice whether it’s deployed or not.

Reaction: 4D (4D)

A Pak-40 towed by a SdKfz 251/4 has its Reaction Dice increased from 3D to 4D when limbered. It has a 4D Reaction when deployed.

Armoured Carrrier Gun Tows with Machine Guns

In addition to increasing a gun’s Reaction Dice, armoured carriers armed with machine guns negate a gun’s +2 TN combat penalty when attacked in Close Assault.

A Pak-40 towed by an Opel Blitz truck is close assaulted by Soviet infantry. The Pak-40 has a TN 4+. When fighting in Close Assault this is increased by +2 to TN 6+ making it likely that it’ll lose the close assault.

Later a Pak-40 towed by a SdKfz 251/1 armed with a machine gun is close assaulted by Soviet infantry. As the SdKfz 251/1 is armed, the Pak-40’s TN remains at 4+ giving it a better chance of defeating the Soviet infantry.

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Motorized Infantry

Motorized infantry are transported in trucks. As with armoured infantry, there is no need to track their mounted or dismounted status. Assume that they dismount to fight and mount to move.

Motorized Infantry Statistics

More maneuverable than normal infantry, motorized infantry can respond rapidly to enemy movement.

Targeting Motorized Infantry

Motorized infantry are targeted with FP and cannot be targeted with AT fire. Their transports are part of the infantry unit and cannot be targeted separately. If the infantry are Dispersed, their transports are also Dispersed.


Motorized infantry move at Slow Speed. They move at Average Speed when using Rapid Deployment.


As they are transported in vehicles, motorized infantry are subject to vehicle break-downs when using Rapid Deployment. A unit’s reliability is determined by its transport vehicle.

Rapid Deployment

Motorized infantry can use Rapid Deployment.

Motorized Infantry Example

Panzergrenadiers (Motorized)

Type: Motorized Infantry

Move: Slow (Average)

Reliability: Average

Reaction: 3D

Weapon: Rifles and machine guns

  • Range: 4/8/16
  • FP: 5D AT: –

Weapon: Panzerfaust

  • Range: 1/2/3
  • FP: AT: 5D

Notes: Firepower Suppression. Rapid Deployment. Deployed anti-tank teams. Going to Ground.

Firepower Suppression: Panzergrenadiers have more machine guns per platoon than normal German infantry giving them the Firepower Suppression ability.

Rapid Deployment: The panzergrenadier’s move increases to Average (6+D”) when they use Rapid Deployment.

Deployed Anti-tank Teams: Motorized infantry can deploy their Anti-tank teams.

Going to Ground: Motorized infantry benefit from Going to Ground.

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