Tag Archives: Armour Battles

Armour Battles – Orders Table

Command & Staff Orders Move and Fire Commit Reserves Disengage Group Remove Unit Suppression Rally Group Staff Orders Only Call Artillery Mission Call Smoke Mission Maintain Artillery Maintain Smoke Wild Dice 6s = Wild Dice Create/Add to Dice Chain Instant … Continue reading

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Armour Battles – Staff Orders

This post explains how to use Staff Orders. Each Command HQ is supported by a team of Staff Officers dedicated to the running of the army. As the Command HQ you’re concerned with ordering and motivating your troops while your … Continue reading

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Armour Battles – Wild Dice

In this post I describe Wild Dice. A roll of 6 when rolling Command Dice represents a lucky break: an opportunity for the Combat HQ to influence the battle directly. A wild dice can be combined with other dice to … Continue reading

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Armour Battles – Command Orders

This post covers Command Orders. Command Orders are used to activate or rally units. Double or larger Dice Chains can be used to increase the number of Staff Orders or issue multiple move orders. Activating a Command Group Each Command … Continue reading

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Armour Battles – Unit Morale

This post covers how unit morale works. Reaction Dice Reaction Dice are used to determine how units react in combat. Reaction Checks are made every time a unit takes one or more hits. Unsuppressed units have a 4+ TN. Suppressed … Continue reading

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