These are the Victory and Defeat rules from Combat HQ. They are fully compatible with Armour Battles.
Morale Points
Morale Points represent a battle group’s will to fight. You can keep track of Morale Points on paper, with counters, or poker chips placed in a cup. The initial number of Morale Points is listed for each Battle Group .
Unit Dispersal
Each time a unit is Dispersed roll a D3 and deduct the result from the Morale Points.
Morale Collapse
When a battle group is reduced to zero Morale Points, it will lose the game at the end of the current turn when it suffers a Morale Collapse. If a battle group is reduced below zero Morale Points, the excess points are given to the opponent to add to his Morale Points.
A battle group reduced to zero Morale Points continues to roll for unit dispersal, but the resulting number is added to the opponent’s Morale Points.
For example, Max has two Morale Points and Tom has one. Tom Disperses one of Max’s Panthers causing a loss of three Morale Points. This reduces the Germans to –1 Morale Points. As Max cannot have less than zero Morale Points, he gives the excess point to Tom. Tom now has two Morale Points. Max will lose the game at the end of the current turn unless he can reduce the British to zero Morale Points.
Tom fires again and succeeds in Dispersing another Panther. Max rolls his D3 and loses another two Morale Points which he gives to Tom. Tom now has four Morale Points.
Recovering From Zero Morale Points
A battle group can recover from zero Morale Points if it can reduce the enemy to zero Morale Points and regain Morale Points from Dispersed enemy units.
For example, Max fires on Tom’s Cromwell Mk IVs. He Disperses one and Tom rolls a 3; the British lose three Morale Points reducing Tom to one Morale Point. Max fires again and Disperses another Cromwell. Feeling less confident, Tom rolls his D3 and gets a 3 reducing him to –2 Morale Points. He gives the two Morale Points to Max. Max now has two Morale Points and will win the game unless Tom can again reduce the Germans to zero Morale Points.
Major, Minor Victories and Draws
A game ends with one of three results:
Major Victory: The winner achieves a Major Victory if he has never been reduced to zero Morale Points and the enemy suffers a Morale Collapse at the end of a turn.
Minor Victory: The winner achieves a Minor Victory if he was reduced to zero Morale Points, but has regained one or more Morale Points and the enemy suffers a Morale Collapse at the end of a turn.
Draw: The game ends in a draw if both players have zero Morale Points at the end of a turn.
Playing for an Agreed Time
Games can also be played to finish at an agreed time. When the set time is reached, the player with the highest remaining Morale Points wins a Minor Victory. If both players have the same number of Morale Points, the players roll their Command Dice with the player who rolls the most 6s being awarded a Minor Victory. Think of this final roll of the dice as the commanders desperately trying to seize victory at the last moment.
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Mission formats explained.