Professional Documents
Culture Documents
Armour Battles
Expansion
World War Two Wargame Rules
Jim Bambra
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.
2
ARMOUR BATTLES EXPANSION
CREDITS
3
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
4
ARMOUR BATTLES EXPANSION
5
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.
6
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
ARTILLERY
New fire missions, rules for initial barrages and artillery supply create more options when using artillery.
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
8
ARMOUR BATTLES EXPANSION
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.
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 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.
9
ARMOUR BATTLES EXPANSION
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.
10
ARMOUR BATTLES EXPANSION
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.
11
ARMOUR BATTLES EXPANSION
Dummy Blinds that are removed from the table do not count as Dispersed units.
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.
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.
12
ARMOUR BATTLES EXPANSION
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.
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.
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
13
ARMOUR BATTLES EXPANSION
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.
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.
Suppressed units cannot be added to Blinds: the suppression must first be removed.
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.
14
ARMOUR BATTLES EXPANSION
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.
15
ARMOUR BATTLES EXPANSION
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.
16
ARMOUR BATTLES EXPANSION
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.
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.
17
ARMOUR BATTLES EXPANSION
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.
18
ARMOUR BATTLES EXPANSION
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.
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.
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.
19
ARMOUR BATTLES EXPANSION
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.
20
ARMOUR BATTLES EXPANSION
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.
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.
21
ARMOUR BATTLES EXPANSION
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.
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.
22
ARMOUR BATTLES EXPANSION
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.
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.
National Characteristics
Command Dice Divider: 3
Staff Order Divider: 4
Training: All units are regular.
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.
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.
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.
Artillery Response Dice: The number of dice rolled when checking for artillery response.
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.
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).
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
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 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
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.
42
ARMOUR BATTLES EXPANSION
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
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.
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.
44
ARMOUR BATTLES EXPANSION
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.
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.
45
ARMOUR BATTLES EXPANSION
A12 Matilda Mk II
Heavily armoured and slow moving, the Matilda II is resistant to enemy fire.
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.
Off-Table Artillery
25-pounder Battery
The Ordnance QF 25-pounder (87.6 mm) equips the armoured divisions with effective off-table artillery.
46
ARMOUR BATTLES EXPANSION
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.
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.
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
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.
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.
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.
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.
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.
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
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.
51
RULES SUMMARY
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.
Off-Table Artillery
10.5 cm leFH 18 Battery
The 10.5 cm leFH 18 provides off-table artillery support.
52
RULES SUMMARY
Recon
Autoblinda AB-40 Armoured Car
The AB-40 is a fast and reliable armoured car armed with twin machine guns.
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
54
RULES SUMMARY
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.
55
RULES SUMMARY
56
RULES SUMMARY
57
RULES SUMMARY
58
RULES SUMMARY
59
RULES SUMMARY
Recon
Humber Scout
Fast and relatively well-armoured, the Humber Scout is armed with a Bren 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.
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.
Churchill Mk VII
Designed as an infantry support tank the Churchill is slow and heavily armoured.
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.
62
RULES SUMMARY
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.
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.
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.
Panzer IV H
The workhorse of the German Army, the Panzer IV is a good all round tank.
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.
64
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.
Off-Table Artillery
10.5 cm leFH 18 Battery
The 10.5 cm leFH 18 provides off-table artillery support.
65
RULES SUMMARY
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.
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
66
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.
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.
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.
67
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.
68
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.
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.
69
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.
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.
70
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.
71
RULES SUMMARY
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
MISSION FORMAT
The missions use the following format:
Mission Title
The name 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.
Reserves: The number of units held in Reserve, and when they can enter the table.
Initial Barrage Rounds: The number of Initial Barrage Rounds available to the Attacker.
72
RULES SUMMARY
Defences and Fortifications: Any defences available to the Defender are noted here.
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
73
RULES SUMMARY
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).
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.
74
RULES SUMMARY
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.
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:
75
RULES SUMMARY
• Open Terrain
• Mixed Terrain
• Dense Terrain
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:
For example, the game is set in Lorraine, which is classed as Mixed Terrain. Max rolls a 4 which results
in six terrain pieces.
76
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.
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.
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.
77
RULES SUMMARY
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.
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.
78
RULES SUMMARY
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.
79
RULES SUMMARY
MEETING ENGAGEMENT
Two armies advance towards each other, both intent on defeating the other.
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.
80
RULES SUMMARY
81
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.
82
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.
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.
83
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.
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.
84
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.
Defences and Fortifications: You may place revetments for six (or less) vehicles in your deployment
zone.
85
RULES SUMMARY
Attacker Briefing
The enemy is withdrawing all along the front, but pockets of resistance still hold out. You must eradicate
the enemy’s 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.
86
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.
87
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.
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.
88
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.
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.
89
RULES SUMMARY
COMBAT HQ
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/
90
RULES SUMMARY
91
RULES SUMMARY
92
RULES SUMMARY
93