Solo CHQ
These solo rules are intended to present the situation faced by the Commonwealth troops in the Western Desert in March/April 1941 when they were attacked by the recently arrived Afrika Korps. The Commonwealth player has inferior forces in terms of hardware and Morale but may be able, by skill, anticipation and manoeuvre (and luck) to halt the enemy thrust by reducing the enemy Morale to zero.
The Commonwealth player is presented with an enemy force moving forward concealed by a large dust cloud. As the enemy gets nearer he will be able to identify them in detail and respond accordingly. The Commonwealth player knows the enemy will press him, but not where, when or how strongly. He can expect the Germans to be a tough opponent who will advance and engage aggressively with his tanks at every opportunity.
The player should, where there is any doubt about what action the enemy should take, make them act in the best interests of the German forces at the time, i.e. whatever is the most uncomfortable move for the player’s side.
German Blinds
All German forces start the game as Blinds and all units are allocated to Blinds and start the game on the table. Command Groups (CG) are allocated at the start, and cannot be changed during the game.
There are 9 Blinds as per CHQ Rules, 5 Blinds corresponding to the 5 Command Dice and 4 Dummy Blinds corresponding to the 4 Staff Orders.
The Blinds are numbered 1-9. The German forces are allocated to Blinds 1-5 in whatever manner you like, the Dummy Blinds are numbers 6-9.
Randomise the Blinds by this method:
Take 9 tokens, marking them on the reverse with numbers 1-9. Flip them so the number is face down and shuffle. Then draw a row of 9 squares marked 1-9 and randomly place the tokens one in each square.
When a Blind is spotted or deploys, flip the token that is in the box marked with the number shown on the Blind, and the number on the token will reveal the actual number of the Blind.
Blind 4 is spotted and must deploy. Take the token in box No 4. Turn it over and the number 7 is revealed. This is the real number for the Blind, and is therefore a Dummy Blind.
Blinds are revealed:
- when spotted
- when within medium or short range and they wish to open fire (see below for German priorities)
German Deployment
The battlefield is divided into 3 sectors (Right, Centre, Left).
Blinds are placed near the table edge in each sector according to a roll of 1D3 per Blind.
1: Right
2: Centre
3: Left
Commonwealth Deployment
The British forces deploy first within 18” of the table edge (6×4 table). As the player controls the British, no British Blinds are required. Up to 1/2 of British units can be allocated as off-table reserves.
German Priorities
The German objective is to break through the British armour and attempt to encircle non-mechanised units behind them.
In game terms, the Germans will press the attack until enemy Morale is reduced to zero while the German Morale remains above zero.
The Germans advance into combat whenever possible. Where, when and how strongly they do this is managed by a series of priorities.
Activating a Blind or Command Group
Choose a dice chain at random. Roll a suitable dice and allocate to a sector as you did with the Blinds, e.g. if there are German units in all 3 sectors then roll D3 etc. Within the sector allocated, apply the chain to an unactivated Command Group using these priorities:
- A unit or CG within short range of an enemy unit.
- Any unit with 2 Disruption Points. It will Disengage until beyond medium enemy range.
- Any unit or CG within medium range of an enemy unit.
- Any unit still operating as a Blind
- Any unit or CG within long range of an enemy unit
- Any unit or CG out of range of enemy units
If the CG only uses one D from a multiple chain, apply the other D in the same sector to a different CG. If there isn’t one, use it in a different sector.
Ordering an Activated Blind or Command Group
- An activated German CG or Blind will either conduct a Move or a Double Move forward until it is within range of an enemy unit.
- Once within range it will:
Short Range: Fire at nearest enemy (auto)
Medium Range: Fire at nearest enemy or Move towards and fire at nearest enemy. Decide on what odds they will do each, and roll accordingly. e.g. at the time more likely to fire so 1-4 on a D6
Long Range: Fire at nearest enemy or Move towards and fire at nearest enemy.
Decide on what odds they will do each, and roll accordingly. E.g. at the time more likely to move into effective range so D6. 1 = double move & fire, 2-5 = move & fire, 6 = fire at long range.
Revealing Blinds
If a Blind moves into range of an enemy unit, then it remains a Blind during the enemy pulse unless spotted and can therefore only fire using Opportunity Fire.
Rallying
If a unit or CG is activated and has one Disruption Point, then it may Rally.
Again assess the odds of taking various actions and roll D6 accordingly. e.g. Unit at medium range has one DP. More likely to engage the enemy so D6. 1 = Rally, 2-3 = move and fire, 4,5,6 = Fire.
If it has 2 Disruption Points, it will Rally.
Other Actions
Calling a Fire Mission
- Any unit activated by a dice chain may Call for Fire if it is available, unless they are within short range of the enemy. The player decides whether Call for Fire is appropriate, use D6 if in doubt as above.
Increasing Staff Orders
- At the unbiased discretion of the player or D6 to decide
Using Wild Dice
- At the unbiased discretion of the player or D6 to decide
Opportunity FIre
- Opportunity Fire is used by German units within medium or short range of an enemy target, either when fired upon or when an enemy unit moves.
- Units at long range will only use Opp. Fire if they have already been activated this turn.
On the right, the British use their Command Dice to attack. The light tanks of the Hussars charge forward into the guns, Balaclava style. The fire from the Sd222 is brushed aside and with one Pak already suppressed the Hussars only take one hit before eliminating both guns with withering MG fire. The rest of the Command Dice have to be used over on the left, where things aren’t so rosy.
Back on the left flank, the British try and restore the situation. The A13 troop successfully rallies and withdraws unscathed from the flanking PzII. The 6th RTR continue their gallant defence of the ridge and eliminate a unit of PzIII. Things are looking better for the British after that turn, as the Germans lose 6 Morale for the three units destroyed.
Ignoring the fate of their anti-tank guns, the German armour advances to contact. Not too concerned about the light tanks they move up onto the ridge and engage the British cruisers. Another A9 unit is destroyed. In the centre, the KDG have been fighting a losing battle against the German recon Sd232 and have retreated to the ridge.
Back on the British left, the Mark IIIs continue their battle with the isolated 6th RTR and destroy another M13/40 unit. This pushes the British below zero and their resistance is at an end. The survivors are forced to retreat, as in real life, though their numbers aren’t too bad. Some high rolling (3,2,3,3) has meant their morale dropped very quickly, so 8 of the 12 units make it to fight another day. German losses amount to a PzIII and the A/T guns.
On the right flank the German Blind has advanced and revealed itself as another PzIII Kompanie. The last British tank reserves are brought on and Staff Orders are getting critical. But the real pain is again on the left flank.
To add to their troubles, the British find most of the German orders are allocated on the left. Here we see the reserve units have been outflanked by the light Panzer II platoon, which can be very dangerous with close range flanking fire. The A9 troop has been destroyed, but gallant defence by the M13s has suppressed the German attack for now. By the end of Turn 5, the British are in trouble, having lost 5 of their 10 Morale Points.
A possible opportunity for the British. They are under enormous pressure. Perhaps this is their opportunity to strike back?





