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Armour Battles
Armour Battles
Armour Battles
Ebook126 pages55 minutes

Armour Battles

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Armour Battles is an introductory set of World War Two wargame rules. Based on the larger Combat HQ rules, Armour Battles is a fully playable game.

Armour Battles features three armoured battles set in Lorraine, France in 1944 as Patton’s 3rd Army advances towards the Rhine. The first battle is a small meeting engagement between US and German tanks. The next battle has the Americans attacking the Germans. This is followed by the Americans attempting to break through the German positions as the Germans counter-attack with a Tiger I platoon.

Armour Battles includes all the rules needed to play these battles

LanguageEnglish
PublisherJim Bambra
Release dateMar 31, 2016
ISBN9781310075506
Armour Battles
Author

Jim Bambra

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.

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    Book preview

    Armour Battles - Jim Bambra

    Table of Contents

    Title Page

    Copyright

    Introduction

    Gaming Gear

    Play Aids

    Armour Battles Basics

    2mm and 6mm Models

    Unit Statistics

    The Game Turn

    Movement

    Terrain

    Line of Sight

    Unit Morale

    Command Orders

    Staff Orders

    Orders Summary

    Direct Fire

    Direct Fire Combat Results

    Opportunity Fire

    Indirect Fire

    Minor Obstacles

    Hidden Units

    Special Rules

    US Units In Armour Battles

    German Units In Armour Battles

    Mission Briefings Explained

    Battle 1 - Meeting Engagement

    Battle 2 - Attack/Defend

    Battle 3 - Counter-Attack

    What Next?

    Armour Battles Expansion

    Rules Summary

    Credits

    About the Author

    Armour Battles

    Introductory World War Two Wargame Rules

    Jim Bambra

    First published in 2015 by Wargames Design.

    © 2015 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.

    Distributed by Smashwords

    Smashwords Edition, Liscense Notes

    Thank you for downloading this ebook. This book remains the copyrighted property of the author, and may not be redistributed to others for commercial or non-commercial purposes. If you enjoyed this book, please encourage your friends to download their own copy from their favourite authorized retailer. Thank you for your support.

    INTRODUCTION

    Armour Battles is an introductory set of World War Two wargame rules. Based on the larger Combat HQ rules, Armour Battles is a fully playable game.

    Armour Battles features three armoured battles set in Lorraine, France in 1944 as Patton’s 3rd Army advances towards the Rhine. The first battle is a small meeting engagement between US and German tanks. The next battle has the Americans attacking the Germans. This is followed by the Americans attempting to break through the German positions as the Germans counter-attack with a Tiger I platoon.

    Game Facts

    Game Length: 2-3 hours.

    Unit Scale: The Platoon is the basic unit in the game and is represented by a model vehicle.

    Ground Scale: 1" equals 50 yards.

    Figure Scale: Plays equally well with 2mm, 6mm, 10mm, 15mm and 20mm figures. 28mm figures are possible, but a large table is required.

    Bases: No bases are required for vehicles. If you have based vehicle models, just make all measurements to the vehicle chassis and ignore the bases.

    Armour Battles Design Goals

    Armour Battles grew out of my desire to play a fast-moving World War Two miniatures game that not only required players to make decisions as army commanders, but also contained sufficient detail to capture the intricacies and complexities of World War Two armoured combat in a tense but fun game.

    My goal was to create a game that didn't follow a predictable I Go, You Go structure without having to rely on random cards or dice rolls to activate units. Alternate Command Pulses and the threat of a Command Failure make each turn different. During your turn you may not have enough Command Dice to do everything you want, and your opponent may also be using your own dice against you!

    Back to Contents

    GAMING GEAR

    To play Armour Battles you need an opponent and some model vehicles. For the first battle nine US tanks and seven German tanks are required. This increases to 12 US vehicles and 10 German vehicles for the second battle. For the third battle 15 US vehicles and 13 German vehicles.

    Although model vehicles are always best, you can try out the game with home made cardboard counters. Grab a few pictures from the Internet and mount them on thin card roughly 40mm wide and 60mm long (or as needed).

    ESSENTIALS

    Tape Measures: A tape measure for each player marked in inches and/or centimetres to measure movement and weapon ranges.

    Model Terrain: You need a few hills, woods and hedges to play Armour Battles. These can be model terrain or be cut from coloured card or paper.

    Standard Dice: Six-sided dice numbered from 1–6 are used for firing, checking reactions to fire, and rallying. Eight to twelve dice per player should cover most situations, but it never hurts to have more.

    Dice are referred to as D. When the rules state that you need to roll a single dice or multiple dice it is shown in this format: xD. One dice is shown as 1D, two dice as 2D, three dice as 3D, four dice as 4D, and so on.

    Command Dice: Command Dice are standard six-sided dice used to determine how many orders a player can issue in a Command Turn.

    You don’t need any

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