Jim Bambra

OK
About 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.
Customers Also Bought Items By
Are you an author?
Author Updates
-
-
-
Blog postThe Soviets remove a suppression.
End of Command Pulse.
The post Counter-Attack in Poland – Turn 4 – 3rd Soviet Command Pulse first appeared on . -
Blog postThe Germans remove two suppressions from a Blind.
End of Command Pulse.
The post Counter-Attack in Poland – Turn 4 – 2nd German Command Pulse first appeared on . -
Blog postThe T-34/85 Platoons advance on the village. One Panzergrenadier Platoon is dispersed; another is suppressed. The German lose another 2 Morale (1D3).
Two more T-34/85 platoons join the attack. Another Panzergrenadier Platoon is Dispersed and the German lose 3 Morale (1D3).
End of Command Pulse.
The post Counter-Attack in Poland – Turn 4 – 2nd Soviet Command Pulse first appeared on . -
Blog postGerman artillery hits! Soviet counter-battery fire has no effect. The ZiS-2 takes a disruption. The T-34/85 Platoon is dispersed. Soviets lose 3 Morale (1D3). The German artillery runs out of ammunition and is removed.
More German reserves arrive successfully.
Soviet opportunity fire forces a Jagdpanther back with one disruption.
The Germans remove the suppression and fire at the T34-43 Platoon.
The T-34/43 Platoon is dispersed with the loss of 3 Morale (1D3). -
Blog postThe Soviet air force attacks and get two disruptions and one suppression on the Panthers.
The KV-85 Platoons follow up the air attack. One KV-85 Platoon is Dispersed by opportunity fire. The other two disperse a Panther each. The Soviets lose 1 Morale (1d3). The Germans lose 4 Morale (2D3).
End of Command Pulse.
The post Counter-Attack in Poland – Turn 4 – 1st Soviet Command Pulse first appeared on . -
Blog postThree Soviet aircraft are headed for the battlefield.
The Soviets have the first Command Pulse.
The post Counter-Attack in Poland – Turn 4 – Start of Turn first appeared on . -
Blog postThe Soviet BA-64 is dispersed as it runs from the Panthers. The Soviets lose 2 Morale (1D3). Long range fire from the KV-85 platoons results in one Panther being suppressed.
A hail of fire hits the Panzergrenadiers forcing two platoons back and suppressing another.
The post Counter-Attack in Poland – Turn 3 – End of Turn Fire first appeared on . -
Blog postThe Soviets remove the suppression from the ZiS-2 Anti-Tank Gun.
The Soviets store two Staff Orders.
End of Command Pulse.
The post Counter-Attack in Poland – Turn 3 – 4th Soviet Command Pulse first appeared on . -
Blog postMore German reserves arrive, but the Blind is hit by Interdiction Fire and takes two suppressions. It moves into cover behind the hill.
The Germans use two Staff orders to call a Continuous Fire Mission but it’s delayed until next turn.
End of Command Pulse.
The post Counter-Attack in Poland – Turn 3 – 3rd German Command Pulse first appeared on . -
Blog postSoviet infantry and a ZiS-2 anti-tank gun begin to advance.
The infantry and anti-tank gun deploy.
Heavy fire from the Panzergrenadiers rips into the Soviets. The infantry are forced back and the anti-tank gun is suppressed.
You can run, but you can’t hide! The Soviet air force finally disperses the Puma. The Germans lose 3 Morale (1D3).
End of Command Pulse.
The post Counter-Attack in Poland – Turn 3 – 3rd Soviet Command Pulse first appeared on . -
Blog postMore Panthers arrive.
The big cats go hunting.
End of Command Pulse.
The post Counter-Attack in Poland – Turn 3 – 2nd German Command Pulse first appeared on . -
Blog postThe Soviets prepare to advance.
The Soviets move and unlimber the Field Gun on the hill.
End of Command Pulse.
The post Counter-Attack in Poland – Turn 3 – 2nd Soviet Command Pulse first appeared on . -
Blog postThe Soviets push their advantage with a Triple Order Chain (three 3s). The T34/85 Battalion activates and swings to the right to threaten the village.
A Blind advances onto the hill. It’s spotted and three SU-100 Platoons are revealed.
A Blind attempts to advance beyond the field, but it’s spotted by the Panzergrenadiers. It halts and three KV-85 platoons are revealed.
The Soviets use a Wild Dice (courtesy of the German Command Failure) to activate the T-34/ -
Blog postThe T-34/84 Battalion gets two disruptions on the Panther in the woods.
The door-knocker on the SdKfz 251/10 fails to hit.
End of Turn. All Soviet Reserves have entered the battle.
The post Counter-Attack in Poland – Turn 2 – End of Turn Fire first appeared on . -
Blog postThe Germans store four Staff Orders.
End of Command Pulse.
The post Counter-Attack in Poland – Turn 2 – 4th German Command Pulse first appeared on . -
Blog postThe Germans had a Command Failure and need to use two Command Dice to call their Reserves. The Reserve Blind is hit by interdiction fire, but no effect.
The German make their Comms check and are revealed. One Panther is hit by opportunity fire from the T-34s and takes one Disruption and is suppressed. The Germans use a Staff order to remove the suppression.
The Panthers fire and disperse three T-34/43 platoons. The Soviets lose 6 morale (3D3),
The Wirble -
Blog postAnother two Soviet Command Groups arrive and stall at the table edge.
End of Command Pulse.
The post Counter-Attack in Poland – Turn 2 – 4th Soviet Command Pulse first appeared on . -
Blog postThe Germans remove a suppression.
End of Command Pulse.
The post Counter-Attack in Poland – Turn 2 – 3rd German Command Pulse first appeared on . -
Blog postThe Soviets call two of their reserve Command Groups, both groups enter the table, but stall at the table edge (both Comms Checks failed). German interdiction fire is ineffective.
The Soviets launch another air attack against the Puma which breaks-off and escapes again!
End of Command Pulse.
The post Counter-Attack in Poland – Turn 2 – 3rd Soviet Command Pulse first appeared on . -
Blog postThe Germans remove the suppression from the Puma.
End of Command Pulse.
The post Counter-Attack in Poland – Turn 2 – 2nd German Command Pulse first appeared on .
Titles By Jim Bambra
The new edition includes rules for close support units, a faster close assault system, extended artillery rules, and more opportunities to wage war on the battlefield.
Rapid Command Pulses and opposed dice rolls keep players constantly involved. Easy-to-play rules emphasize command-and-control decisions over complex combat resolution mechanics.
In each Command Pulse you decide how to use your limited command resources: will you use your Command Dice to move up a company of infantry supported by tanks? Or will you use them to rally an anti-tank gun battery? Or maybe you should use them to liaise with your staff officers? The choice is yours.
- Game Length: 2–4 hours.
- Unit Scale: The Platoon is the basic unit in the game and is represented by a model vehicle, a base with three infantry figures, a heavy weapons team, or a gun and its crew.
- Ground Scale: 1” equals 50 yards.
- Figure Scale: Plays equally well with 2mm, 6mm, 10mm, 15mm or 20mm figures.
Introductory World War Two wargame rules based on Combat HQ.
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.
Total War contains advanced rules for Combat HQ: World War Two Wargames Rules
• Tactical Doctrines
• Air Power
• General Support Batteries
• Airborne Assault
• Beach Landings
• Combat Engineering
• Infantry Transports
• Weather
• Supply
Battle Group Builder and Late War Rosters and Statistics
• Commonwealth Infantry Battle Group
• Commonwealth Armour Battle Group
• German Grenadier Battle Group
• German Panzer Battle Group
• US Infantry Battle Group
• US Armour Battle Group
Plus Eight Missions
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:
- Germany
- Commonwealth
- Soviet Union
- USA