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Combat HQ: World War Two Wargame Rules Kindle Edition
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Top customer reviews
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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.
of WWII 15mm minis. After playing our first game of Combat HQ last week we
think we might have a winner. The game was easy to understand with our 4 players
picking up on the rules after a few turns. IF you like rolling dice this is the game for you as
the game mechanic that is used for everything from calling in Arty to firing your sherman
at that panther is the same. You roll your dice to meet a target number your opponent
rolls his dice and then you compare. Simple yet elegant.
Our group has played games using several ways to control the turn sequence
dice in bags, flipping cards and the good ole IGOUGO. Combat HQs system takes
a little from all those and makes a system that really makes the table top General have to
weigh his options. Throw in a opportunity fire system and suddenly this simple game
is not simple and I can see our group not getting bored with Combat HQ anytime soon.
The ruleset is not perfect it is a bit ragged around the edges. I'm sure Mr Bambra is
hard at work polishing and clarifying which is really all they need. I contacted Mr Bambra
with a couple of rules questions and he answered with a very detailed rule explanation.
Now thats what I call support!
We advise anyone looking for a set of WWII rules to give Combat HQ a try.
Perhaps many rules writer's do this, but this is my first experience I appreciate a creator looking out for ideas and constructive help in creating their products.
To the rules. I downloaded his free set of armor rules (still available as of this writing) and then ended up purchasing the full set, which should say something. As of now, I've only played a small sample solo game of the armor rules. If you download the armor rules you will get a good idea of the flow of the full set which includes infantry, arty, and a few special rules about motorbikes, machine guns, open-topped vehicles etc. He's talking about future books covering more details like airborne, amphibious, etc. It would be nice to have it all in one book, but there's plenty here to keep most gamers busy. And his prices are so reasonable, that I don't mind the idea of paying a little for each release.
Oh, there are a few army lists, US, German, Soviet, and Commonwealth - all late war. However, if you go to Jim's website he's been adding lists on his website, lardy style.
What I like most about these rules is that he covers them very thoroughly and from the perspective of a gamer. From what you need to play as far as markers onto the most simple steps to begin playing. Perhaps this comes from his computer game programming background where you must be detailed and thorough.
That said, they're not complicated. I would say they're more complicated than my favorite set of miniature rules, Blitzkrieg Commander II and less complicated than one of my top five, Command Decision: Test of Battle.
I heartily recommend them for gamers looking for miniature rules where the stand = platoon and they want to fight engagements from WWII because of their details and low cost.
Most recent customer reviews
As a keen board wargamer of many years I have recently returned to tabletop games and one of my main interests is WW2 armour.Read more