Multiplayer Game Questions

Another great question from the Combat HQ Group.

I’m going to run a six player game next week so I’m thinking about your multiplayer rules. So I will probably run two battle groups each side but with a CO having a small group. But my reading of your rules for multiplayer seem to me like players move one after the other. Is this correct? If so this will slow the game down dramatically rather than allowing each player on one side activate together.

The Symmetrical Option

Activate the US or German players together. Total up the dice for both players on a side to see which side has the most 6s, etc. This side has the first Command Pulse. During a Command Pulse both players play simultaneously. Once both players on a side have used all of their Command Dice, it’s their Opponents’, Command Pulse.

The Asymmetrical Option

Divide the table into zones for each player. One an 8′ table assign the left half of the table to US player #1 and German player #1. Assign the right half to US player #2 and German player #2. Each player’s Deployment Zone is restricted to his half of the table. The CO can deploy his units into either Deployment Zone.

Command Dice are rolled by each pair of players as though they were in a single player game. The paired players then play against each other. This can mean that both US players are active, or one US player is active and one German player is active.

Handle any crossovers between the players as they occur. The active player can always trigger enemy opportunity fire, even if his current opponent is currently active against the other player.

Example

US Player #1 advances against German Player #2. Although German Player #2 is currently the active player against US Player #2, his units can conduct opportunity fire against US Player #1’s units.

This is also where having a CO comes in handy. As he’s looking at the big picture, he may spot some fire opportunities that would otherwise be overlooked by the players.

Command Failures

In the event of both paired players rolling Command Failures, they continue to play after removing all 1s rolled. In this case no 1s are passed to the opponent. This avoids one half of the table from not participating this turn.

A turn ends when all players have used their Command Dice.

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Combat HQ Questions

Some great questions came up on the Combat HQ Group yesterday. I’ve added them here along with my answers.

Played a few more games and I’m hosting a club game next week so a few questions have popped up 😉

1. Close Assault

Do units being close assaulted have the option to fire? In the rules it mentions the example of a MG firing to try to disrupt the attacker although I don’t see this in the close assault section of the rules. Perhaps the MG wasn’t the one being charged that would explain it!

Yes. Unless a unit is suppressed or it has a fire marker, it may use opportunity fire whenever an enemy unit moves or fires. Try to suppress enemy units before close assaulting them.

2. Movement and Firing

When a command group moves should all the actions for one unit be completed before moving to another (moving and firing, or firing and not moving), or should all units be moved before firing units in the command group? This can make a difference because your movement direction/path may vary depending on the result of firing for your previous unit in the command group.

Movement and firing are very flexible. Within a Command Group, some units may fire before moving; others may fire at the end of their move. However, you can’t fire on the move.

Similarly, not all units must move when activated. Some could fire, while others move. The easiest way to sequence this is to first conduct any fire from units that are not moving or firing before moving, then move the moving units before conducting any fire at the end of their move.

Example

Three Panzer IVs are in the same Command Group as a Pak 40. The group is activated and the Pak 40 fires at a Sherman 75mm. The three Panzer IVs than advance and fire at the end of their move.

Alternatively, the Pak 40 could have fired and one or more of the Panzer IVs could also have fired. The three Panzer IVs could then advance; the ones without fire markers could then fire at the end of their move. Or the German player could have decided not to move one or more of the Panzer IVs that fired.

Leader Location

All moving units must end within 6″ of the nominated leader. A dice or other marker is placed to show the intended destination of the leader. When a Command Group moves all units are moved together (one after the other). Once all units have moved, they may fire.

As the dice indicates where the leader is moving to, the leader must move towards this location. If the movement dice are higher than he needs, he stops at his nominated location; he cannot overshoot. If the dice roll is less than required, he moves the full distance rolled to the nominated location. It’s not possible to change the location, just because the unit is moving slowly.

Also, no unit may move further than the rolled movement of the group. You cannot move a unit that started in line with the leader an additional 6″ and claim that this is possible because it conforms to being within 6″ of the leader.

3. Going to Ground

Bit confused about Going to Ground (GTG). In my phase if the enemy fires on one of my units which hasn’t been activated then my unit gets the bonus for GTG. If my unit later in the same turn moves and get fired on it doesn’t. So we need to keep track of which units have moved?

There’s no need to keep track of a unit’s moving status as moving is only counted in the current Command Pulse. As long as a unit is not currently moving it can go to ground.

Example

Three US rifle platoons are ordered to advance across a field. Their movement dice is rolled and they move into the field where German infantry fire on them. The US platoons do not gain the going to ground ability as they are moving in the current Command Pulse.

During a later Command Pulse, a German machine gun platoon fires at the US infantry. The US are counted as going to ground as they have not moved this Command Pulse.

4. One Impact Marker Per Battery

If a battlegroup has 2 105mm guns does this mean they can keep two separate barrages going on different parts of the battlefield?

We have so far only played one barrage active assuming it is for two 105s.

Each battery has its own Impact Marker. So two batteries would have two Impact Markers.

Each Impact Marker is placed independently of the other.

To place two Impact Markers would cost 1 Staff Order for each marker (one-shot fire) or two Staff Orders for each marker (Continuous Fire).

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Commonwealth Kangaroos – Part Two

Here are the rules for using Kangaroos in games of Combat HQ.

Army Morale Points

Calculate Army Morale Points normally counting the Kangaroo and its infantry as one unit.

Kangaroo Capacity

Each Kangaroo transports one platoon of infantry. Infantry begin the game loaded into their Kangaroos.

Targeting Kangaroos

When transported by Kangaroos the infantry unit is “hidden” inside the Kangaroo and cannot be targeted. Until the infantry dismount, all fire is against the Kangaroo.

Kangaroos are armoured targets and are fired at with AT. Dismounted infantry are fired at with FP.

Disruption Points and Suppressions

Disruptions and suppressions are on the combined unit.

A M7 De-frocked Priest Kangaroo carrying an infantry platoon advances towards a town in Normandy. It is hit by a Pak 40 anti-tank gun and takes a Disruption Point which is placed on the Kangaroo. It then dismounts its infantry. The Disruption also applies to them.

Transported Infantry

Transported infantry cannot fire while inside a Kangaroo.

Mounting and Dismounting Infantry

It costs one Fixed Move to mount or dismount infantry.

Infantry Dismounting Example

A RAM Kangaroo makes a Double Move and debuses its infantry. One Fixed Move is deducted from the Kangaroo’s move: it moves 6+2D6” and the infantry are placed in front of it.

Infantry Mounting a Kangaroo

Later the infantry mount their Kangaroo using a Single Dice Chain. The infantry are removed from the table (Fixed Move). The Kangaroo then moves D6” (Variable Move).

Kangaroos and Close Assault

Kangaroos cannot enter Close Assault. Infantry transported inside the Kangaroo can dismount and enter Close Assault.

Emergency Dismounting

If a Kangaroo is Close Assaulted by enemy infantry, the transported infantry dismount immediately (at no cost) but are subject to a –1D Close Assault penalty.

Armed Kangaroos

Kangaroos armed with machine guns negate the –1D penalty for emergency dismounting.

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Commonwealth Kangaroos – Part One

Kangaroos

Kangaroos are a special form of armoured transports. Their job is to get infantry safely to their destination, dismount the infantry, then retire to a safe location ready to pick up the infantry.

Kangaroos and their transported infantry are treated as one unit, but require two unit models or bases: the Kangaroo and a separate infantry base. When the troops are being transported the Kangaroo model or base is used; when the troops dismount, the infantry unit is placed in front of the Kangaroo model. If the infantry later mount up, they are removed from the table.

Kangaroo Statistics

A Kangaroo and its infantry have separate statistics. Use the infantry ones when the infantry are dismounted and the Kangaroo ones when mounted.

M7 Kangaroo Transporting Commonwealth Infantry Platoon

M7 “Unfrocked Priest” Kangaroo

Type: Kangaroo

Move: Average

  • Reliability: Good

Reaction: 5D (Armoured)

Commonwealth Rifle Platoon

Type: Infantry

Training: Regular

Move: Slow

Reaction: 3D (Soft)

Weapon: Rifle

  • Range: 4/8/16
  • FP: 5D AT:

Weapon: PIAT

  • Range: 1/2/3
  • FP:AT: 5D

Notes: Going to ground. Deployed anti-tank teams.

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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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