Kampfgruppe Commander – Commonwealth Points Costs

Listed here are the points costs for the Commonwealth units in the Combat HQ Rulebook.

 

 

Commonwealth Units

Rifle Platoon with PIAT 48
Machine Gun Platoon 66
3” Mortar Platoon 58
6-pounder Anti-Tank Gun 80
Recon Universal Carrier 77
Humber Scout 70
Cromwell Mk IV 122
Sherman Firefly 127
Churchill Mk VII 124
Achilles Tank Destroyer 126
25-pounder Battery 100
Universal Carrier
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Revised Close Assault PDF

I’ve added a PDF containing the revised rules to the Downloads page.

You can download your copy here.

 

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Revised Close Asssault #7 – Additional Close Assault Rules

Close Support and Tank Destroyers

Close Support Units and Tank Destroyers fight at a +2 TN disadvantage in Close Assault.

Heavy Weapons and Guns

Heavy weapons and guns fight at a +2 TN disadvantage in Close Assault. When defending, the best use of machine guns is to try and disrupt assaulting enemies using short range sustained fire.

Try to keep mortars and guns behind your infantry units so that you can use your infantry to soak up the attacking units thereby preventing the enemy from assaulting your more vulnerable units.

AFVs vs Infantry in Cover

AFVs that Close Assault infantry in or behind Medium Cover have an additional +1 TN penalty; AFVs may not Close Assault enemies with Heavy Cover.

AFV Overruns

AFVs may over-run infantry, heavy weapons teams and guns in the open. Move the AFV into contact with the unit. The AFV gains an additional -1 TN bonus for the over-run. If it Disperses or Forces Back the infantry or heavy weapons, the AFV may continue moving, but may not make any further overrun attacks. The AFV can fire normally. If it is suppressed during the Close Assault, the AFV stops where it is.

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Revised Close Asssault #6 – Multiple Units In Close Assault

A maximum of two units can Close Assault an enemy unit. Each unit must be in contact with the enemy unit. One unit is chosen as the main assault unit while the other unit supports its attack. The main assault unit gains a bonus equal to half of the supporting unit’s dice (FP Dice or AT Dice rounded up).

A unit without AT Dice cannot support another unit against armoured units.

If the Close Assault succeeds, but the attackers roll less 6s than the defenders, the main unit and the support unit are both suppressed.

Unsuppressed support units may make a variable move after a Close Assault. They move with the main unit, or in any direction desired. They may enter Close Assault on their own or support another unit at a cost of 1 Command Dice.

If the attack fails, the main unit takes the full damage inflicted by the defender, and the support unit takes half the Disruption Points (round up) taken by the main unit. Both units are suppressed and Forced Back their Fixed Move plus 1D” for each Disruption Point.

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Revised Close Asssault #5 – Close Assault Example

A German rifle platoon has moved into Close Assault with a British rifle platoon in the open. Both sides roll their Close Assault Dice and compare results. The Germans have rolled three successes and the British have rolled one for a difference of two. The Germans are the winners and inflict two Disruption Points on the British. The British are suppressed and forced back 3+2D”. The Germans rolled less 6s than the British and are suppressed. They halt in place.

If the Germans had not been suppressed by rolling more 6s than the British, they could have advanced their Variable Move distance.

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