Category Archives: Wargame Rules

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

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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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Combat HQ – Artillery

Armour Battles uses simple rules for artillery. Combat HQ presents more options including: Converged Artillery Dispersed Artillery Continuous Artillery Rolling Barrages Pre-Plotted Barrages Time On Target Stonks Artillery Ammunition Supply Rocket Launchers Next Post Minor obstacles.

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