First German Command Pulse

Max has 4 CD (Command Dice) and 3 SO (Staff Orders).

1st Command Order

Max wants to seize the Objective. His Command Group has to cross a hedge, which will cost them their Fixed Move of 3″. He decides to do so with a double move to ensure that he can advance his units to the other hedge and gain its Cover Dice (+1D). However, he doesn’t have a Double Order Chain so he needs to use either his Wild Dice or a Staff Order.  He plans to use the Wild Dice to move a second Command Group, so he spends a Staff Order.

Hedges, Cover and LOS
The hedges do not block LOS and only provide cover to adjacent units.
To gain the hedges' +1D Cover Dice, Max must move his units up to them.

Max orders a Double Move using one CD and one SO.

Using a double move allows his units to move 6+2D”, but crossing the hedge costs one of their fixed moves. His movement roll is reduced to 3+2D6″.

2D are rolled for a total move of 13” (Fixed Move of 3” + Variable Move of 10”).

Gary decides to use opportunity fire against the advancing Germans. His support platoon is in range and he wants to fire at the Germans as they cross the field. Max declares that Grenadier platoons are in front of the support platoon, so Gary can only fire against a Grenadier platoon.

This image has an empty alt attribute; its file name is German-Advance.png

The US support platoon has FP: 6D with a 5+ TN (long range).

This image has an empty alt attribute; its file name is US-DIce-roll-1.png

Gary gets two hits including a suppression hit.

Max now rolls his Reaction Dice of 4D with a 4+ TN.

This image has an empty alt attribute; its file name is German-Dice-Roll-1.png

Max rolls and gets three successes, including a 6, but as the US support platoon’s machine gun is a High Suppression weapon, his Grenadier platoon is suppressed.

The Grenadier platoon didn’t take any Hits and is suppressed in place. The other German units continue to the hedge.

High Suppression Weapon
Target must roll more 6s than the firing unit or become suppressed.
This image has an empty alt attribute; its file name is Germans-seize-the-Objective-2.png

The Germans move up to the hedge and take control of the Objective.

Max could fire after completing his move, but he decides not to as he wants to use opportunity fire against any US units that later move.

Posted in Wargame Rules | Leave a comment

Grid-based Combat HQ Battle Report

Charles King has converted Combat HQ to a grid-based system. You can read his battle report on the IO Groups site.

IO Groups – Combat HQ

 

 

 

Posted in Wargame Rules | Leave a comment

How to Play Combat HQ – Roll Command Dice

Start of the First Turn – Roll Command Dice

  • Max, the German player, rolls 5 Command Dice
  • Gary, the US player, rolls 4 Command Dice

German Roll (5 CD - Black Dice)

6 = Wild Dice

5 = Single Order Chain

4 = Single Order Chain

3 = Single Order Chain

1 = Discarded until next turn

Max rolled a 1, but as he also rolled a 6, he avoids a Command Failure. He discards the 1 dice until next turn.

US Roll (4 CD - Blue Dice)

4 = Single Order Chain

2, 2, 2 = Triple Order Chain

First Command Pulse: As Max rolled a 6, he has the first Command Pulse.

Both player’s Command Dice have been placed together for comparison. Dice would normally be placed on each player’s side of the table.

 

Posted in Learn to Play, Wargame Rules | Leave a comment

How to Play Combat HQ – Deployment

The Germans deploy one Command Group, then the US deploy a Command Group. Deployments then alternate until all Command Groups have been deployed.

The Germans deploy to capture the objective located in the field. They also deploy into the left-hand field supported by the 12cm mortar.

The Americans deploy to take the hill at all cost!

Both sides deployed for action!

Posted in Learn to Play | Leave a comment

Advice for Aspiring Generals

Posted in Wargame Rules | Leave a comment