FREE Armour Battles Rules

Buy Combat HQ

Buy Total War

-
Recent Posts
- The Road to Hannut
- Hannut 1940 – The German Attack and the Dyle Plan
- Five Player Game of Combat HQ – After Action Report
- Merry Christmas!
- Print Editions of Total War and Late War Soviet Battle Groups
- Combat HQ Available in Print from Pacific Sky Games
- Print Version of Combat HQ Coming Soon!
- Renault AMR35 ZT1 Platoon
- AMC 35 Platoon
- Renault R40 Platoon
- Renault AMR 33 Platoon
- AMC Panhard-Schneider P16 Platoon
Subscribe to Blog via Email
Author Archives: Jim Bambra
Armour Battles – Soviet Armour Battle Group
National Abilities: The Soviet army is difficult to rally with only three Rally Dice. The Soviets also have a Command Dice Divider of 3.5. In its favour it has some of the best armoured units available. Units: 14 Command Dice: … Continue reading
Posted in Wargame Rules
Leave a comment
Armour Battles – Hidden Units
This updates the rules given in Armour Battles for Hidden Units. At the start of the game units may be hidden behind or in terrain. Hidden Units may be moved, but first have to be converted into a Blind. Place … Continue reading
Armour Battles – Interdiction Fire
Off-table artillery may be used to interdict a Blind to slow down its movement. A Blind may be suppressed multiple times from off-table artillery fire. The artillery must specifically target the Blind. Place the Impact Marker on the middle of … Continue reading
Armour Battles – Spotting Blinds
A Blind is an unknown force that has the potential to be very dangerous if not spotted before being engaged. When activated a Command Group or a Blind can attempt to spot one enemy Blind in LOS. Spotting attempts are … Continue reading
Armour Battles – Update to Hidden Movement
During World War Two armies tried to keep their troops hidden from the enemy. The colourful uniforms of previous centuries were replaced with drab, earth-toned colours designed to blend into the landscape. In western Europe and Russia greens, browns, and … Continue reading