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#2506196 in Books 2016-06-13Original language:English 10.00 x .36 x 8.00l, .95 #File Name: 1530889774150 pages | File size: 42.Mb

Jim Bambra : Combat HQ: World War Two Wargame Rules (Volume 1) before purchasing it in order to gage whether or not it would be worth my time, and all praised Combat HQ: World War Two Wargame Rules (Volume 1):

3 of 3 people found the following review helpful. Highly Recommend!By Emery J. GallantI 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 !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.1 of 1 people found the following review helpful. Thorough, Easy to Follow, and Affordable Miniature WWII RulesBy Todd ReedI joined Jim's team of readers he's recruited to help him test out new ideas and as a resource to be an advance reader (which means a free copy of the rules...however, in this case, I'd bought them before I joined.) and provide a review of what I think.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.0 of 0 people found the following review helpful. Worth far more than the asking price, trulyBy Keith B. TractonBeing a wargamer of longstanding of both board and miniature games, I like to keep my eye out for the new twist on an old rules theme, in this case WWII miniatures rules. Jim Bambra has combined the simplicity of dice pools with the elegance of how they are interpreted, gracefully addressing direct unit command and staff assistance of unit command.The back and forth of combat initiative and execution that is an element of the real world which every system, board or miniatures, strives to bring to the table is effortlessly integrated into the easy but real-feeling systems for movement and combat. All based on 6-sided dice and all easy to learn, easy to execute, and every rule strives to leave the tactics to the players, and not the system. The idea that the attacker and defender are always engaged together to resolve combat keeps this game exciting to my mind. I could go on, but in the end, the price provides more than most games and it is easier to digest and play this than many I have seen. After the first read I was ready to play. Buy this and Enjoy it!

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

About the AuthorJim 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, , GURPS, Star Wars, and . 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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