Sabtu, 05 April 2014

[M929.Ebook] Download Ebook Combat HQ: World War Two Wargame Rules, by Jim Bambra

Download Ebook Combat HQ: World War Two Wargame Rules, by Jim Bambra

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Combat HQ: World War Two Wargame Rules, by Jim Bambra

Combat HQ: World War Two Wargame Rules, by Jim Bambra



Combat HQ: World War Two Wargame Rules, by Jim Bambra

Download Ebook Combat HQ: World War Two Wargame Rules, by Jim Bambra

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Combat HQ: World War Two Wargame Rules, by Jim Bambra

Combat HQ is a fast-paced set of rules for large-scale World War Two battles.

A free PDF copy is available to all buyers of Combat HQ. Full details are included in the book.

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

Combat HQ includes:

  • seven combat missions

  • a campaign system

  • four late war starter battle groups:
    • Germany
    • Commonwealth
    • Soviet Union
    • USA

    Combat HQ is also playable with 2mm to 28mm figures.
    • Sales Rank: #434086 in eBooks
    • Published on: 2016-02-20
    • Released on: 2016-02-20
    • Format: Kindle eBook

    About the Author
    Jim has designed and developed a wide variety of games such as Warhammer Fantasy Battles, Warhammer 40,000, Star Wars Miniatures, Warhammer Fantasy Roleplay, Dungeons and Dragons, Star Frontiers, GURPS, Star Wars, and TORG. In addition to tabletop games, Jim has also developed games for PCs and consoles: Special Forces, Warzone 2100, Conflict: Desert Storm I & II, the Great Escape, Conflict: Vietnam, and Conflict: Global Storm, amongst others. Combat HQ is his latest set of rules. It grew out of Jim's desire to play a fast moving World War Two miniatures game that not only required him to make decisions as an army commander, but also contained sufficient detail to capture the intricacies and complexities of World War Two combat in an entertaining manner. Jim lives in Fuerteventura where he plays a wide range of games from miniature wargames to video games. In his spare time he likes to read, teach Aikido and go walking with his four dogs.

    Most helpful customer reviews

    3 of 3 people found the following review helpful.
    Highly Recommend!
    By Emery J. Gallant
    I was lucky to get an advanced copy of this rule system, and I was so impressed, I just bought my own finished copy here on Amazon!

    I have been looking for a system that bridges a gap between the simplicity of Axis & Allies Miniatures, and the complexity of Flames of War. This is just one of very few systems I've found that fit that bill, while also filling the criteria of being unique unto itself. I've played many miniatures systems, and through my own Wargaming forum ([...]), have had the privaledge to learn from, and play against the best mini-gamers out there. Based on years of experience, I can also see this system playing at gaming conventions, as it is so easy to learn and teach. To cut to the chase: I strongly recommend you pick this rulebook up and add it to your Arsenal!

    It plays at Platoon-level, but the scope upon which you play those platoons is only limited to your personal OB of units avaialble. I like that a lot! For me, I will be playing this in 15mm, using Axis & Allies Minaitures, Flames of War armor, and Old Glory armor. A vehicle model represents 5-units (ex. 1 model = 5 tanks); while a base of infantry figures equal 30-50 men. This is pretty standard stuff...but what I especially like is that it is also flexible on how you base. Where some systems have a following of players that DEMAND you base only in such a way, only with their miniatures, this is an open-minded system where if you own a huge number of say Axis & Allies Minatures (like I do), you can convert your idle a and dust clad gems into a mean, lean fighting machine!

    The system is heavily dice driven (ten 6-side dice is the norm), encompassing how you move, fight, rally, defend; and used with the systems alternating player action, you remain engaged throughout a typical 2-4 hour game. You are the overall Commander of your side; your platoons assuming to inherently containing it's leaders. The combination of using these Command dice, with a mechanic of Staff Orders (that also allow additional movement and artillery, for instance), give you a system that demands that you make tough decisions throughout the game to achieve your goals.

    The rulebook is well laid out, and quite maneuverable by a good contents section. Though not a general inclusion in most systems, I like the fact the author took the time to add inspirational quote snippets from Warriors of the past to start each section...it really gets you in the mood. This is a hefty rulebook as well, numbering past 200+ pages, so there is a lot of meat to the system. However, to my relief, the 'meat' was an easy chew! Well thought out and designed, the system is easy to learn. I haven't had a chance to play it yet, but that will happen in short order! I can't wait to play this system.

    2 of 2 people found the following review helpful.
    Very good, easy to learn ww2 rules
    By Amazon Customer
    I have run three games with these rules at my local club and have found them very enjoyable to play and easy to learn and teach. By the third game we did not need to look up the rules once.

    Layout and Content: The rules are well laid out with examples to help show how they work. Thanks to the contents I have been able to find specific rules easily when needed, though this has not been often. A number of generic scenarios are given, as well as rules to use them in a campaign. Starter battle groups and unit stats cover American, British, Germans and Soviets in 1944. A comprehensive rules summary is included at the back which covers pretty much everything you need to play.

    Command & Control and Movement: The game is driven by a Command & Control system that uses a modified alternate activation system that keeps both players involved in the game while allowing for co-ordinated attacks. During the game you will have to make tough choices about spending Command or Staff orders to push your attack, to keep your units in the fight, to call for artillery support or to prepare for following turns. You may order your units to move though they may not get as far as you desire due to variable move distances. You can give them a double or triple move to help them get where you want but this takes away from the commands available for the rest of your troops. I found this all worked very well on the table top and forced you to make careful decisions and not to just react to the enemy.

    Combat and other rules: Combat is resolved by a simple opposed dice roll mechanism that is also used for a number of other things. This makes it easy to remember the mechanism and the modifiers applied to these rolls. Even if you don’t cause any damage you may still suppress your target. Units which have not yet fired may conduct opportunity fire against an enemy moving or firing within line of sight. Other rules include artillery running out of ammunition, being delayed or even failing to fire all together due to command failure, tanks breaking down due to reliability issues, hidden units, blinds and spotting.

    Overall a really good set of rules that are simple and easy to learn while providing the challenge and depth that leads to a fun and enjoyable game.

    1 of 1 people found the following review helpful.
    More than simple, but not overly complex... Command & Control in the fog of war.
    By Robert
    I received an evaluation copy of Combat HQ several weeks ago and decided to give it a good going over. Unfortunately, the rules dropped just as my local gaming spot closed its doors and I have only been able to run solo skirmishes to test the features of the rules.

    As tabletop miniatures gaming goes, certain features of a rules set appeal to some players and not others. I typically do not like the IgoUgo feature found in many war games where each unit will activate and move like clockwork. Happily this is not a feature found in Combat HQ! This set of rules brings command and control into the fog of war.

    At the top of a player's turn, they roll an amount of dice in accordance to the force they are commanding. The results are then grouped into numerical sets in a Yahtzee fashion; 6s, 5s, 4s, etc. discarding 1s. These sets make up the "dice chain" that the player uses to issue commands to units. For instance, if the results are two 6s, three 5s, and one 4 the player has to decide which unit will receive two commands, which will receive three commands, and which will receive one command. Another fun feature to this is the command failure whereby the player rolls more 1s than 6s with the 1s being turned over to the opposing player as wild dice to add to their dice chain.

    Another feature I appreciate is the uncertainty built into the variable movement. In many tabletop war games movement is set and predictable, not so in Combat HQ. Each stand in the unit has base movement that is added to by a dice roll. If the player needs a unit to reach a certain spot, they will have to decide whether or not to assign extra movement commands from their dice chain to that unit. Not every unit gets to move each turn.

    A general rule amongst my local gaming community is that as long as our forces are based similarly, we play. This rule set accommodates that attitude.

    All in all, I am looking forward to giving Combat HQ a full run on the gaming table. If you are looking for a set of WWII rules that are more than Beer & Pretzels simple, but not overly complex then give this a try.

    I give Combat HQ a 4 Star rating, I really like it but cannot honestly say 5 Star without playing a full game.

    See all 17 customer reviews...

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