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Combat HQ

How to Play

Jim Bambra

Wargames Design

I
Combat HQ
How to Play Combat HQ

A detailed playthrough of Mission 1

Blow-by-blow account
using 20mm figures

German Battle Group

US Battle Group

Wargames Design
II
How to Play Combat HQ
A detailed playthrough of Mission 1 from the Combat
HQ Second Edition rulebook.

Game Design

Jim Bambra

Editing

Catherine Bambra

Version 1.2

First published in 2021 by Wargames Design.

© 2021 Jim Bambra. All rights reserved.

Jim Bambra has asserted his right under the Copyright, Designs and
Patents Act, 1988, to be identified as the author of this book.

www.wargamesdesign.com

I
INTRODUCTION
This is a run-through of how to play Combat HQ using Mission 1 from the rulebook. Written as an After-Action Report
between the US and Germany, it also includes commentary on the rules and why certain decisions were made.

MISSION 1 - MEETING ENGAGEMENT


This introductory battle is a straight-up infantry fight that introduces the core rules of Combat HQ.

Time: October 1944

Location: Northern Europe

The map is for a 6’x4’ table and shows the layout of the terrain for the battle. Don’t worry about re-producing it
exactly – near enough is good enough. The important thing is that the woods and hills break up line of sight and that
the objectives are placed towards the centre of the table. If you are playing with a larger or smaller table add or remove
some terrain.

Objectives are marked with yellow chips to make them obvious.


Normally, I'd either place a more discrete marker (eg a small stone)
or simply state that the hill and the field are the objectives for this
game.

1
Woods: The woods are Broken Ground (half speed) and Deployment Zones: The German Deployment Zone is
provide light cover (+1D). at the bottom of the map and the Allied one at the top.
Units are deployed in their respective Deployment
Hedges: Hedges cost a Fixed Move to cross and provide
Zones.
light cover (+1D).

Hills: The hills are Broken Ground (half speed).

Objectives (Black Dots): The two objectives are


strategic targets that each generate one Morale at the end
of each turn.

2
US BRIEFING
Divisional Command has identified two objectives: Initial Forces
one located on the central hill and the other in the All your units are present on the table.
field to the east. German infantry are in front of your
position. You are to seize the two objectives and then Deployment
drive the enemy from the table. The German player deploys one of his Command
An objective is controlled when you move a unit onto Groups first. You then deploy one Command Group.
it and there are no enemy units within 4” of it. You Continue to alternate Command Groups until all have
continue to hold an objective until the enemy moves been deployed. Units are deployed anywhere in your
onto it and there are no friendly units within 4” of it. Deployment Zone.
Control then passes to the enemy.
First Command Pulse
At the end of each turn that you control an objective The first Command Pulse goes to the player who rolls
and you do not have Zero Morale, you receive one the most 6s, etc.
Morale (two Morale for both). If you have Zero
Morale, you suffer a Morale Collapse and the game Victory or Defeat
ends. You win by causing an enemy Morale Collapse.

US Statistics
You are in command of a weapons company and three rifle companies.

BATTLE GROUP PROFILE


Units CD SO Morale Rally
13 4D 4 11 4D

BATTLE GROUP UNITS


1x Weapons Company (-) 1x 81mm Mortar Platoon
3x Rifle Companies 3x Rifle Platoons
1x Support Platoon

3
MISSION 1 - GERMAN BRIEFING
Divisional Command has identified two objectives: Initial Forces
one located on the central hill and the other in the All your units are present on the table.
field to the east. Allied infantry are in front of your
position. You are to seize the two objectives and then Deployment
drive the enemy from the table. You deploy one of your Command Groups units first.
An objective is controlled when you move a unit onto Your opponent then deploys one Command Group.
it and there are no enemy units within 4” of it. You Continue to alternate Command Groups all have been
continue to hold an objective until the enemy moves deployed. Units are deployed anywhere in your
onto it and there are no friendly units within 4” of it. Deployment Zone.
Control then passes to the enemy.
First Command Pulse
At the end of each turn that you control an objective The first Command Pulse goes to the player who rolls
and you do not have Zero Morale, you receive one the most 6s, etc.
Morale (two Morale for both). If you have Zero Morale
you suffer a Morale Collapse instead and the game Victory or Defeat
ends. You win by causing an enemy Morale Collapse.

German Statistics
You are in command of three grenadier companies and a weapons company.

BATTLE GROUP PROFILE


Units CD SO Morale Rally
13 5D 3 11 4D

BATTLE GROUP UNITS


1x Weapons Company (-) 1x 12cm Mortar Platoon + Truck
3x Grenadier Companies 3x Grenadier Platoons
1x Support Platoon

4
DEPLOYMENT TURN ONE
The Germans deploy one Command Group, then the
US deploy a Command Group. Deployments then Roll Command Dice
alternate until all Command Groups have been
Max, the German player, rolls 5 Command Dice
deployed.
Gary, the US player, rolls 4 Command Dice

The Germans deploy to capture the objective located


in the field. They also deploy into the left-hand field
supported by the 12cm mortar.

Both player’s Command Dice have been placed


together for comparison. Dice would normally be
placed on each player’s side of the table.

German Roll (5 CD - Black Dice)


6 = Wild Dice

5 = Single Order Chain

4 = Single Order Chain

The Americans deploy to take the hill at all cost! 3 = Single Order Chain

1 = Discarded until next turn

Max rolled a 1, but as he also rolled a 6, he avoids a


Command Failure. He discards the 1 dice until next
turn.

US Roll (4 CD - Blue Dice)


4 = Single Order Chain

2, 2, 2 = Triple Order Chain

First Command Pulse


As Max rolled a 6, he has the first Command Pulse.

Both sides deployed for action!

5
1st German Command Pulse

2D are rolled for a total move of 13” (Fixed Move of 3”


Max has 4 CD (Command Dice) and 3 SO (Staff Orders).
+ Variable Move of 10”).

1st German Command Order Gary decides to use opportunity fire against the
advancing Germans. His support platoon is in range and
Max wants to seize the Objective. His Command Group
he wants to fire at the Germans as they cross the field.
has to cross a hedge, which will cost them their Fixed
Max declares that Grenadier platoons are in front of the
Move of 3”. He decides to do so with a double move to
support platoon, so Gary can only fire against a
ensure that he can advance his units to the other hedge
Grenadier platoon.
and gain its Cover Dice (+1D). However, he doesn’t have
a Double Order Chain so he needs to use either his
Wild Dice or a Staff Order. He plans to use the Wild
Dice to move a second Command Group, so he spends
a Staff Order.

The support platoon has FP: 6D with a 5+ TN (long


range).

Max orders a Double Move using one CD and one SO.

Using a double move allows his units to move 6+2D”, but


crossing the hedge costs one of their fixed moves. His
movement roll is reduced to 3+2D6”.

Hedges, Cover and LOS


The hedges do not block LOS and only provide cover
to adjacent units. To gain the hedges' +1D Cover Dice, Gary gets two hits including a suppression hit. Max now
Max must move his units up to them. rolls his Reaction Dice of 4D with a 4+ TN.

6
Max rolls and gets three successes, including a 6, but as Max continues his Command Pulse by using his Wild
the US support platoon’s machine gun is a High Dice to order an advance to the hedge.
Suppression weapon, his Grenadier platoon is
The infantry only need to advance 5” to reach the
suppressed.
hedge. If Max rolls 1 will they’ll fail to advance the 5”
The Grenadier platoon didn’t take any Hits and is required, but he decides to risk it rather than spend a
suppressed in place. The other German units continue Staff Order.
to the hedge.

High Suppression Weapon


Target must roll more 6s than the firing unit or become
suppressed.

The US infantry near the field are in range of Max’s


support platoon, but Max decides to hold his fire.

1st US Command Pulse


The Germans move up to the hedge and take control of
the Objective.

Max could fire after completing his move, but he


decides not to as he wants to use opportunity fire
against any US units that later move.

2nd German Command Order


Usually after having used an Order Chain, Max’s
Command Pulse would end, and it would be Gary’s turn
to act. However, Max extends his Command Pulse by
using his Wild Dice to issue another order. Gary has 4 CD (Command Dice) and 4 SO (Staff

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Orders). He has a Triple Order Chain and a Single Order
Chain.

Gary would like to take the objective on the hill this


turn, but decides to take a cautious approach instead
with the aim of taking the objective next turn.

Gary wants to fire smoke onto the German support


platoon. He uses the first Command Dice of his Triple
Order Chain to fire his mortar. One of his rifle platoons
has Line of Sight to the support platoon and acts as
Forward Observer (FO) for the mortar platoon.

The hill decreases his infantry move to half, but a roll of


3 is just enough to get them onto the hill.

Max declares opportunity fire against the advancing


Americans.

The US rifle platoon has LOS (Line of Sight) to the


German support platoon.

Gary places a Fire Marker on his mortar platoon and a


4” diameter smoke template on the Germans.

The German grenadiers on the right fire at long range


(5+ TN). Max rolls three successes including two
suppressions. Gary rolls four successes and doesn’t take
any Disruption Points, but his platoon is suppressed
because it rolled less 6s than the Germans (High
Suppression).

Gary's platoons have 4 dice for Reaction.

They gain additional +1D for being uphill from the


Germans.
The smoke template covers two German units
increasing their Firepower TN by +2. Gary therefore rolls 5 dice for Reaction.

Gary uses his second order to advance onto the hill.

8
US 3rd Command Order
Using his last order of his Triple Order Chain, Gary
orders a second rifle company to advance onto the hill.

Max fires his second platoon and gets 2 successes


including a suppression. Gary also rolls two successes
and this time gets more 6s than Max and so his platoon
is not suppressed.

The US advance onto the hill with the rifle platoons


slightly in front of the support platoon.

The German support platoon on the right uses


opportunity fire.

Max fires his next Grenadier platoon. As this one is


firing through smoke its TN is increased from 5+ to 7+.
The 7+ TN reduces his Firepower Dice by -1D to 4D,
and he has a 6+ TN. He rolls 2 hits including 2
suppressions. Gary rolls three 6s and is not suppressed.

Max now fires his support platoon. Again he is firing


The support platoon fires but as no effect.
through smoke with a 7+ TN. His 6 dice are reduced to
5 and he needs 6+ to hit. He doesn’t roll any 6s and Eager to stop the American advance, Max fires his 12cm
misses. mortar at a US rifle platoon.

Gary now fires his units. Two of them are suppressed


and therefore cannot fire. He could remove their
suppressions with Staff Orders, but decides to keep his
Staff orders for later. His support platoon and rifle
platoon fire, but fail to hit the Germans. He has now
completed his activation with his current order. He has
one dice left in his Triple Order Chain.

9
Gary decides to hold his fire to use against the German
company on the right should they advance. He has
completed his Triple Order Chain. The Germans will
have the next Command Pulse.

The mortar has Line of Sight to the US platoons so it End of the first US Command Pulse.
can use opportunity fire.

The Mortar hits and the US platoon takes a Disruption 2nd German Command Pulse
Point and is suppressed. As it received a Disruption
Point, it’s also Forced Back.

Max has two Command Dice and two Staff Orders

Max uses his 5 to issue an order to the grenadier


The US platoon is Forced Back 3+1D”. company on the left.

A six is rolled and the platoon is Forced Back 9”.

10
Max orders an advance along the side of the field. The German platoon is forced back 11”, but halts after
moving into cover behind the hedge.
Max rolls a 4 for his Variable Move giving him a total
move of 7" (3+1D”).

Two platoons lead on the left. One platoon crosses the The next US platoon fires, but is just out of range.
hedge reducing its move to 4”. The support platoon
Gary then fires his support platoon. FP: 6D with a 5+
moves up to the hedge.
TN.
Gary uses opportunity fire against the advancing
Germans. The fire is at long range with a 5+ TN.

The US support platoon suppresses the Germans in the


Gary rolls three hits, including two suppressions. Max field.
rolls one success. His platoon takes two hits and is
Forced Back.

11
End of 2nd German Command Pulse. Gary moves his infantry up to the hedge.

Max wants to use opportunity fire as the US moves.


2nd US Command Pulse Rather than move the figures back, Gary and Max agree
that his fire occurs when the US are 1” from the hedge.
Ranges will be measured from there as will any Forced
Back results.

Gary has one Command Dice and four Staff Orders.


The Grenadiers fire and get two suppressions versus
two successes. The US are suppressed in place.

The US are moved back 1” from the hedge.


Gary orders an advance with the company on his left.
A 2nd German Grenadier Platoon fires.

12
The remaining German platoon is suppressed and
cannot fire.

Gary now fires his unsuppressed Rifle Platoon. As the


Germans are in cover, Max gets to decide which unit is
fired at. He chooses a Grenadier Platoon.

The next US platoon is suppressed by the Grenadiers’


High Suppression weapons. The US needed to roll two
6s to avoid being suppressed.

The German Support Platoon fires its machine guns.

Gary rolls three hits, including two suppressions versus


Max’s two successes. The Germans take 1 Disruption
Point and are Forced Back out of cover (two 6’s).

The German Support Platoon fires on the US Support


Platoon. The US takes one Disruption Point and is
Forced Back.

A 3 is rolled and the Germans are Forced Back behind


the cover of the hedge.

Gary’s advance has stalled (three units are suppressed),


but the Germans also have two suppressed platoons.

A 3 is rolled and the Americans are Forced Back 6”.

13
3rd German Command Pulse

Before ending his Command Pulse, Gary uses two Staff


Orders to remove two suppressions from his centre
company. Max has one Command Dice and two Staff Orders.

Max has activated all of his units so he cannot use the 4


Dice. He discards it, but before ending his Command
Pulse, he uses one of his Staff Orders to remove a
Suppression.

With the suppressions removed, the two units can fire


at the end of the turn.

The US Command Pulse and Turn are over as Gary is


out of Command Dice. The Germans have one
Command Dice left, so have one more Command Pulse
Max wants the previously activated Grenadier Platoon
before their turn ends.
to be ready to advance next turn, so removes its
Suppression.

End of the US Command Pulse.

14
End of Turn Fire End of Turn One
Gary fires at the Germans to no effect. The German
platoons have either already fired, are suppressed or
are out of range.

The Germans have taken one objective and receive a


Morale Point. The US are short of the other Objective
and so don’t receive any Morale this turn.
The US Rifle Platoon fires at long range fire (5+ TN) and
misses. German Morale: 12

US Morale: 11

TURN TWO
Both players roll their Command Dice.

The next platoon hits its target in the open, but the
Germans easily make their Reaction Roll.

Max rolls a Command Failure. One 1 is discarded. The


other 1 is given to Gary to use as a Wild Dice.

15
1st US Command Pulse 2nd US Command Order

Gary orders his centre infantry company to advance.


They roll a 4 for a move of 3.5” (7 divided by 2 for
moving on the hill).

Gary has one Wild Dice, a triple and a single order


chain. He has two Staff Orders.

1st US Command Order


Gary wants to take the objective on the hill and chooses
to use his Triple Order Chain.

The infantry complete their move.

Gary orders his mortar to fire smoke onto the German


platoons.

16
German Opportunity Fire
Max spreads his fire against all four US platoons. By
firing at the three lead Rifle platoons, Max can also fire
at the US Support Platoon at the rear.

The 3rd Grenadier Platoon also fails to damage its


target.

The German Grenadier platoon fires through the US


smoke screen. They fire at long range (5+ TN) increased
to 7+ TN because of the smoke screen. The Germans
fire with one less dice and their TN is reduced to 6+.
The two suppression hits have no effect on the US
infantry.

The German Support Platoon fires at the US Support


Platoon. It gets two hits and forces the US platoon back.

The next German Grenadiers fire to no effect.

The US Support Platoon is forced back off the hill and


is suppressed.

17
US Infantry Fire 3rd US Command Order
The US use their 3rd Order to Advance.

The Rifle Platoon hits the Germans in the open, but the
Germans make their Reaction Check. The US advance onto the hill and take the objective.

German Opportunity Fire

The second US Rifle Platoon gets one Disruption Point


on the Germans in the open. The German Support Platoon suppresses a US platoon.

The third US Platoon fires at the Germans in cover. No


The Grenadier platoon fires but has no effect. The
effect.
other two German platoons are suppressed and cannot
fire.

18
US Fire

The Germans are Forced Back 9”.

The US Support Platoon suppresses the Germans in the


open.

The US Rifle Platoon fires against the suppressed


Germans. No effect. The US have taken the objective on the hill.

1st German Command Pulse

The US rifle Platoon fires at the suppressed Germans in Max has one Wild Dice and two single Order Chains.
the field. It gets two Disruption Points and forces the He has one Staff Order.
Germans back.

19
2nd German Command Pulse

The 12cm Mortar fires.

Max removes the suppression from his unit.

3rd German Command Pulse

The Mortar causes a suppression on the US platoon


behind the hedge.

2nd US Command Pulse


Max advances to the hedge. Gary fires with his rifle
platoon but misses.

German Fire

Expecting a German advance, Gary removes the


suppression from his unit. He is now out of Command
Dice so his turn is over. The German Support Platoon suppresses the US
platoon again. Further German fire has no effect.

20
German Morale: 13

US Morale: 12

TURN THREE
Command Dice are rolled.

Before ending his Command Pulse. Max uses his last


Staff Order to remove a suppression.

End of Turn Fire

Both sides roll a Command Failure. The 1s are


discarded. Germany (two 5s) has the first Command
Pulse.

1st German Command Pulse

End of turn fire is ineffective.

End of Turn

German Command Dice.

Each side controls an objective and so gain one Morale


Point each.

21
2nd German Command Pulse

Max issues a Reform Order to remove a unit’s


suppression. Max removes a suppression with a Reform Order.

1st US Command Pulse


2nd US Command Pulse

The US mortar fires.

The US have 3 Command Dice and 2 Staff Orders.

The mortar rolls two successes. The suppressed


Grenadier Platoon gets no successes (5+ TN) and is
Gary uses a Reform Order to remove the suppression Dispersed.
from his Support Platoon.

22
Max rolls 1D3 for the Dispersed unit and loses two The Grenadiers in cover get 4 Rally Dice, plus +1D for
Morale. being in cover. The unit has two Disruption Points so
Gary rolls 2D. Both sides have 4+ TN. The Germans
rally with four successes and their two Disruption
Points are removed.

Gary activates his centre platoon and orders the


Support Platoon to advance. The Germans respond
with opportunity fire, but to no effect. The US fire is The Grenadier Platoon in the open gets 4 Rally Dice. It
also ineffective. also has two Disruption Points so Gary rolls 2D. Both
players have 4+ TN. Max rolls three successes and Gary
3rd German Command Pulse rolls two failures. The Grenadier’s two Disruption
Points are removed.

Max uses the first dice in the chain to Rally two


Grenadier Platoons.

23
End of Turn Fire

Max now activates the company with his 2nd 5. His


Support Platoon fires and suppresses a US platoon. The
US use opportunity fire to no effect.

End of Turn Fire is ineffective.

End of Turn
Both sides gain 1 Morale for holding an Objective.

German Morale: 12

US Morale: 12

The Germans advance to the side of the field. A


Grenadier unit fires and Disperses a US platoon.

Gary rolls 1D3 and gets a 1. He loses one Morale.

24
TURN FOUR
Command Dice are rolled.

Max now orders his left company to make a Triple


Germany has the first Command Pulse (one 6). Move. He uses two remaining dice from his Order
Chain, plus a Wild Dice. He places the Wild Dice at his
1st German Command Pulse intended destination.

Max is planning a major advance on his left, but is


concerned about the US Support Platoon on the hill. Max rolls nine for movement giving him a total move of
He activates his 12cm mortar. 18”. His first platoon moves 11” to the woods then moves
at half speed 3 ½” into the woods. The other platoons
move into line with the first.

The mortar fires at the Support Platoon and suppresses


it.

25
The US platoons are suppressed and cannot fire. The The German Support Platoon Disperses a US platoon.
US mortar doesn’t have LOS to the Germans and so
can’t use opportunity fire, Max decides not to fire as he
would do so at -2D. He’ll wait to use Opportunity Fire
or End of Turn Fire if the US don’t move.

1st US Command Pulse

The US lose 3 Morale.

Gary removes a suppression.

2nd German Command Pulse

Further fire suppresses a Rifle Platoon. The US do not


use Opportunity fire as Gary wants to move them
towards the Germans on his flank.

2nd & 3rd US Command Pulses

Germans fire onto the hill to distract the US from


moving.

Gary removes two suppressions.

26
Gary uses a Staff Order to remove another suppression. The Germans and US fire on each other as the US
Support platoon moves towards the Germans. The
German lose a platoon and 3 Morale.

With his last Command Dice, Gary activates his


company on the right.

Gary uses his last Staff Order to remove a suppression


on his left-hand company.

The US mortar fires and gets a suppression on the


nearest German unit.

27
End of Turn Fire TURN FIVE
Command Dice are rolled.

The US Support Platoon hits and suppresses the


German Support Platoon.
Max rolls a Command Failure.

1st US Command Pulse

The US loses another platoon and one Morale.

End of Turn
Gary activates his mortar.

Both sides gain 1 Morale.

German Morale: 10
The US mortar hits the German Support Platoon and
US Morale: 9 Forces it back to the table edge.

28
1st German Command Pulse

Gary removes the suppression from his Rifle Platoon.

Max removes a suppression from his Support Platoon


in the centre.

Gary uses his Wild Dice to activate his company on the He removes another suppression from his Support
right. Platoon on the right.

2nd US Command Pulse

US fire disperses a Grenadier Platoon. The Germans


lose 2 Morale.

Gary removes a suppression from his Rifle Platoon.

29
2nd German Command Pulse End of Turn
Both players get 1 Morale.

German Morale: 8

US Morale: 8

TURN SIX
Command Dice are rolled.

Max uses the Double Order Chain to store a Staff


Order.

3rd US Command Pulse

Gary discards the 1 and has the first Command Pulse


(most 6s).

1st US Command Pulse

Gary uses his Wild Dice to store a Staff Order.

End of Turn Fire

Gary activates his mortar.

The US company on the left loses a platoon and 1


Morale.

30
2nd German Command Pulse

The mortar hits the German Support Platoon and


Disperses it. The Germans lose 3 Morale. Max removes a suppression.

1st German Command Pulse 3rd US Command Pulse

Max removes a suppression. US advance onto the hill.

2nd US Command Pulse

Stationary US Support Platoon disperses a Grenadier


Platoon. The Germans lose 2 Morale.
Gary removes a suppression.

31
3rd German Command Pulse

German opportunity fire suppresses two US platoons.

With his Morale rapidly running out, Max orders an


advance on the right.

US fire disperses a German Platoon. The Germans lose


2 Morale.

The Grenadiers move towards the field ahead. The


German Support Platoon remains at the objective.

Gary uses a Staff Order to remove the suppression from


his activated unit.

The German Support Platoon fires and disperse a US


Rifle Platoon on the hill. The US lose 3 Morale.

32
4th German Command Pulse End of Turn

Max removes a suppression.

End of Turn Fire

Both sides get 1 Morale.

German Morale: 2

US Morale: 2

TURN SEVEN
Command Dice are rolled. Everything to play for –
both sides have 2 Morale.

The US Rifle Platoon is Dispersed. The US lose 1


Morale.

The Germans go first (most 5s).

The US Support Platoon is Dispersed. The US lose


another 3 Morale.

33
Max then activates his 12cm Mortar and Support
Platoon. The Mortar hits the US Support Platoon and
forces it back off the hill. The US use opportunity fire
and suppress the mortar.
Max is in a good position with five Command Dice and
one Staff Order.

1st German Command Pulse

Max keeps the pressure on using his Wild Dice and a


Staff Order to order a double move. The Grenadiers
storm the hill.

Max activates his Support Platoon on the right. It fires


and disperses a US Support Platoon.

The German Grenadiers disperse the US Rifle Platoon.


The US lose 2 Morale. As they have already been
reduced to Zero Morale, the 2 Morale are added to
The US lose 2 Morale reducing them to Zero Morale.
Max’s Morale. Max now has 4 Morale.

34
1st US Command Pulse

Devastating German fire up the hill disperses the


suppressed US platoon. The Germans gain 3 Morale
The US move across the hill with a triple move.
increasing their total to 7.

2nd US Command Pulse and End of Turn Fire


Faced with imminent defeat, Gary passes his Command
Pulse. End of Turn fire now occurs.

German opportunity fire suppresses one US platoon.

2nd German Command Pulse

Last gasp US fire suppresses and forces back a


Grenadier Platoon.

The Germans attack again on the US’ right flank.

35
End of Game

US Morale Collapses!

German Morale: 7
US Morale: 0

Max wins!

Two flank attacks proved too much for the US to hold, but it could have been very
different if Gary had won the final Command Dice roll.

36
US STATISTICS

Rifle Platoon
Type Move RD Weapons Range FP AT Notes
Infantry Slow 4D Rifles & BARs 4/8/16 5D - +1D CA.
Bazookas 1/2/4 - 7D DAT.

Support Platoon
Type Move RD Weapons Range FP AT Notes
Hvy Wpns Slow 4D Machine Guns 6/12/24 6D - HS. SF.
Light Mortars 3-24 3D - HS.

81mm Mortar Platoon


Type Move RD Weapons Range FP AT Notes
Hvy Wpns Slow 4D 81mm Mortars 3-30 4D - HS.

GERMAN STATISTICS

Grenadier Platoon
Type Move RD Weapons Range FP AT Notes
Infantry Slow 4D Rifles & MGs 4/8/16 5D - HS.
Panzerfausts -/1/- - 8D DAT.

Support Platoon
Type Move RD Weapons Range FP AT Notes
Hvy Wpns Slow 4D Machine Guns 6/12/24 6D - HS. SF.
Light Mortars 3-24 3D - HS.

12cm Mortar Platoon + Truck


Type Move RD Weapons Range FP AT Notes
Hvy Wpns Average * 4D 12cm Mortars 4-40 5D 3D HS. T.

+1D CA: +1D Close Assault DAT: Deployed Anti-Tank Teams SF: Sustained Fire
BO: Break-off HS: High Suppression T: Towed

37
COMBAT HQ
World War Two Wargame Rules
Fun, streamlined rules for large-scale world war two battles featuring rapid movement, decisive
combat, and exciting decision making.

Rapid Command Pulses and opposed dice rolls keep players constantly
involved. Easy-to-play rules emphasise command-and-control decisions
over complex combat resolution mechanics.

In each Command Pulse you decide how to use your limited command
resources: will you use your Command Dice to move up a company of
infantry supported by tanks? Or will you use them to rally an anti-tank gun
battery? Or maybe you should use them to liaise with your staff officers? The
choice is yours.

The 2nd edition includes rules for close support units, a faster close assault
system, extended artillery rules, and more opportunities to wage war on the
battlefield.

Game Length: 2–4 hours.

Unit Scale: The Platoon is the basic unit in the game and is represented by
a model vehicle, a base with three infantry figures, a heavy weapons team, or
a gun and its crew.

Ground Scale: 1” equals 50 yards.


I

Figure Scale: Plays equally well with 2mm, 6mm, 10mm, 15mm or 20mm
figures.

TOTAL WAR
Advanced Rules and Missions for Combat HQ
• Tactical Doctrines Late War Rosters and Statistics

• Air Power • Commonwealth Infantry Battle


Group
• General Support Batteries
• Commonwealth Armour Battle Group
• Airborne Assault
• German Grenadier Battle Group
• Beach Landings
• German Panzer Battle Group
• Combat Engineering
• US Infantry Battle Group
• Infantry Transports
• US Armour Battle Group
• Weather
Eight Combat Missions
• Supply

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