Tag Archives: Armour Battles

Armour Battles – Special Rules

Special rules for units include: Reconnaissance Units Break-Off Shoot and Scoot Open-Topped Reconnaissance Units One reconnaissance unit may be added to a Command Group without affecting the Command Group limit of four. This allows a Command Group to contain five … Continue reading

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Armour Battles – Hidden Units

Combat HQ contains detailed rules for moving hidden units and for spotting enemy units. Presented here is a simple system for Armour Battles. Hidden units are marked on the player’s map before the game begins. They cannot move or fire without … Continue reading

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Armour Battles – Minor Obstacles

Hedges are minor obstacles. Crossing a hedge costs a vehicle its Fixed Move – so a vehicle only moves the distance rolled on its Variable Dice. When moving to cross an obstacle, if a Command Group doesn’t roll enough to reach … Continue reading

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Armour Battles – Smoke Missions

Smoke Missions are similar to artillery missions. A Staff Order is used to request a smoke mission and smoke is fired the same way as an artillery fire mission. Place a Smoke Marker and roll to see if the smoke … Continue reading

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Armour Battles – Indirect Fire

Indirect fire ignores intervening terrain and troops. Indirect fire artillery batteries are situated off the table behind the Friendly Table Edge. Forward Observers Armour Battles doesn’t require figures for Forward Observers. It’s assumed that Forward Observers are operating alongside the army’s … Continue reading

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