Author Archives: Jim Bambra

US Briefing – Battle 2

The enemy has pulled back and you are ordered to pursue them. Time: 1300 hours, 20th September Location: Near Lezey, Lorraine US Battle Group Statistics Units: 14 Command Dice: 5 Staff Orders: 4 Rally Dice: 4 Artillery Response Dice: 4 … Continue reading

Posted in Wargame Rules | Tagged | Leave a comment

Armour Battles – Battle 2 Attack/Defend

Type: Attack/Defend Time: 1300 hours, 20th September Location: Near Lezey, Lorraine Reinforced by a company of M5 light tanks, the Americans are ordered to attack the German forward positions near Lezey. This battle introduces rules for off-table artillery, smoke, hidden … Continue reading

Posted in Wargame Rules | Tagged | Leave a comment

Armour Battles – Rules Summary

This post provides a summary of the rules needed to play Battles 2 & 3. It updates the previous rules summary with the rules posted recently. Game Turn Both players roll their Command Dice Check for Command Failure Discard any … Continue reading

Posted in Wargame Rules | Tagged | Leave a comment

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

Posted in Wargame Rules | Tagged | Leave a comment

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

Posted in Wargame Rules | Tagged | Leave a comment