Combat HQ Flyer Available

CHQ US Flyer Cover

The last few blog posts have been collated into the Combat HQ Information Flyer. If you’d like a copy you can get a PDF and a Kindle version on the Downloads page.

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Combat HQ Overview Part 2

US Armour and Inf 3Combat

Combat needed to be simple and fast with both players involved at all times. The attacker rolls to hit and the defender rolls to see how his unit reacts. The defender may be forced back and suppressed from a good attack without any further dice rolls.

Combat uses the unit’s Combat Dice versus the target’s Reaction Dice in a simple opposed roll. The Target Number (TN) is adjusted according to circumstances such as range, angle of attack and movement. Each combat hit causes a point of Disruption. When a unit’s Disruption equals its Cohesion (3 for most units) it’s Dispersed and removed from the table. Disruption Points can be rallied with Command Dice.

Suppression

Morale checks are built into the combat system. When the enemy rolls one or more 6s with their Combat Dice, the target unit may become suppressed. For each 6 rolled, the target unit needs to roll at least as many 6s when he makes his Reaction Check to avoid being suppressed. Suppressed units may also be Forced Back. Once suppressed, units cannot be included in a Command Group, and cannot use Opportunity Fire. Suppression can be easily removed with a Command Dice, but this reduces the number available for orders.

Fire at any Time

Units can fire at any time during a turn. They can fire during your Command Pulse or use opportunity fire in an opponent’s Pulse. When a unit fires, a fire marker is placed next to it to indicate that it cannot fire again until next turn. Activated units can move and fire, fire then move, or move and reserve their fire to use as opportunity fire. As firing is so flexible, when to fire becomes a tactical decision rather than something you have to do because you activated a unit. Fast units can move forward ready to use Opportunity Fire on any enemy that appears. As you can always hold fire until the enemy moves his units, Combat HQ provides lots of tactical choices.

Movement

Movement is important in a World War Two Game. Vehicles should be able to cross the table rapidly moving into flanking positions, and threatening enemy positions. Medium speed vehicles move 6”+1D6”. If they are given a triple move this adds up to 18”+3D6” for a potential 36” move. Fast vehicles are even quicker with a triple move adding up to 18”+6D6” for a potential move of 48”. With these movement distances infantry transported in trucks and carriers can be moved forward rapidly to follow up behind attacking armour or used to take vital objectives.

Reserves

Any units held off-table in reserve may enter the table and make a triple move. They are unable to fire in the Command Pulse they enter on, but are free to fire in later Command Pulses. It makes sense to have part of your force off-table ready to exploit any breakthroughs or to plug any breakthroughs by your opponent. The placement of units is also very important. As well as fighting enemy units on table you also need to reduce the enemy’s ability to move freely across the battlefield.

Army Morale

Each army has a pool of Morale Points that are reduced each time a unit is Dispersed. You lose the game when your Morale Points are reduced to zero.

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Combat HQ Overview Part 1

German AttackWhy More World War Two Rules?

Combat HQ grew out of my desire to play a fast moving World War Two miniatures game that not only required players to make decisions as army commanders, but also contained sufficient detail to capture the intricacies and complexities of World War Two combat in a tense but fun game.

Combat HQ is the culmination of many years of tabletop game design and real-time video game design. My initial goal was to create a game that didn’t follow a predictable “I Go, You Go” structure but without having to rely on random cards or dice rolls to activate units. Alternate Command Pulses and the threat of a Command Failure make each turn different. You may not only have enough dice each turn to do everything you want, but your opponent may also be using your own dice against you!

Command Dice

Command Dice are used to activate or rally units. Sets of doubles and triples may be used to increase the number of Staff Orders available. Doubles and triples can also be used to issue multiple move orders. A tank company could be ordered to move three times this turn by using three dice to activate them, but by using three dice on one command, fewer orders are available to other command groups.To issue an order choose a platoon to act as the Command Unit, and place a Command Dice next to it. Then nominate up to three other units to be part of the unit’s Command Group. Command Groups represent a company with attached assets. They are flexible and may be changed each turn.

Early in the game, you have enough Command Dice to order all your units, but as the battle heats up you’ll need to rally units and restock Staff Orders. Each of these actions costs one or more Command Dice so you have to choose which units to activate this Command Pulse. As the number of Command Dice can also fluctuate each turn, Combat HQ forces you to prioritise your actions.

Staff Orders

Staff Orders are used to call off-table artillery, but they may also be used to issue orders. Staff Orders may be stocked each turn allowing a player to build up his order pool ready for a dramatic assault or stalwart defence. But Staff Orders are used frequently – it’s a balancing act between using Command Dice to issue orders and using them to increase your Staff Orders.

The Turn Sequence

At the start of each turn, both players roll Command Dice. Any 1s rolled represent lost opportunities. Each 1 that is matched by a roll of a 6 is discarded until next turn. If a player rolled more 1s than 6s a Command Failure occurs and the 1s are given to his opponent who gets to use them as wild dice.

After any 1s have been discarded or given to the opponent, players arrange their dice into chains. Each chain consists of all dice of the same number, so a player who rolled a 5, two 3s, and three 2s, would have three dice chains. Any 6s rolled are wild dice and may be used to boost combat results and can also be combined with other dice to create chains.

Players now carry out alternate Command Pulses. The first Command Pulse goes to the player who rolled the most 6s. If one player rolled a Command Failure, his opponent automatically has the first Command Pulse.

During a Command Pulse you get to choose one of your dice sets and use it to issue orders or restock Staff Orders. Once all dice in a set have been used, your Command Pulse ends and it’s your opponent’s Command Pulse. Command Pulses can be as short as only one dice, or could be as many as six dice making each turn different. Command Pulses alternate between players until all Command Dice have been used. The turn then ends and a new one begins.

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Combat HQ At a Glance

GeorgeSPattonGame Length: 2-3 hours.

Unit Scale: The Platoon is the basic unit and is represented by a base of three infantry figures, a heavy weapons team, or a single vehicle or gun model.

Ground Scale: 1” equals 50 yards.

Figure Scale: Plays equally well with 2mm, 6mm, 10mm, 15m and 20mm figures. 28mm figures are possible, but a large table is required.

Bases: Base frontages (widths) are from 30-60mm – it’s your choice. It’s not really important – so there’s no need to re-base existing figures. You can even use individual figures by grouping them into units of three.

Playing with Smaller Scale Figures: More figures can be placed on a base, or all base sizes and distances can be divided by two

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Combat HQ Game Info

Bundesarchiv_Bild_183-14059-0018,_Berlin,_Oberbefehlshaber_der_vier_VerbündetenWhat Do I Need to Play?

A good handful of standard six-sided dice (6-12), plus fire, suppression and disruption markers.

How Many Figures Do I Need?

For the basic game, 12-20 bases are the most you’ll need. If these are all infantry bases, that adds up to 36-60 figures, plus anti-tank gun and heavy weapon models. In an amour game you’re looking at 9-15 vehicles.

When’s it Set?

The core game is set in 1944 and has starter armies for Germany, the British Commonwealth, the Soviet Union, and the USA. Additional books are planned to cover armies for the entire war.

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