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ARMOUR BATTLES EXPANSION

Armour Battles
Expansion
World War Two Wargame Rules

Jim Bambra

First published in 2016 by Wargames Design.

© 2016 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.

wargamesdesign.com

Parts of Armour Battles Expansion were previously published in Combat HQ: World War Two Wargame
Rules.
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ARMOUR BATTLES EXPANSION

CREDITS

Game Design: Jim Bambra


Editing: Catherine Bambra
Playtesting: Alan Stringer, Hugh Attwood, Ian Westworth, Chris Bambra.

The Wargames Design Recon Team


Peter D. Antill, Steve Applegate, John Aston, Don Bailey, Vidal Bairos, Steve Barber, Sean Bartholome,
Si Brooks, Rodrick Campbell, Dan Clancy, Richard Coffland (1LT, ARNG Ret), Scott Collingwood, Dom
Cook, Joe Corsaro, Rick Cox, John Eagles, Clay Ellis, Alex Filewood, Glenn Foden, Emery Gallant, Rob
Goodfellow, Paul de Haan, Roy J. Harter, Jim Hayes, Keith Hershey Jr, Martin A. Johncock, Shane John-
son, Brett Kvisle, Derek Paul Ler, Stephen Luscombe, Gary McKenzie, Jim McLarty, Martin Mitchell,
Justin Penwith, Richard Radgoski, Andrew Rees, Dean N Rogers, Vitaly Simakov aka SunCat, Ian Skinner,
Neil Smith, Alex Stoddart, Dave Strebe, Robert Taylor, Keith Tracton, Ted Triandafilou III, James Turner,
Keith Tracton, Paul Wright.

Thanks for your support, guys. It’s greatly appreciated!

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ARMOUR BATTLES EXPANSION

TABLE OF CONTENTS
Credits ........................................................................................................................................................................ 3
Table of Contents ........................................................................................................................................................ 4
Introduction ............................................................................................................................................................... 6
New Rules ...................................................................................................................................................................... 6
The Missions .................................................................................................................................................................. 6
Battle Groups ................................................................................................................................................................. 6
Artillery ...................................................................................................................................................................... 8
Fire Mission Types .......................................................................................................................................................... 8
Pre-Registered Barrage .................................................................................................................................................. 8
Initial Barrage ................................................................................................................................................................ 9
Special Artillery Rules ................................................................................................................................................... 10
Hidden Movement.....................................................................................................................................................11
Blinds............................................................................................................................................................................ 11
Hidden Units................................................................................................................................................................. 15
Cover .........................................................................................................................................................................17
Cover Levels.................................................................................................................................................................. 17
Cover and Reaction Dice .............................................................................................................................................. 17
Cover and Terrain ......................................................................................................................................................... 18
Vehicle Reliability ......................................................................................................................................................19
Unit Special Rules ......................................................................................................................................................21
Close Support ............................................................................................................................................................... 21
Driver-Aimed Gun......................................................................................................................................................... 21
Hull-Mounted Weapon................................................................................................................................................. 22
Anti-Armour Machine Gun ........................................................................................................................................... 22
One-Man Turret ........................................................................................................................................................... 22
No HE Ammunition....................................................................................................................................................... 22
No Radios ..................................................................................................................................................................... 22
Two-Man Turret ........................................................................................................................................................... 23
Two Weapons ............................................................................................................................................................... 23
Vehicle Flamethrower .................................................................................................................................................. 23
Battle Groups.............................................................................................................................................................24
Example Battle Group .................................................................................................................................................. 24
Battle Group Statistics Explained ................................................................................................................................. 25
Early War Battle Groups.............................................................................................................................................27
Battle of france ............................................................................................................................................................ 29
Operation Compass ...................................................................................................................................................... 32
Operation Sonnenblume .............................................................................................................................................. 34
Brevity to Battleaxe ...................................................................................................................................................... 36
Operation Crusader ...................................................................................................................................................... 39
Early War Statistics ....................................................................................................................................................42
Early War Commonwealth Statistics ............................................................................................................................ 42
Early War French Statistics ........................................................................................................................................... 47
Early War German Statistics......................................................................................................................................... 50

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Early War Italian Statistics ........................................................................................................................................... 53


Late War Battle Groups ..............................................................................................................................................56
Late War Statistics .....................................................................................................................................................60
1944 Commonwealth Statistics.................................................................................................................................... 60
1944 German Statistics ................................................................................................................................................ 63
1944 Soviet Statistics ................................................................................................................................................... 66
1944 US Statistics ......................................................................................................................................................... 69
Forward Into Battle....................................................................................................................................................72
Choosing a Mission ...................................................................................................................................................... 72
Mission Format ............................................................................................................................................................ 72
Deploying For Battle..................................................................................................................................................... 73
Forces Available ........................................................................................................................................................... 74
The Gaming Table ........................................................................................................................................................ 75
Starting a Game ........................................................................................................................................................... 77
Victory And Defeat ....................................................................................................................................................78
Morale Points ............................................................................................................................................................... 78
Major, Minor Victories and Draws ............................................................................................................................... 79
Meeting Engagement .................................................................................................................................................. 80
Flank Attack ................................................................................................................................................................. 82
Attack/Defend .............................................................................................................................................................. 84
Hold the Line ................................................................................................................................................................ 86
Counter-Attack ............................................................................................................................................................. 88
Combat HQ ................................................................................................................................................................90
About the Author ......................................................................................................................................................91

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ARMOUR BATTLES EXPANSION

INTRODUCTION
Since publishing Armour Battles additional rules, missions and battle groups have been added to
www.wargamesdesign.com.

Armour Battles Expansion includes these new rules, plus additional battle groups and missions.

NEW RULES
The new rules include additional rules for artillery, and provide new ways of handling hidden movement
using Blinds and hidden units, plus rules for cover and vehicle breakdowns. The new rules section is
rounded out with special rules needed to use the vehicles from the featured battle groups.

THE MISSIONS
After you’ve played the three introductory missions in Armour Battles, you’ll want to set up your own
games. The missions and new battle groups in this book let you do that easily.

BATTLE GROUPS
This book presents seventeen battle groups arranged by theatre and period, along with five mission
types suitable for all battle groups.

The early war section features the Battle of France and the early Desert War. The late war section in-
cludes battle groups from 1944 when Germany was under attack from all sides by the Allies.
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Early War Battle Groups
May 1940 - Battle of France November 1941 - Operation Crusader
Commonwealth Armour Commonwealth Armour
French Armour German Armour
German Armour Italian Armour

December 1940 - Operation Compass Late War 1944


Commonwealth Armour Commonwealth Armour
Italian Armour German Armour
Soviet Armour
February 1941 - Operation Sonnenblume
Commonwealth Armour US Armour
German Armour
New Missions
May-June 1941 - Brevity to Battleaxe Meeting Engagement
Commonwealth Armour Attack/Defend
German Armour Flank Attack
Italian Armour Hold the Line
Counter-Attack

Using the New Rules


Whether you replace the existing rules with the new ones is up to you. You may prefer to play without
the new hidden movement rules, but use the rules for vehicle reliability and artillery. Or you may just
decide to use the rules for setting up missions and selecting support units without any other rule
additions.
ARMOUR BATTLES EXPANSION

ARTILLERY
New fire missions, rules for initial barrages and artillery supply create more options when using artillery.

FIRE MISSION TYPES


The following fire missions are available:

Single Fire Mission: 1 Staff Order


A fire mission is one round of artillery fire. The battery fires for effect once and then stops.

Continuous Fire Mission: 2 Staff Orders


Instead of firing once and stopping, a continuous fire mission remains active from turn to turn. After it
has fired for effect once, its Impact Marker remains on the table. The battery then fires in all subsequent
friendly Logistics Phases until cancelled, or a Command Failure or an ammunition shortage occurs.

Cancelling a Continuous Fire Mission


A continuous fire mission can be cancelled at any time. Remove the Impact Marker from the table. No
Staff Order is required. You may issue a new fire mission to the battery next turn.

Single Smoke Mission: 1 Staff Order


A single smoke mission remains on the table until the start of the player’s next Logistics Phase.

Continuous Smoke Order: 2 Staff Orders


A continuous smoke mission lasts until cancelled or a Command Failure occurs. A smoke screen never
runs out of ammunition.

Cancelling a Continuous Smoke Mission


A continuous smoke mission can be cancelled anytime. The battery can be given new orders next turn.
Smoke from a cancelled smoke mission is removed at the start of the player’s next Logistics Phase.

An off-table battery may not fire smoke and perform a fire mission in the same turn.

PRE-REGISTERED BARRAGE
Before the first turn of the game the defending player may specify two locations as pre-registered targets
for each of his batteries. These can be marked on a sketch map or be a recognisable location on the table
such as “the crossroads in the village on the left”.

A pre-registered barrage may be called during any of your Command Pulses providing the battery is
available to fire. A battery that has already fired for effect this turn cannot be used. It costs one Staff
Order to call a single fire mission and two Staff Orders to call a continuous fire mission. The battery

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fires with immediate effect and does not deviate.

A continuous, pre-registered barrage may be adjusted on subsequent turns.

INITIAL BARRAGE
An initial barrage is used to attack enemy positions and Blinds. An initial barrage costs no Staff Orders
to call and is used before the first turn of the game after units and Blinds have been deployed.

Batteries in an Initial Barrage


Artillery batteries may be used individually or may be combined to increase their effect. Used individually,
each battery fires in each Initial Barrage Round using its AT Dice.

Any number of Batteries may be combined into one initial barrage. Each battery after the first adds half
(round up) its Combat Dice to the total.

For example, Tom is firing an initial barrage at the German positions. He includes three batteries in the
initial barrage all with 5D. The first adds its full 5D, the second and third add 3D each (rounded up) for
a massive 11D.

Initial Barrage Rounds


An Initial Barrage Round is one round of fire by a battery or group of batteries. Each Mission Briefing
lists how many Initial Barrage Rounds are available. Each Initial Barrage Round fires at one target. You
can concentrate all Initial Barrage Rounds against one target or choose different targets.

Fire for Effect


Initial barrages do not deviate and fire for effect immediately.

Initial Barrages On Units: Roll the barrage dice against any units in the blast radius and apply results
normally.

Initial Barrages On Blinds and Hidden Units: Use the rules for Interdiction against Blinds and Hid-
den Units.

Continuing Initial Barrage Fire


After its pre-game fire, an initial barrage will continue firing until the player cancels it, it runs out of
ammunition, or he rolls a Command Failure. Following a Command Failure it costs two Staff Orders to
maintain an initial barrage as a continuous barrage, and one Staff Order to keep it firing for the current
turn.

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SPECIAL ARTILLERY RULES


The following rules provide more detail on how to handle indirect fire.

Artillery Supply
Occasionally, batteries using continuous fire run low on ammunition and stop firing. This occurs when
more 1s than 6s are rolled when a battery fires for effect against the first unit in its blast radius.

A battery that runs out of artillery supply stops firing immediately, causes no damage, and has its fire
mission cancelled. It is resupplied at the end of the turn and may be given a new fire mission next turn.

For example, Tom’s battery fires for effect against Max’s infantry. There are three units in the blast radius.
Tom selects one unit and rolls to hit. As the Commonwealth commander, Tom has an average artillery
supply: his battery will keep firing unless he rolls two more 1s than 6s. Unfortunately, Tom rolls 1, 1, 3,
4, 5. His battery has run out of supply! It stops firing immediately and does no damage even though he
rolled two hits (4 and 5). If Tom had rolled this result against the second or third unit, he would ignore
the 1s and his battery would continue to fire.

A battery cannot run out of ammunition the first time it fires: it’s only subject to artillery supply in
subsequent turns.

Level of Supply
Some armies are better supplied than others and this can vary by mission if desired. Supply levels for
each battle group are listed in the Starter Battle Groups. The table below shows how many 1s more than
6s are needed for a battery to run out of ammunition.

Ammunition Supply Stops Firing


Poor 1 more 1 than 6s
Average 2 more 1s than 6s
Good 3 more 1s than 6s

Moving Into Or Through An Active Fire Mission


Once a battery is firing for effect, any unit which moves within 4” of the Impact Marker is automatically
fired at. Roll to hit as normal but ignore any ammunition shortage results. Any unit that starts its move-
ment inside a burst radius may move out of it without being fired at again.

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HIDDEN MOVEMENT

A system of Hidden Units and Blinds is used to add uncertainty to enemy locations. Hidden Units can
be marked on a sketch map or a note made of their location. They are not placed on the table until
spotted. Blinds are cards used to represent possible enemy locations. Hidden Units are only used when
one side is defending and the other is attacking. As enemy locations are unknown, the attacker may be
faced with a table that is devoid of visible enemy. Reconnaissance units are needed to probe forward to
locate the enemy.

The Missions Section provides guidelines on how to deploy Hidden Units and Blinds. Blinds and Hidden
Units are not essential – you can easily skip them in your first few games.

BLINDS
A Blind represents a Command Group that hasn’t been spotted by the enemy. Blinds are cards 6” wide
x 3” deep. They may be decorated with an army’s flag, or simply be left blank. Alternatively, playing cards
(3 1/2” x 2 1/2”) can be used.

Number of Blinds
At the start of a game an army has as many Blinds available as Command Dice. It has as many Dummy
Blinds as its initial Staff Orders.

Dummy Blinds
Dummy Blinds represent small patrols which can be used to spot the enemy, but cannot engage in com-
bat. Until forced to deploy, a Dummy Blind performs like a real Blind. A Dummy Blind is removed from
the table when is spotted or has taken four Disruptions from off-table artillery.

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Dummy Blinds that are removed from the table do not count as Dispersed units.

Blinds and Command Groups


Blinds may be moved individually or as part of a Blind Command Group. To form a Blind Command
Group, nominate one Blind as the leader. Another three Blinds within 12” of the centre of the leader
Blind may be added to the Command Group. A Blind Command Group is ordered the same as any other
Command Group. All Blinds that move must be within 12” of the leader at the end of their move.

Moving a Blind
Blinds always make a triple move for only one Command Dice. Blinds move at 18+3D” regardless of
the units they contain.

Buildings: Blinds may not enter buildings.

Obstacles: A Blind uses one of its Fixed Moves to cross an obstacle.

Suppressed Blind: A Blind that is suppressed from Interdiction Fire moves at its Variable Move only
and requires its entire move to cross an obstacle.

Deploying a Blind
Units may only deploy from a Blind before moving. A Blind cannot move and then deploy.

A unit that deploys may move normally. When deploying, all units must have part of their base or model
on or touching the Blind. Deploying units may face in any direction. Remove the Blind once the units
have deployed.

As units deploy, they may be fired at with opportunity fire. The opportunity fire occurs before the de-
ploying units can fire.

A moving Blind that is spotted cannot fire. If you think a Blind is likely to be spotted when it moves, you
should consider deploying the units and moving them normally instead.

Opportunity Fire: Units may deploy from a Blind to conduct opportunity fire against enemy units mov-
ing within LOS of the Blind. They may also deploy from a Blind and use opportunity fire against enemy
units that are themselves deploying from a Blind. In which case, all firing is simultaneous.

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.

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Spotting attempts are made using four dice in an opposed roll against three dice rolled by your opponent.
Your opponent has a 4+ TN. Your TN is determined by how far the Blind is from the spotting unit.

Distance Spotting TN
0-6” Automatic
6-12” 3+
12-24” 4+
24-36” 5+
36”+ 6+
Cover Dice +1/+2
Versus a Moving Blind -1TN
Suppressed +1TN
Recon unit -1TN

Versus a Moving Blind: A unit benefits from a -1 TN when attempting to spot a moving Blind.

Cover Dice: Units in cover are harder to spot. The Cover Dice are added to the opposed roll.

Light Cover +1D


Medium Cover +2D

The player who owns the Blind adds the Cover Dice when his opponent attempts to spot a Blind in
cover. For example, a Blind rolls 3D when in the open, but rolls 5D if in or behind Medium Cover.

Suppressed: Suppressed units make all spotting attempts at +1 TN.

Recon: A recon unit makes all spotting attempts with a -1 TN.

Spotting Success
All units in a Blind are deployed immediately when spotted. All units are deployed and complete their
movement unless Forced Back by enemy fire.

Automatic Spotting
A Blind is spotted automatically when it is 6” or less from an enemy unit or Blind.

Opportunity Spotting
One attempt can be made to spot a moving enemy Blind. After your opponent has moved his Blind, a

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spotting attempt can be made during any part of its movement. If this attempt fails, no further spotting
attempts can be made against the Blind this Command Pulse. Units that are spotted are deployed and
may be fired at with opportunity fire.

Spotting a Blind During Your Command Pulse


There is no cost to attempt to spot a Blind during your Command Pulse, but you must activate the
Command Group. A Dice Chain can be used to increase the chance of a Command Group spotting a
Blind. Dice Chains are allocated to the Command Group before it makes any spotting attempts. Spotting
attempts can be made before or after moving. Only one attempt is allowed per Command Group.

For example, Tom is attempting to spot a German Blind. He is using a Command Group containing
three British Cromwell tanks. Tom uses a Double Dice Chain to increase his chances. Normally he would
roll 4D, but using the Double Dice Chain, he adds +2D for a total of 6D. He rolls his dice and scores
two successes – three Panzer IVs are deployed from the German Blind.

Returning Units to Blinds


An activated Command Group may return its units back to a Blind if they are out of LOS and more
than 36” from the nearest enemy. The units are removed from the table and replaced by a Blind. Place
the centre of the Blind over the nominated Command Unit. The Blind may now move normally.

Suppressed units cannot be added to Blinds: the suppression must first be removed.

Interdiction Fire Against Blinds


Off-table artillery may be used to interdict a Blind and slow down its movement. A Blind may be sup-
pressed multiple times from off-table artillery fire.

The artillery must specifically target the Blind. Place the Impact Marker on the middle of the Blind and
roll the Deviation Dice when it fires for effect. On a “Hit” the Impact Marker is on target, otherwise
move it 1D” in the direction of the deviation arrow as normal. The Blind is only hit if, after deviation,
the centre of the Impact Marker remains on the Blind as a burst radius isn’t used when firing at Blinds.

A battery firing at a Blind fires with a 5+ TN. The Blind has 4D Reaction with a 5+ TN regardless of
the units it contains. Cover Dice are not used with interdiction fire.

The Blind must roll more successes than the firing artillery or take a suppression for each enemy success.
Place the Suppression Markers onto the Blind. Blinds are not Forced Back.

A Blind may have a maximum of four suppressions – any excess suppressions are converted into Dis-
ruption Points. Place the Disruption Points onto the Blind.

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Deploying with Suppressions and Disruption


Suppressions and Disruption Points are applied to units as they deploy from the Blind. The owning player
allocates one suppression per unit until all suppressions are allocated. If there are more units than sup-
pressions, the owning player chooses which units are suppressed. If there are more suppressions than
units, the excess suppressions are converted into Disruption Points.

Disruption Points are allocated by the owning player one at a time to his units. No unit may be allocated
more than one Disruption Point until all other units have received one Disruption Point.

Removing Suppressions
Suppressions on Blinds may be removed at the cost of one Command Dice each; this does not require a
Dice Chain.

For example, Tom wants to use his artillery to Disrupt a German Blind before it deploys. He indicates
one of his Blinds with LOS to the German Blind to act as the Forward Observer for the mission. He
rolls his Artillery Response Dice and is successful – his 25-pounder battery fires and scores a “Hit” on
the Deviation Dice. He rolls 5D with a 6+ TN. He gets two 6s. Max fails to roll any successes with his
Reaction Dice and the Blind takes two suppressions.

On his next Command Pulse Max deploys the Blind. It contains three Panzer IVs. Max assigns the sup-
pressions to two of his tanks. If Max had not deployed, he could have removed the suppressions using
two Command Dice.

Rallying Blinds
Blinds are rallied the same as other units. Your opponent rolls as many dice as the Blind has Disruption
Points with a 4+ TN. You remove one Disruption Point for each success.

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 a Blind over the location of the Hidden Units and then move
them as a Blind. Your opponent may use opportunity spotting to reveal the Blind if it enters into LOS
of one or more of his units.

Spotting Hidden Units


Hidden Units are spotted in a similar manner to Blinds, except that the spotting attempt is made against
a Blind-sized area of terrain (a wall, hedge, building, wood, etc). If the spotting attempt is successful, a
Blind is placed on the table. If the owning player rolls more 1s than 6s against one or more successes by
his opponent the units are deployed directly onto the table.

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Ambush Fire
Hidden Units may use Ambush Fire. Ambush Fire may be used as opportunity fire or when a hidden
unit is activated. Ambush Fire cannot be used by Hidden Units that have just been spotted.

To use Ambush Fire, place the firing unit on the table and declare that it is using Ambush Fire. The unit
gains +1D to its FP or AT Dice. This may be increased further using a Wild Dice and a Staff Order.

Interdiction Fire and Hidden Units


Off-table artillery may use interdiction fire against Blind-sized areas of terrain. The player places the
Impact Marker and makes an Artillery Reaction check. Roll a Deviation Dice when the battery fires for
effect. Move the Impact Marker if the fire deviates. The player with the Hidden Units now determines
whether any of his units are within the artillery’s burst radius. If so, he places a Blind over the units and
the interdiction fire is resolved against the Blind.

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COVER
Cover provides protection for troops. Without cover, units are fully exposed to enemy fire.

COVER LEVELS
Cover comes in two levels: Light and Medium.

COVER AND REACTION DICE


Cover increases a unit’s Reaction Dice. When behind or in cover, units add the cover bonus to their
Reaction Dice (RD).

Light Cover +1 RD
Hedges
Fences
Walls

Medium Cover +2 RD
Boulder fields
Sandbag walls
Trenches
Buildings

M4 tanks behind a hedge (Light Cover) gain +1 to their Reaction Dice. When fired on they roll 6 RD,
instead of their usual 5D.

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COVER AND TERRAIN


To benefit from cover, a unit must either be inside it in the case of woods and buildings or directly behind
it in the case of walls, hedges, rocks and other linear obstacles. A unit may also benefit from cover if an
enemy’s fire passes over low walls or hedges.

To benefit from cover, at least half of the unit must be behind the cover. If more than half of the unit
is in the open it gains no cover benefits.

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VEHICLE RELIABILITY
Vehicles are prone to break downs when they make double or triple moves. The frequency of a break
down is determined by a vehicle’s Reliability: Poor, Average, or Good.

A Command Group that rolls more 1s than 6s with the Variable Move Dice when making a double or
triple move may suffer a break down.

Poor Reliability: One vehicle in the Command Group is affected for each 1 rolled in excess of 6s. If
two 1s are rolled, two vehicles break down.

Average Reliability: Vehicles with average reliability break down when rolling two more 1 than 6s. If
three 1s are rolled two vehicles break down.

Good Reliability: Vehicles with good reliability break down when rolling three more 1 than 6s - this
can only occur when making a triple move.

The owning player chooses which vehicles break down.


A vehicle that breaks down cannot move until repaired. Place a counter or coloured cotton wool on or
next to the vehicle to show that it’s immobile. The vehicle may fire. Other units in the Command
Group are unaffected and continue to their destination.

For example, a company of Matilda IIs is ordered to make a double move towards two Italian anti-tank
guns. The Matilda’s have Poor Reliability. They move 3+D” normally. This is doubled to 6+2D”. Tom,
unfortunately, rolls two 1s. Two of the Matilda’s grind to a halt while the third moves 8” towards the
Italians.

Avoiding Breaking Down


Using a Wild Dice or Staff Order to replace a Variable Move Dice can prevent a break down occurring
on a double move and greatly reduces it for a triple move. As the Wild Dice or Staff Order is counted
as a 6, it’s not possible to roll more 1s than 6s on a double move, and makes it highly unlikely on a triple
move.

Vehicle Repair
A broken down vehicle can be repaired automatically using a Command Dice or Staff Order in a sub-
sequent turn. The vehicle cannot move while being repaired, but it may fire. A vehicle cannot be acti-
vated as part of a Command Group the same turn it's repaired.

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Optional Desert War Reliability


The desert created additional problems for vehicles. Sand clogged air intakes and increased wear on
engines and tracks. Areas of soft sand caused vehicles to become bogged down.

The vehicle reliability rules are based on normal conditions in Europe or the Russian steppes. To
simulate the harsher environment of the desert, vehicles with poor reliability will break down when
making a single move if they roll a 1 on the Variable Move Dice.

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UNIT SPECIAL RULES


The following special rules are used with the vehicles included in the new battle groups.

CLOSE SUPPORT
Howitzers were fitted into vehicles to provide close support in the form of smoke screens and High
Explosive fire.

Direct Fire: Roll the unit’s AT Dice and apply modifiers based on the range to the target.

Indirect Fire: The unit may use indirect fire providing another unit acts as its Forward Observer. The
unit fires against one unit only. When using indirect fire, its FP Dice are halved (round up). It fires with
a 4+ TN at effective and long ranges. It cannot fire at short range.

Indirect fire causes artillery suppressions.

Subtract -1D if the firing unit makes a double move, and -2D if it makes a triple move.

Smoke Screen: The unit may fire a smoke screen using direct or indirect fire. The smoke screen has a
3” diameter and does not deviate. It lasts until the player’s next Logistics Phase. When firing smoke, the
unit cannot use any other type of fire.

DRIVER-AIMED GUN
Aiming of the hull-mounted gun is performed by the driver. As the driver cannot drive and aim the gun
at the same time, the weapon may cannot be fired when the vehicle moves. However, the vehicle can
use opportunity fire.
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HULL-MOUNTED WEAPON
A hull-mounted weapon is restricted to a 180 degree arc of fire and cannot fire from behind medium
or hard cover. It may fire from behind light cover.

ANTI-ARMOUR MACHINE GUN


Many early war tanks are armed only with machine guns. While lacking dedicated anti-tank weapons
they are still capable of damaging enemy armour. When firing at armoured vehicles deduct the vehicle’s
Reaction Dice from the machine gun’s FP, then roll the remaining dice as normal.

For example, a Mk VIb is firing at an M11/39 Italian tank. The Mk VIb has 7D FP. The M11/39 has 5D
Reaction. Deducting 5D from 7D results in 2D that can be used to fire against the M11/39. The most
hits the Mk VIb can cause is two and this is still opposed to the M11/39’s 5D Reaction. If the Mk VIb
later fires against an L3/35 with only 3D Reaction, it would fire with 4D giving it a good chance of
hitting the L3/35.

ONE-MAN TURRET
The one man turret requires the commander to load and fire the turret gun, as well as direct the tank’s
operation. The effect of this “one man orchestra” is to severely limit the tank’s capabilities. All fire by
the turret weapon is reduced by -1D (calculated in the unit’s statistics) to account for the slower loading
speed.

The vehicle is subject to an additional -1D penalty when firing its turret weapons when moving. This
increases the Single Move penalty to -1D, the Double move penalty to -2D, and the Triple Move penalty
to -3D.

NO HE AMMUNITION
Some early war guns did not fire High Explosive ammunition. Unless otherwise listed, guns can always
fire HE.

Weapons that cannot fire High Explosive shells have reduced effect when firing at effective and long
ranges against infantry and other soft targets. All fire from such weapons is with a +1 TN penalty. There-
fore, a unit without HE fires at -1 TN at short range, +1 TN at effective range, and +2 TN at long range.

NO RADIOS
Vehicles without radios have their Command Group radius to 3”. All units must be within 3” of the
leader to be included in a Command Group.

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TWO-MAN TURRET
A two-man turret requires the tank commander to aim and fire the turret’s gun which makes it difficult
for the vehicle to move and fire. The vehicle is subject to an additional -1D penalty when firing its tur-
ret weapons when moving. This increases the Single Move penalty to -1D, the Double move penalty to
-2D, and the Triple Move penalty to -3D.

TWO WEAPONS
A vehicle equipped with two weapons, may only fire one of them each turn. The player selects which
one before rolling its AT Dice.

VEHICLE FLAMETHROWER
A flamethrower ignores all types of cover. Any unit hit by the flamethrower automatically becomes
suppressed. Any time the vehicle rolls more 1s than 6s when firing, it runs out of ammunition and can-
not fire again.

Firepower
Units in Armour Battles Expansion have an additional statistic that is not used in Armour Battles.
It is included here for the benefit of those players who are using the new army rosters in their
games of Combat HQ: World War Two Wargame Rules.

FP is short for Firepower and shows the number of dice rolled when firing at infantry, guns, soft-
skinned vehicles and other unarmoured targets. It represents rifles, machine guns, and high explo-
sive shells.

When playing Armour Battles you can just ignore FP.

23
ARMOUR BATTLES EXPANSION

BATTLE GROUPS
Each starter battle group is an armoured force consisting of core units followed by additional support
units. You can play with the core units only or you can add one or more support units.

The battle groups are followed by unit statistics.

EXAMPLE BATTLE GROUP

National Characteristics
Command Dice Divider: 3
Staff Order Divider: 4
Training: All units are regular.

Battle Group Statistics


Units: 9
Command Dice: 4
Staff Orders: 2
Rally Dice: 4
Artillery Response Dice: 4
Morale: 9

Artillery Supply: Good


Initial Barrage Round Modifier: +1

24
ARMOUR BATTLES EXPANSION

Veteran Units

Veteran units gain an extra dice for their Reaction, FP and AT rolls. You can either adjust the unit’s
stats or use a Veteran Dice (a dice of a different colour is all you need).

Every time you roll a veteran unit’s Reaction, FP or AT dice, roll its given stats, plus a Veteran Dice.
For example, an A9 Cruiser has 3D Reaction Dice. When it’s fired at roll the 3D Reaction Dice and
the Veteran Dice for a total of four dice.

BATTLE GROUP STATISTICS EXPLAINED


Command Dice Divider: Used after increasing the battle groups size by adding one or more support
groups. Divide the number of units by this number and round up to determine how many Command
Dice the group has.

Staff Order Divider: Divide the total number of units by this number to determine the initial number
of Staff Orders (round up).

Training: The level of battle group training. All unit statistics are for regular units. Veteran units gain an
extra dice for Reaction, FP and AT.

Units: The number of units in the battle group including off-table artillery.

Command Dice: The number of Command Dice rolled each turn.

Staff Orders: How many initial Staff Orders a battle group has. A battle group can store as many Staff
Orders as it has Command Dice.

Rally Dice: The number of dice rolled when rallying units.

Artillery Response Dice: The number of dice rolled when checking for artillery response.

Morale: How many Morale Points a battle group starts with.

Artillery Supply: How well the battle group is supplied with artillery ammunition.

Initial Barrage Round Modifier: This is used to increase or decrease the number of Initial Barrage
Rounds available in a mission. If a mission has D3 Initial Barrage Rounds available, a +1 is added for a
total of 2-4 rounds. Conversely, a -1 modifier would reduce the number of rounds to 0-2. If a mission
has zero Initial Barrage Rounds a battle group with a +1 modifier would receive one Initial Barrage
25
ARMOUR BATTLES EXPANSION

Round.

Support Groups
Up to three support groups may be added to a battle group.

Calculating Battle Group Statistics


After adding support units, you’ll need to recalculate the number of Command Dice, Staff Orders,
and Morale Points.

Command Dice: Command Dice are determined by dividing the total number of units in the bat-
tle group by the Command Dice Divider and rounding up.

For example, Commonwealth forces have a Command Dice Divider of 3. The core infantry battle
group contains 14 units. 14 divided by 3 = 4.6 (rounded up to 5). Three Churchill Mk VIIs are
added as tank support which increases the number of total units to 17. 17 divided by 3 = 5.6
(rounded up to 6).

Staff Orders Divider: The initial number of Staff Orders is determined by dividing the total
number of units by the Staff Order Divider and rounding up.

For example, a German armour battle group has a Staff Order Divider of 4. With 13 units, this
equals 3 Staff Orders. After the battle group is increased to 18, this increases to 5 (4.5 rounded up).

Rally Dice: These do not change.

Artillery Response Dice: These do not change.

Morale: Divide the number of units by 2 (rounded up) and add the number of Command Dice. A
force with 16 units and five Command Dice has a Morale of 13 (8+5).

26
ARMOUR BATTLES EXPANSION

EARLY WAR BATTLE GROUPS


Thirteen battle groups are presented for the early war period. These include the Battle of France and the
early Desert War up to November 1941.

Battle of France
Germany launched its invasion of France on 10 May 1940. The Germans attacked through Holland and
Belgium and launched a surprise attack through the Ardennes. After heavy fighting, Commonwealth
forces were forced to retreat from the continent. France signed an armistice wth Germany on the 22 June
- the Battle of France was over.

Operation Compass
Following the Italian invasion of Eygpt in September 1940, Commonwealth forces launched a “five-day”
raid against the Italians that ended with the Commonwealth victory at Beda Fomm two months later.

Operation Sonnenblume
On 24 March, Rommel launched an attack against the forward Commonwealth positions at El Agheila.
He rapidly drove the Commonwealth forces back to Sollum, leaving Tobruk besieged behind the German
lines.

Brevity to Battleaxe
Under pressure from British Prime Minister Winston Churchill, General Wavell launched two attacks
against the Germans in 1941. They were Operation Brevity and Operation Battleaxe.

27
ARMOUR BATTLES EXPANSION

Operation Brevity 15-16 May 1941


After some initial success, Commonwealth forces were counter-attacked by the Germans and were forced
to pull back. At the end of the brief campaign, Commonwealth forces succeeded in capturing and hold-
ing onto Halfaya Pass.

Operation Skorpion 26 May 1941


The Germans attack Halfaya Pass and succeed in recapturing it.

Operation Battleaxe 15-17 June


Operation Battleaxe was launched on 15 June 1941. General Wavell's goal was to push the Germans back
and advance to liberate Tobruk. 4th Indian Division and 4th Armoured Brigade (equipped with Matilda
IIs) were ordered to engage enemy forces in the vicinity of Halfaya. The cruiser equipped 7th Armoured
Division was to move in a wide sweep toward Hafid Ridge.

Operation Crusader
On the 18 November 1941 General Auchinleck launched Operation Crusader against Rommel’s Afrika
Korps. By 30 December Eighth Army had succeeded in lifting the siege of Tobruk and driving the Ger-
mans and Italians back to El Agheila.

28
ARMOUR BATTLES EXPANSION

BATTLE OF FRANCE

29
ARMOUR BATTLES EXPANSION

30
ARMOUR BATTLES EXPANSION

31
ARMOUR BATTLES EXPANSION

OPERATION COMPASS

32
ARMOUR BATTLES EXPANSION

33
ARMOUR BATTLES EXPANSION

OPERATION SONNENBLUME

34
ARMOUR BATTLES EXPANSION

35
ARMOUR BATTLES EXPANSION

BREVITY TO BATTLEAXE

36
ARMOUR BATTLES EXPANSION

37
ARMOUR BATTLES EXPANSION

38
ARMOUR BATTLES EXPANSION

OPERATION CRUSADER

39
ARMOUR BATTLES EXPANSION

40
ARMOUR BATTLES EXPANSION

41
ARMOUR BATTLES EXPANSION

EARLY WAR STATISTICS


This section has statistics for early war units included in the Commonwealth, French, German and Italian
battle groups.

EARLY WAR COMMONWEALTH STATISTICS

Recon
Mk VIb Light Tank
Fast and lightly armoured, MK VIb tanks are armed with two machine guns making them effective against
infantry and lightly armoured vehicles, but ineffective against more heavily armoured vehicles. Use it’s
Break-off ability to get it out of trouble.

Type: Light AFV


Move: Fast
Reliability: Poor
Reaction: 3D
Weapon: Machine Guns
Range: 6/12/24
FP: 6D AT: -
Notes: Recon. Break-off. Anti-armour machine gun.

Rolls-Royce Armoured Car


Originally of First World War One vintage, the Rolls-Royce was obsolete by 1940 but saw extensive use
in the Western Desert by the 11th Hussars. Although an effective reconnaissance vehicle, the Rolls-Royce
is vulnerable to machine gun and anti-tank fire, and is armed only with a Bren gun and a Boys Anti-Tank
rifle.

Type: Armoured Car


Move: Fast
Reliability: Poor
Reaction: 3D (2D)
Weapon: Bren Gun
Range: 4/8/16
FP: 3D AT: -
Weapon: Boys Anti-Tank Rifle
Range: 1/3/5
FP: - AT: 3D
Notes: Recon. Break-off. Open-topped. Anti-armour machine gun. Two weapons.

42
ARMOUR BATTLES EXPANSION

Morris CS9 Armoured Car


The Morris Armoured Car is more reliable than the Rolls-Royce, but remains just as under-gunned and
under-armoured as its predecessor.

Type: Armoured Car


Training: Regular
Move: Fast
Reliability: Average
Reaction: 3D
Weapon: Bren Gun
Range: 4/8/16
FP: 3D AT: -
Weapon: Boys Anti-Tank Rifle
Range: 1/3/5
FP: - AT: 2D
Notes: Recon. Break-off. Anti-armour machine gun. Two weapons.

Marmon-Hetherington Mk II Armoured Car


(Available February 1941) The Marmon-Hetherington Mk II has a lower profile than the Rolls-Royce
and Morris armoured cars and is armed with a Vickers machine gun.

Type: Armoured Car


Training: Regular
Move: Fast
Reliability: Average
Reaction: 4D (3D)
Weapon: Machine Gun
Range: 6/12/24
FP: 6D AT: -
Weapon: Boys Anti-Tank Rifle
Range: 1/3/5
FP: - AT: 3D
Notes: Recon. Break-off. Low profile. Anti-armour machine gun. Two weapons.

Cruiser Tanks
A9 Cruiser Mk I
Classed initially as a medium tank, the A9 was reclassified as a cruiser tank in 1937 as it has similar armour
to the Mk VIb. Armed with the two-pounder anti-tank gun, the A9 offsets some of its lack of HE
ammunition with its three machine guns.

43
ARMOUR BATTLES EXPANSION

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Poor
Reaction: 3D
Weapon: 2-pounder Gun
Range: 6/12/24
FP: 6D AT: 6D
Notes: No HE ammunition.

A10 Cruiser Mk II
Originally designed as an infantry tank version of the A9, the A10 had the twin machine gun turrets
removed and was fitted with extra armour. Slower than the A9, the A10 lacks the heavy armour of the
A12 Matilda II infantry tank and was reclassified as a heavy cruiser.

Type: Medium AFV


Training: Regular
Move: Slow
Reliability: Poor
Reaction: 4D
Weapon: 2-pounder Gun
Range: 6/12/24
FP: 5D AT: 6D
Notes: No HE ammunition.

A13 Cruiser Mk IV
Fitted with the Christie suspension and a larger engine, the A13 is as well armoured as the A10, but
moves as a fast tank.

Type: Medium AFV


Training: Regular
Move: Fast
Reliability: Poor
Reaction: 4D
Weapon: 2-pounder Gun
Range: 6/12/24
FP: 5D AT: 6D
Notes: No HE ammunition.

44
ARMOUR BATTLES EXPANSION

A13 Close Support Tank


The A13 close support tank provides smoke screen cover and high explosive fire from its 3” howitzer. It
may use direct and indirect fire.

Type: Medium AFV


Training: Regular
Move: Fast
Reliability: Poor
Reaction: 4D
Weapon: 3” howitzer
Range: 10/20/40
FP: 6D AT: 3D
Notes: Close support.

A15 Crusader I Mk IV
The Crusader Mk 1 has better armour than the A13, but this reduces its speed to average. It is just as
unreliable as other early war British tanks.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Poor
Reaction: 5D
Weapon: 2-pounder Gun
Range: 6/12/24
FP: 5D AT: 6D
Notes: No HE ammunition.

Infantry Tanks
A11 Matilda Mk I
The Matilda Mk I is heavily armoured, but has exposed tracks and running gear which reduces its Reac-
tion to 5D. Armed only with a machine-gun, the Matilda I was outclassed by most German tanks and
was withdrawn from active service after the Battle of France.

Type: Medium AFV


Training: Regular
Move: Slow
Reliability: Poor
Reaction: 5D
Weapon: Machine Gun
Range: 6/12/24
FP: 5D AT: -

45
ARMOUR BATTLES EXPANSION

A12 Matilda Mk II
Heavily armoured and slow moving, the Matilda II is resistant to enemy fire.

Type: Heavy AFV


Training: Regular
Move: Slow
Reliability: Poor
Reaction: 6D
Weapon: 2-pounder Gun
Range: 6/12/24
FP: 5D AT: 6D
Notes: No HE ammunition.

Lend-Lease
M3 Honey (Stuart)
Officially designated as M3 General Stuarts, this US tank became known as the Honey by its crews be-
cause of its improved reliability compared to British cruisers.

Type: Light AFV


Training: Regular
Move: Fast
Reliability: Good
Reaction: 5D
Weapon: 37L53 Gun
Range: 6/12/24
FP: 5D AT: 5D
Notes: Two-man turret. Add Break-off for Recon tanks.

Off-Table Artillery
25-pounder Battery
The Ordnance QF 25-pounder (87.6 mm) equips the armoured divisions with effective off-table artillery.

Type: Light Off-table Artillery


Training: Regular
Move: —
Reaction: —
Weapon: 25-pounder
Range: Off-Table
FP: 3D AT: 3D
Notes: Artillery Suppression

46
ARMOUR BATTLES EXPANSION

EARLY WAR FRENCH STATISTICS

Recon
Panhard 178
The Panhard was an advanced four-wheel drive design that continued to be produced after World War
Two. Armed with a 25 mm gun, it packs a good punch for its size and is an excellent recon vehicle.

Type: Armoured Car


Training: Regular
Move: Fast
Reliability: Average
Reaction: 3D
Weapon: 25L72 Gun
Range: 6/12/24
FP: 5D AT: 4D
Notes: Recon. Break-off.

AFVs
Renault R35
The Renault R35 forms the majority of France’s armoured units, but it’s a flawed design. While intended
to be a light, two-man tank is slow, although well-armoured. Like many French tanks, it has a one-man
turret which reduces its combat abilities.

Type: Light AFV


Training: Regular
Move: Slow
Reliability: Poor
Reaction: 5D
Weapon: 37L21 Gun
Range: 6/12/24
FP: 5D AT: 3D
Notes: One-man turret.

Hotchkiss H39
The Hotchkiss is a slightly improved design on the Renault R35 being faster and armed with a better gun.
However, it’s one-man turret reduces its combat abilities.

47
ARMOUR BATTLES EXPANSION

Type: Light AFV


Training: Regular
Move: Average
Reliability: Poor
Reaction: 5D
Weapon: 37L33 Gun
Range: 6/12/24
FP: 5D AT: 4D
Notes: One-man turret.

Char D2
The Char D2 has good armour and is armed with a 47mm gun. Like other French tanks, it suffers from
a one-man turret and poor reliability.

Type: Medium AFV


Training: Regular
Move: Slow
Reliability: Poor
Reaction: 5D
Weapon: 47L35 Gun
Range: 7/14/28
FP: 5D AT: 5D
Notes: One-man turret.

Char B1 bis
Based on outmoded design concepts the Char B1 owes its origins to World War One tank design. Slow
and unreliable, the Char B1 Bis is heavily-armoured and with a hull-mounted 76m gun and a one-man
turret. The 75mm gun may only be fired if the Char B1 Bis doesn’t move, but may be used for oppor-
tunity fire.

Type: Heavy AFV


Training: Regular
Move: Slow
Reliability: Poor
Reaction: 6D
Weapon: 75mm hull-mounted Gun
Range: 6/12/24
FP: 6D AT: 6D
Weapon: 45mm Gun in turret
Range: 7/14/28
FP: 5D AT: 5D
Notes: Two weapons. Driver-Aimed Gun. Hull-mounted weapon. One Man Turret.

48
ARMOUR BATTLES EXPANSION

Somua S35
The Somua S35 features sloping armour and benefits from having a 1 1/2 man turret which allows the
loader to reload the gun from his position within the hull. This is classed as two-man turret. The Somua
S35 one of the best tanks in the Battle of France.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Poor
Reaction: 6D/5D
Weapon: 47L35 Gun
Range: 7/14/28
FP: 5D AT: 6D
Notes: Two-man turret. Sloping armour.

Off-Table Artillery
French 75 Battery
The 75mm gun was originally deployed in 1897. Revolutionary it is day, it saw service throughout World
War One and was used in the Battle of France.

Type: Light Artillery


Training: Regular
Move: —
Reaction: —
Weapon: 75mm howitzer
Range: Off-Table
FP: 3D AT: 3D
Notes: Artillery Suppression

49
EARLY WAR GERMAN STATISTICS

Recon
Panzer I Ausf B
Originally produced in 1934, the Panzer I was not designed as a main battle tank, but saw extensive
service in 1939-40. Here it’s used as a reconnaissance vehicle.

Type: Light AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 3D
Weapon: Machine Gun
Range: 6/12/24
FP: 5D AT: -
Notes: Recon. Break-off. Anti-armour machine gun.

SdKfz 222
The SdKfz is a light armoured car, equipped with a 20mm gun. Like most armoured cars it relies on its
Break-off ability to avoid combat with better-armoured tanks.

Training: Regular
Move: Fast
Reliability: Average
Reaction: 3D
Weapon: 20L55
Range: 6/12/24
FP: 4D AT: 4D
Notes: Recon. Break-off.

AFVs
Panzer II Ausf C
The Panzer II’s 20mm gun and thicker armour make it an improvement over the Panzer I. While capable
of supporting the other tanks in its company, it is vulnerable to enemy fire.
RULES SUMMARY

Type: Light AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 4D
Weapon: 20L55 Gun
Range: 6/12/24
FP: 4D AT: 4D
Notes: Two-man turret.

Panzer 38 (t)
Originally designated as the LT vz. 38 (Lehký tank vzor 38, Light Tank model 380), it was re-classified as
the Panzer 38(t). Large numbers of Panzer 38(t)s were employed by Germany following the annexation
of Czechoslovakia in 1938.

Type: Light AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 4D
Weapon: 37L40 Gun
Range: 6/12/24
FP: 5D AT: 5D
Notes: Two-man turret.

Panzer III Ausf E


The Panzer III was designed as a battle tank and was used extensively until 1944 when it was replaced by
the Panzer V (Panther). The Ausf E is fitted with a 37L45 gun.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 4D
Weapon: 37L45 Gun
Range: 6/12/24
FP: 5D AT: 5D

51
RULES SUMMARY

Panzer III Ausf F


The Ausf F is equipped with a 50mm gun giving it improved anti-tank capability over the Ausf E.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 4D
Weapon: 50L42 Gun
Range: 7/14/28
FP: 5D AT: 6D

Panzer IV Ausf D, E, F
The Panzer IV was first produced in 1936 and was used throughout World War Two with great success.
Originally designed as a close support tank the Panzer IV later evolved into a front line combat tank.

The Ausf D, E, and F are all close support vehicles and share the same statistics.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 4D
Weapon: 75L24 Gun
Range: 7/14/28
FP: 6D AT: 5D
Notes: Close support.

Off-Table Artillery
10.5 cm leFH 18 Battery
The 10.5 cm leFH 18 provides off-table artillery support.

Type: Medium Off-table Artillery


Training: Regular
Move: —
Reaction: —
Weapon:105mm howitzer
Range: Off-Table
FP: 4D AT: 4D
Notes: Artillery Suppression.

52
RULES SUMMARY

EARLY WAR ITALIAN STATISTICS

Recon
Autoblinda AB-40 Armoured Car
The AB-40 is a fast and reliable armoured car armed with twin machine guns.

Type: Armoured Car


Training: Regular
Move: Fast
Reliability: Average
Reaction: 3D
Weapon: Machine Gun
Range: 6/12/24
FP: 5D AT: -
Notes: Recon. Break-off. No radios.

Autoblinda AB41 Armoured Car


The AB41 is equipped with a 20L65 making it effective against Commonwealth vehicles.

Type: Armoured Car


Training: Regular
Move: Fast
Reliability: Average
Reaction: 3D
Weapon: 20L65 Gun
Range: 6/12/24
FP: 4D AT: 4D
Notes: Recon. Break-off. No radios.

AFVs
Carro Veloce 3/33 (L3/35)
Developed from the British Carden-Lloyd tankette the L3/35 is outdated and outclassed by the British
Cruisers.

53
RULES SUMMARY

Type: Light AFV


Training: Regular
Move: Average
Reliability: Poor
Reaction: 4D (3D)
Weapon: Machine Gun
Range: 6/12/24
FP: 5D AT: -
Notes: Low profile. Break-off. No radios.

Carro Veloce 3 (L3/35)


Armed with a Solothurn S–18/100 anti-tank rifle, this version has some Anti-Tank capability, but with a
very limited range.

Type: Light AFV


Training: Regular
Move: Average
Reliability: Poor
Reaction: 4D (3D)
Weapon: Solothurn S–18/100 Anti-tank Rifle
Range: 2/5/10
FP: - AT: 4D
Notes: Low profile. No radios.

Carro Veloce 3 (Flamethrower)


This L3/35 is armed with a flamethrower. While potentially devastating, the flamethrower has a much
shorter range than an anti-tank gun.

Type: Light AFV


Training: Regular
Move: Average
Reliability: Poor
Reaction: 4D (3D)
Weapon: Flamethrower
Range: 1/2/3
FP: 10D AT: 10D
Notes: Low profile. No radios.

54
RULES SUMMARY

Carro Armato M11/39


The M11/39 is an improvement over the CV3/33 with increased armour and a better gun, but the 37mm
gun is restricted to a 180° fire arc.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Poor
Reaction: 4D
Weapon: 37L40 Gun
Range: 6/12/24
FP: 5D AT: 5D
Note: Hull-mounted weapon. 180° fire arc. It may fire its turret machine guns (FP: 5D) in a 360° fire
arc. No Radios.

Carro Armato M13/40


A more effective design than the M11/39, the M13/40 has a turret-mounted 47mm gun and can hold its
own against the British Cruisers.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Poor
Reaction: 4D
Weapon: 47L32
Range: 7/14/28
FP: 5D AT: 6D
Notes: No radios.

Off-Table Artillery
Obice da 105/14 modello 18
First used in World War One, this 105mm howitzer also served the Italians in World War Two.

Type: Medium Battery


Training: Regular
Move: —
Reaction: —
Weapon: 105mm howitzer
Range: Off-Table
FP: 4D AT: 4D
Notes: Artillery Suppression

55
RULES SUMMARY

LATE WAR BATTLE GROUPS


Four late war armour battle groups are listed here: Commonwealth, German, Soviet and US.

56
RULES SUMMARY

57
RULES SUMMARY

58
RULES SUMMARY

59
RULES SUMMARY

LATE WAR STATISTICS


This section contains statistics for late war units included in the Commonwealth, German, Soviet and US
battle groups.

1944 COMMONWEALTH STATISTICS

Recon
Humber Scout
Fast and relatively well-armoured, the Humber Scout is armed with a Bren Gun.

Type: Light AFV


Training: Regular
Move: Fast
Reliability: Average
Reaction: 4D/3D
Weapon: Bren Gun
Range: 4/8/16
FP: 4D AT: *
Notes: Recon. Break-off. Low profile. Anti-armour machine gun.

AFVs
Cromwell Mk IV
The Cromwell, named after Oliver Cromwell, is a good all-round cruiser tank, with fast speed and good
reliability. Its armour provides better protection than the US Sherman and German Panzer IV.

Type: Medium AFV


Training: Regular
Move: Fast
Reliability: Good
Reaction: 6D
Weapon: 75L38 Gun
Range: 7/14/28
FP: 6D AT: 7D

60
RULES SUMMARY

Sherman Firefly
The Sherman Firefly is a Sherman tank fitted with 17-pounder anti-tank gun (76.2mm). While it has a
superior gun, the Firefly is not well-armoured.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Good
Reaction: 5D
Weapon: 17-pounder Gun
Range: 9/18/36
FP: 7D AT: 9D

Churchill Mk VII
Designed as an infantry support tank the Churchill is slow and heavily armoured.

Type: Heavy AFV


Training: Regular
Move: Slow
Reliability: Average
Reaction: 8D
Weapon: 75L38 Gun
Range: 7/14/28
FP: 6D AT: 7D

Achilles Tank Destroyer


The Achilles is a US M10 tank destroyer fitted with a 17-pounder anti-tank gun (76.2mm). Harder hitting
than the M10, it’s under-armoured and vulnerable to artillery fire.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Good
Reaction: 5D (0)
Weapon: 17-pdr Gun
Range: 9/18/36
FP: 7D AT: 9D
Notes: Shoot and Scoot. Break-off. Open-topped.

61
RULES SUMMARY

Off-Table Artillery
25-pounder Battery
The Ordnance QF 25-pounder (87.6 mm) equips the infantry and armoured divisions with effective off-
table artillery.

Type: Light Off-table Artillery


Training: Regular
Move: —
Reaction: —
Weapon: 25-pounder
Range: Off-Table
FP: 3D AT: 3D
Notes: Artillery Suppression

62
RULES SUMMARY

1944 GERMAN STATISTICS

Recon
SdKfz 234/2 Armoured Car (Puma)
Fast and armed with a 50L60 gun, the Puma is good for moving around the enemy’s flanks.

Type: Armoured Car


Training: Regular
Move: Fast
Reliability: Average
Reaction: 4D
Weapon: 50L60 Gun
Range: 7/14/28
FP: 5D AT: 6D
Notes: Recon. Break-off.

AFVs
Tiger I
The Tiger I is a formidable heavy tank. Armed with an 88L56 gun, the Tiger can pick off enemy armour
from long range and its heavy armour provides excellent protection against anti-tank weapons and artil-
lery.

Type: Heavy AFV


Training: Regular
Move: Average
Reliability: Poor
Reaction: 7D
Weapon: 88L56 Gun
Range: 10/20/40
FP: 8D AT: 10D

63
RULES SUMMARY

Panther Ausf G
The Panther is well armed and armoured. While resistant to damage, the Panther is not invulnerable
when fighting superior numbers of enemy tanks. Try to avoid letting enemy tanks manoeuvrer into its
weaker flank and rear zones.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 7D/6D
Weapon: 75L70 Gun
Range: 9/18/36
FP: 7D AT: 9D
Notes: Sloped armour.

Panzer IV H
The workhorse of the German Army, the Panzer IV is a good all round tank.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 5D
Weapon: 75L48 Gun
Range: 8/16/32
FP: 7D AT: 8D

Sturmgeschütz III
Designed with a low profile, the StuG III benefits from an increased Reaction Dice over the Panzer IV
against direct fire. However, its lack of a turret restricts it to a 180° fire arc.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 6D (5D)
Weapon: 75L48 Gun
Range: 8/16/32
FP: 6D AT: 8D
Notes: 180° fire arc. Low Profile.

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RULES SUMMARY

Jagdpanzer IV
Built on the chassis of the Panzer IV, the Jagdpanzer IV is armed with a 75L60 gun giving it a better
range and anti-tank capability than the Sturmgeschütz III.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 6D (5D)
Weapon: 75L70
Range: 9/18/36
FP: 6D AT: 9D
Notes: 180° fire arc. Low Profile.

Off-Table Artillery
10.5 cm leFH 18 Battery
The 10.5 cm leFH 18 provides off-table artillery support.

Type: Medium Off-table Artillery


Training: Regular
Move: —
Reaction: —
Weapon: 105mm howitzer
Range: Off-Table
FP: 4D AT: 4D
Notes: Artillery Suppression.

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RULES SUMMARY

1944 SOVIET STATISTICS

Recon
T-70
The T–70 was developed as a light, reconnaissance tank, despite having a slower speed than the T34s. It
can get itself out of trouble using its Break-off ability.

Type: Light AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 4D
Weapon: 45L46 Gun
Range: 7/14/28
FP: 5D AT: 6D
Notes: Recon. Break-off.

AFVs
T34/43
The T34/43 is an improved version of the T34. Fast and armed with a 76mm gun it has sloped armour
and is a good all-round tank, but suffers from having a two-man turret

Type: Medium AFV


Training: Regular
Move: Fast
Reliability: Average
Reaction: 7D/6D
Weapon: 76L43 Gun
Range: 8/16/32
FP: 6D AT: 8D
Notes: Sloped armour. Two-man turret.

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RULES SUMMARY

T34/85
The T34/85 was developed to carry a larger gun capable of dealing with the German Panthers and Tigers.
Its increased armour and 85mm gun make it one of the best tanks available in World War Two.

Type: Medium AFV


Training: Regular
Move: Fast
Reliability: Average
Reaction: 7D/6D
Weapon: 85L53 Gun
Range: 10/20/40
FP: 7D AT: 9D
Notes: Sloped armour.

KV-85
The KV-85 is a heavy tank armed with a 85mm gun. While better than the T34/43, the KV-85 is out
performed by the T34/85.

Type: Heavy AFV


Training: Regular
Move: Average
Reliability: Average
Reaction: 7D
Weapon: 85L53 Gun
Range: 10/20/40
FP: 8D AT: 9D

SU-85
The SU-85 is equipped with the same gun as the T34/85 and is an effective tank destroyer with good
armour protection and fast speed.

Type: Medium AFV


Training: Regular
Move: Fast
Reliability: Average
Reaction: 7D/6D
Weapon: 85L53 Gun
Range: 10/20/40
FP: 6D AT: 9D
Notes: 180° fire arc. Sloped armour.

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RULES SUMMARY

Off-Table Artillery
76L39 Battery
The 76mm howitzer provides artillery support for Soviet forces.

Training: Regular
Type: Light Off-table Artillery
Move: —
Reaction: —
Weapon: 76L39 howitzer
Range: Off-Table
FP: 3D AT: 3D
Notes: Artillery suppression.

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RULES SUMMARY

1944 US STATISTICS

Recon
M8 Armoured Car
The M8 Greyhound armoured car is fast, but its 37mm gun is under-powered against German armour.
Use it to locate the enemy, but be ready to Break-off when fired at.

Type: Armoured Car


Training: Regular
Move: Fast
Reliability: Good
Reaction: 4D/3D (O)
Weapon: 37L53 Gun
Range: 6/12/24
FP: 5D AT: 5D
Notes: Recon. Low profile. Open-topped.

AFVs
M4 75mm
Mass produced and mechanically reliable, the M4 is under-gunned compared to German armour. Often
the best tactic is to close with the Germans to offset their superior anti-tank fire.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Good
Reaction: 5D
Weapon: 75L38 Gun
Range: 7/14/28
FP: 6D AT: 7D

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RULES SUMMARY

M4 76mm
The 76mm gun provides this M4 with an effective anti-tank weapon that makes it a match for the Panzer
IV.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Good
Reaction: 5D
Weapon: 76L52 Gun
Range: 8/16/32
FP: 7D AT: 8D

M5 Light Tank
The M5 is fast, but its 37mm gun is severely under-powered against the German armour. Use the M5s
to locate hidden enemy units and use their Break-off ability when fired at.

Type: Light AFV


Training: Regular
Move: Fast
Reliability: Good
Reaction: 5D
Weapon: 37L53 Gun
Range: 6/12/24
FP: 5D AT: 5D
Notes: Recon. Break-off.

M10 Tank Destroyer (late production)


The late production M10 tank destroyer can Shoot and Scoot. This allows it to move backwards after
firing. Its upgraded 76L52 gun is a match for the Panzer IV, but it lacks armour penetration against the
Panther and Tiger I; therefore use the M10 to manoeuvre around the flank and rear of German armour.
Because it has an open-top, the M10 is vulnerable to enemy artillery.

Type: Medium AFV


Training: Regular
Move: Average
Reliability: Good
Reaction: 5D (O)
Weapon: 76L52 Gun
Range: 8/16/32
FP: 7D AT: 8D
Notes: Shoot and Scoot. Break-off. Open-topped.

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RULES SUMMARY

Off-Table Artillery
M7 Howitzer Motor Carriage
The M7 HMC provides off-table artillery with its 105mm howitzer. Although a vehicle, the M7 HMC
doesn’t appear on the table and is listed with off-table statistics only.

Type: Medium Off-table Artillery


Training: Regular
Move: —
Reaction: —
Weapon: 105mm howitzer
Range: Off-Table
FP: 4D AT: 4D
Notes: Artillery Suppression.

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RULES SUMMARY

FORWARD INTO BATTLE


Forward into Battle presents five missions suitable for a wide range of theatres. It explains how to choose
and set up each mission.

CHOOSING A MISSION
You can choose any mission you like, or roll 1D and look up the result on the following table.

Roll 1D
1 Meeting Engagement
2 Attack/Defend
3 Attack/Defend
4 Flank Attack
5 Hold the Line
6 Counter-Attack

Choosing the Attacker and the Defender


Decide who the Attacker and Defender is in each mission or toss a coin and let the winner decide.

MISSION FORMAT
The missions use the following format:

Mission Title
The name of the mission.

Description: A brief description of the mission.

Mission Briefings
A situation report for each player.

Initial Units: The percentage number of units available for deployment at the start of the game.

Deployment: The mission’s deployment rules.

Reserves: The number of units held in Reserve, and when they can enter the table.

Artillery Missions: Any special artillery missions are noted here.

Initial Barrage Rounds: The number of Initial Barrage Rounds available to the Attacker.
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RULES SUMMARY

Defences and Fortifications: Any defences available to the Defender are noted here.

Starting the Battle: Which side goes first.

Ending the Battle: What is required for a battle to end.

DEPLOYING FOR BATTLE


Deployment takes place at the start of the game. Each mission lists the percentage of units to be deployed
on the table, and the percentage of units that enter as Reserves.

Deployment Zones
There are four deployment zones: Friendly Deployment Zone, Enemy Deployment Zone, and two Flank
Zones.

Friendly and Enemy Deployment Zones: These run along the Friendly and Enemy Table Edges up
to the Flank Zones. The depth of the Friendly and Enemy Flank Zones depends on the mission being
played. In a meeting engagement, both extend 12” into the table. In an Attack/Defend Mission the De-
fender’s Deployment Zone extends 24” into the table.

Flank Zones: Flank Zones extend along the shorter edges of the table to a depth of 12”. No units may

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RULES SUMMARY

be deployed into a Flank Zone unless specifically allowed to by a mission briefing.

Deploying Your Forces


Units may be deployed anywhere in your Deployment Zone. They may be deployed as Blinds. Any Hid-
den Units in or behind terrain should be marked on a sketch map.

Reserves
Reserves enter as Command Groups along your table edge. Place the units or a Blind on the table edge
at the point they enter the table. The units and Blinds may make a triple move for only one Command
Dice. In missions where Reserves are allowed to enter along a Flank Zone, before any units are deployed
the player writes down which Flank Zone he intends to enter from. He shows this note to his opponent
when he first enters his Reserves into a Flank Zone.

Defences
Some missions allow the Defender to place defences in his deployment zone. The location of defences
are marked on a sketch map (the same as Hidden Units).

Defending vehicles may be placed in revetments (Medium Cover).

All units in defences are hidden until they fire, move, or are spotted. Once units are revealed their defences
are placed on the table.

FORCES AVAILABLE
All of your battle group is available each battle. The mission briefings tell you what percentage of your
force is available for initial deployment and what percentage enters later as Reserves.

Some missions state that you must deploy a fixed percentage of your battle group, such as 50%. Other
missions give you a range of percentages that must be deployed such as 25–75%. If you deploy 50% of
your battle group, then 50% are available as Reserves. If you deploy 25% then 75% are available as
Reserves.

To work out how many units to deploy, take your total number of units and subtract your off-table
artillery units. Then multiply the remainder by the percentage amount (rounding up).

For example, a battle group deploys 50% of its units. It has 18 units including two off-table artillery
batteries. After deducting its two batteries it has 16 units. It must deploy eight units and keep eight units
in Reserve.

If the same battle group was allowed to deploy 25–75% of its units, it could deploy from four to 12 units.
If it deploys six units, then ten units are available as Reserves.
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RULES SUMMARY

THE GAMING TABLE


When playing in inches a good minimum table size of is 6’ x 4’. This is the size shown in the Mission
Briefings. A larger table gives more room for manoeuvre but also increases the game time slightly. An 8’
x5’ table is the largest you’ll need for a two-player game. Unless you have very long arms, try to avoid a
table that’s wider than 5’ – you need to be able to reach into the middle of the table.

If you are using 2mm, 6mm or 10mm figures with ranges in centimetres you can reduce the table size to
a minimum of 3’ x 2’ (90cm x 60cm). A 4’ x 3’ would allow you to play two player games with plenty of
room to manoeuvre.

The table size should be increased by half or doubled when playing with 28mm figures.

Table Set-Up
As tables and terrain pieces vary in size and shape, it’s really up to you how you set yours up. This section
provides guidelines on one way to set up a table.

Terrain Pieces
As a rule of thumb any terrain piece larger than 12” (15cm if playing in the smaller scale) should be
counted as two pieces when using the terrain density table.

Common terrain pieces include:

Hills
Woods
Fields
Walls
Hedges
Towns (1-3 buildings)

Terrain Density
What you’re trying to achieve by placing terrain pieces is create a table with a good mix of movement
and cover. Try to avoid too many long lines of sight that allow tanks to fire at long range. Placing hills,
woods, towns, hedges, etc towards the centre of the table forces units to manoeuvre in order to fire.
Cover is ideal for deploying Hidden Units.

When setting up the table, it’s useful to think of how dense the terrain would be in the actual war theatre.
The steppes of the Ukraine are open, making long range battles highly likely, but shift the battle to the
Normandy bocage and you’re looking at a lot of close range action.

If you think in terms of terrain density, you’ll find it easy to set up the table. Three levels of density can
be used:
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RULES SUMMARY

• Open Terrain
• Mixed Terrain
• Dense Terrain

Open Terrain: Russian steppes, the western desert.

Mixed Terrain: Lorraine, Britany, or any terrain that doesn’t fit into open or dense terrain.

Dense Terrain: Normandy bocage, Stalingrad (or any city battle), alpine regions, Caucasus Mountains,
Apennine Mountains.

Once you’ve an idea of terrain density, either select the amount of terrain you want or roll 1D on the
table below to find out how many pieces to place:

# Open Mixed Dense


1 2 3 6
2 2 4 7
3 3 5 8
4 3 6 9
5 4 7 10
6 4 8 12

For example, the game is set in Lorraine, which is classed as Mixed Terrain. Max rolls a 4 which results
in six terrain pieces.

Placing Terrain Guidelines


Some players like to take it in turns to choose and place a piece of terrain before the game starts. Others
prefer to set up the table beforehand – one player sets up the table – the other chooses which side is his
Friendly Table Edge. Any objectives can be placed after the players decide on table edges. Defences can
then be marked on a rough sketch map of the battlefield.

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RULES SUMMARY

STARTING A GAME
The Mission Briefings state which side has the first Command Pulse.

Meeting Engagement
In a Meeting Engagement both players roll their Command Dice with the player who rolls the most 6s
having the first Command Pulse.

The Attacker Has the First Turn


In other missions, the Attacker has the first turn and the Defender doesn’t roll any Command Dice.

To determine how many Command Dice the Attacker has for the first turn, he rolls all of his Command
Dice with a 4+ TN. He discards all dice which roll 3 or less. It doesn’t matter at this stage how many 1s
or 6s he rolls.

The Attacker then takes the dice that scored 4+ and rolls them as his Command Dice. Any 1s matched
by 6s are discarded. If the Attacker rolls a Command Failure, he gives the Defender the rolled 1s as Wild
Dice. Unlike in other turns when he would automatically have the second Command Pulse, an Attacker
who rolls a Command Failure has the first Command Pulse. If no Command Failure occurred, the At-
tacker continues to allocate Command Dice until he has none left and the turn ends. Dice must be allo-
cated as Dice Chains – all dice in a Dice Chain must be used before another Chain can be selected.

First Turn Command Failure


If a Command Failure has occurred, the Defender may use his Wild Dice to issue orders. After the
Attacker has used a Dice Chain, the Defender may take the next Command Pulse and use his Wild Dice.
The Defender can do so after the Attacker’s first Command Pulse, his second, third, fourth, etc. He is
free to choose when he does so, but can only do so once. He must use all of his Wild Dice at this point
or store them as Staff Orders.

The Attacker Doesn’t Have Any Dice


In the unlikely event that the Attacker rolls only 1s, he gives all of his Command Dice to the Defender.
The Defender has one Command Pulse in which to use them, or he may store them as Staff Orders.

The second turn begins with Command Dice being rolled normally by the Attacker and Defender. If the
Attacker doesn’t have a unit or Blind on the table he automatically gets the first Command Pulse. He
must enter at least one unit or Blind onto the table. If he has a unit or Blind on the table then the first
Command Pulse goes to the player who rolls the most 6s.

Second and Subsequent Turns


After the Attacker’s first turn the game proceeds as normal with the first Command Pulse going to the
player who rolled the most 6s or the one who didn’t roll a Command Failure.

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RULES SUMMARY

VICTORY AND DEFEAT

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
Starter 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 ex-
cess 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 num-
ber 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.

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RULES SUMMARY

MAJOR, MINOR VICTORIES AND DRAWS


A game ends with one of three results:

Major Victory: The winner achieves a Major Victory if he has not 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.

Conceding a Battle
Sometimes a player doesn’t feel like he can win. Maybe an attack has gone badly, or his opponent’s at-
tack has been highly successful.

A battle can be conceded by either player at the end of any turn. All the player’s units are withdrawn
from the table and his opponent is awarded a Major Victory.

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 Mo-
rale 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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RULES SUMMARY

MEETING ENGAGEMENT
Two armies advance towards each other, both intent on defeating the other.

Both sides are the Attacker in this mission.

Attacker Briefing
You must attack and destroy the enemy’s will to fight.

Initial Units: You may deploy 100% of your force in your Deployment Zone.

Reserves: You may have up to 75% of your force available as Reserves. Reserves enter the table from
Turn 2 along your Friendly Table Edge.

Deployment: Each side rolls their Command Dice, the side which rolls the most 6s deploys one Com-
mand Group of their choice in their Deployment Zone. The opposing side now deploys one Command
Group. Players alternate placing Command Groups until all Command Groups have been placed. All
units may be deployed as Blinds. No units are hidden.

Artillery Missions: Single and continuous barrages.

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RULES SUMMARY

Initial Barrage Rounds: 0.

Starting the Battle


Players roll Command Dice. The player who rolls the most 6s has the first Command Pulse.

Ending the Battle


The mission ends when one side suffers a Morale Collapse or the agreed time is reached.

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RULES SUMMARY

FLANK ATTACK
The Attacker has out-manoeuvred the Defender and is attacking his flank.

Attacker Briefing
You have caught the enemy by surprise and are attacking against one of his flanks. Press your advantage
and destroy the enemy’s will to fight before he can recover.

Initial Units: You deploy 25–75% of your battle group. Up to half of your initial units may be deployed
into one Flank Zone.

Reserves: You may have up to 25–75% of your force available as Reserves. Reserves may enter the table
from Turn 2. They enter along your Friendly Table Edge or in a Flank Zone.

Deployment: You may deploy using Blinds after the Defender has deployed.

Artillery Missions: Single and continuous barrages.

Initial Barrage Rounds: 1.

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RULES SUMMARY

Defender Briefing
The enemy has launched a surprise attack on your flank. You must hold his attack, then drive him from
the battlefield.

Initial Units: You deploy 50% of your battle group.

Reserves: 25% of your Reserve battle group enters the table from Turn 3. The other 25% enters from
Turn 4. Reserves enter along your Friendly Table Edge.

Deployment: You deploy first. Defending units are deployed as Blinds or Hidden Units.

Artillery Missions: Single and continuous barrages. Each of your artillery batteries may plot two pre-
registered barrages.

Defences and Fortifications: You may place revetments for six (or less) vehicles in your deployment
zone.

Starting the Battle


The Attacker has the first turn.

Ending the Battle


The mission ends when one side suffers a Morale Collapse or the agreed time is reached.

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RULES SUMMARY

ATTACK/DEFEND
The Attacker must drive the enemy from his defensive position.

Attacker Briefing
Attack and eradicate the enemy before he secures his position.

Initial Units: You may deploy 50-75% of your battle group.

Reserves: You may have up to 25–50% of your force available as Reserves. Reserves enter the table from
Turn 2 along your Friendly Table Edge.

Deployment: You deploy after the Defender has deployed. You may deploy using Blinds.

Artillery Missions: Single and continuous barrages.

Initial Barrage Rounds: 1.

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RULES SUMMARY

Defender Briefing
You must hold this position and drive the enemy back with your Reserves.

Initial Units: You deploy 25-50% of your force in your Deployment Zone.

Reserves: The remaining 50–75% of your force enters the table from Turn 3 along your Friendly Table
Edge.

Deployment: You deploy first. Defending units are deployed as Blinds or Hidden Units.

Artillery Missions: Single and continuous barrages.

Defences and Fortifications: You may place revetments for six (or less) vehicles in your deployment
zone.

Starting the Battle


The Attacker has the first turn.

Ending the Battle


The mission ends when one side suffers a Morale Collapse or the agreed time is reached.

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RULES SUMMARY

HOLD THE LINE


The Defender has pulled back to a prepared position. A small force has been ordered to delay the At-
tacker for as long as possible while Reserves are sent to reinforce it.

Attacker Briefing
The enemy is withdrawing all along the front, but pockets of resistance still hold out. You must eradicate
the enemy’s force.

Initial Units: You deploy 50%-75% of your force.

Reserves: You may have up to 25–50% of your force available as Reserves. Reserves enter the table from
Turn 2 along your Friendly Table Edge.

Deployment: You deploy after the Defender has deployed. You may deploy using Blinds.

Artillery Missions: Single and continuous barrages.

Initial Barrage Rounds: D3.

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RULES SUMMARY

Defender Briefing
The enemy is trying to break through your position. You must not let him!

Initial Units: 50% of your battle group is deployed at the start of the game.

Reserves: 25% of your battle group enters the table from Turn 3. The other 25% enters from Turn 4.

Deployment: You deploy first. Defending units are deployed as Blinds or Hidden Units.

Artillery Missions: Single and continuous barrages. Each artillery battery may plot two pre-registered
barrages.

Defences and Fortifications: You may place revetments for six (or less) vehicles in your deployment
zone.

Starting the Battle


The Attacker has the first turn.

Ending the Battle


The mission ends when one side suffers a Morale Collapse or the agreed time is reached.

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RULES SUMMARY

COUNTER-ATTACK
The Defender is struggling to hold his position. An additional Support Group is sent to help the De-
fender turn the tables on the Attacker.

Attacker Briefing
You must break through the enemy lines and Disperse as many units as possible before his reinforce-
ments arrive.

Initial Units: You deploy 50% of your battle group.

Reserves: 50% of your force can enter the table as Reserves from Turn 2. The Reserves enter along your
Friendly Table Edge.

Deployment: You deploy after the Defender has deployed. You may deploy using Blinds.

Artillery Missions: Single and continuous barrages.

Initial Barrage Rounds: D3.

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RULES SUMMARY

Defender Briefing
The enemy is trying to break through your position. You must not let him! An additional support unit of
your choice has been sent to reinforce you. The support group is available from Turn 3. When it arrives
you gain an additional three Morale Points and one Command Dice.

In a campaign game, these units are withdrawn at the end of the battle and are not added to your cam-
paign roster.

Initial Units: You deploy 50% of your battle group.

Reserves: 25% of your battle group can enter the table from Turn 3. The other 25% enters from Turn
4. Reserves enter along the Friendly Table Edge.

Reinforcements: Your reinforcements are available from Turn 3 and enter along the Friendly Table
Edge.

Deployment: You deploy first. Defending units are deployed as Blinds or Hidden Units.

Artillery Missions: Single and continuous barrages. Each artillery battery may plot two pre-registered
barrages.

Defences and Fortifications: You may place revetments for six (or less) vehicles in your deployment
zone.

Starting the Battle


The Attacker has the first turn.

Ending the Battle


The mission ends when one side suffers a Morale Collapse or the agreed time is reached.

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RULES SUMMARY

COMBAT HQ

Are you ready for combined arms and infantry


command?

Combat HQ: World War Two Wargame Rules


Command an Army in the Heat of Battle

Combat HQ features rapid movement, decisive combat, and exciting decision making. Rapid Command
Pulses and opposed dice rolls keep players constantly involved. It uses Command Dice to establish the
ebb and flow of combat, and Staff Orders to handle artillery support, smoke missions, and the commit-
ment of Reserves.

Combat HQ includes seven combat missions and a campaign system, along with starter battle groups for
late war German, Commonwealth, Soviet and US forces. It's playable with 2mm to 28mm figures.

http://wargamesdesign.com/rulebooks/combat-hq/

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RULES SUMMARY

ABOUT THE AUTHOR


Jim Bambra is an award winning designer who has worked extensively on roleplaying games, table-top
games and video games. Some of his previous credits include Warhammer Fantasy Battles, Warhammer 40K
and Star Wars Miniatures, Dungeons & Dragons, StarFrontiers, Warhammer Fantasy Roleplay, Star Wars Roleplaying
Game, TORG, and GURPS. Video games include Special Forces, Fields of Glory, The Legacy, Warzone 2100,
the Great Escape, Conflict: Desert Storm, Conflict: Desert Storm II, Conflict: Vietnam and Conflict: Global Storm.

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RULES SUMMARY

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RULES SUMMARY

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