Jim Bambra

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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.
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Blog postMilan wheels its spearmen and advances.
Venetian fire disorders the spearmen, but they press home their attack. The spears crash into the flank of the crossbows. The crossbows are Dispersed and Venice loses 2 Morale.
The spearmen drive forwards into the flank of the Venetian spears but the results are tied. Both sides take a Hit and Venetians are Disordered. In the next melee round, the Venetians get lucky and Disperse the Milanese. Milan loses 1 Morale. The Venetian flank is -
Blog postVenice reforms its crossbows.
End of Command Pulse
The post Milan vs Venice – Turn 5 – 1st Venetian Command Pulse first appeared on . -
Blog postThe Milanese Feudal Elmeti are reformed.
Both the Household and Feudal Elmeti are Rallied successfully.
End of Command Pulse
The post Milan vs Venice – Turn 5 – 1st Milanese Command Pulse first appeared on . -
Blog postMilan has the 1st Command Pulse (most 5s).
The post Milan vs Venice – Turn 5 – Start of Turn first appeared on . -
Blog postEnd-of-turn shooting is ineffective. All set for Turn 5.
The post Milan vs Venice – End of Turn 4 first appeared on . -
Blog postMilan reforms its Elmeti.
The Milanese Elmeti wheel and charge the Venetians in the flank with a double move.
The glory-seeking Venetians are dispersed. The Venetians lose 2 Morale. In good order, the Milanese wheel to the right.
End of Command Pulse
The post Milan vs Venice – Turn 4 – 3rd Milanese Command Pulse first appeared on . -
Blog postSforza leads the charge!
Sforza disperses the Venetian Elmeti. Venice loses 2 Morale. Sforza inspires his Elmeti – they gain a Momentum Dice.
Sforza charges the Venetian mercenaries. The mercenaries fight the Milanese to a draw. Both sides take one Hit and are disordered. In the second melee round, Forza wins and the mercenaries are forced back.
Sforza disengages the Famiglia di Casa in good order.
End of Command Pulse
The post Milan vs Venice – Turn 4 -
Blog postVenice reforms its light cavalry.
The light cavalry and Elmeti advance.
End of Command Pulse
The post Milan vs Venice – Turn 4 – 2nd Venetian Command Pulse first appeared on . -
Blog postThe Famiglia di Casa are reformed.
End of Command Pulse
The post Milan vs Venice – Turn 4 – 1st Milanese Command Pulse first appeared on . -
Blog postVenetian Mercenary Elmeti double move across the field while the Feudal Elmeti charge!
The Feudal Elmeti win the melee, forcing the Milanese back. The Venetians stay under control and are ordered to chase the retreating Milanese.
The Venetians hit the Milanese hard dispersing them. The Milanese lose 2 Morale. The Venetians, carried away by their victory, chase the Milanese stragglers to an 1″ of the table edge. Will the Elmeti recall next turn or will they head off the table i -
Blog postPursuing Venetian Household Elmeti clash with the Milanese Elmeti.
The Milanese are dispersed by the shock of impact. The Milanese lose 2 Morale. Their bloodlust sated for now, the Venetian Elmeti halt their pursuit.
End of Pursuit Phase
The post Milan vs Venice – Pursuit Phase first appeared on . -
Blog postBoth sides roll well. Venice has the first Command Pulse (most 6s).
The post Milan vs Venice – Start of Turn 4 first appeared on . -
Blog postMilanese crossbows find the gaps in the Venetian pavises and inflict 3 Hits on the enemy crossbows.
The post Milan vs Venice – End of Turn 3 first appeared on . -
Blog postThe Milanese Household Elmeti charge. Venice uses a Tactical Order to counter-charge.
Lances splinter as the heavy cavalry clash. Milan is forced back with two Hits and is pursued by the Venetian Elmeti.
End of Command Pulse
The post Milan vs Venice – Turn 3 – 3rd Milanese Command Pulse first appeared on . -
Blog postThe Venetian pikes advance on the Milanese Famiglia di Casa. Cannon fire roars over the pikeman’s heads as they drive their pikes towards the Famiglia di Casa.
The Famiglia di Casa fail to break through the wall of pikes and are forced back with one Hit. The pikemen hold their ground.
The Venetians regroup their Elmeti.
End of Command Pulse
The post Milan vs Venice – Turn 3 – 2nd Venetian Command Pulse first appeared on . -
Blog postMilan attacks with its spears. The unit performs a 90-degree wheel (Tactical Order) and advances for one CD. Fire from the Venetian crossbows and arquebusiers inflict one Hit but the spears clash home.
The flank attack tears through the Venetians, dispersing them and killing their Battle Group Commander. The Venetians lose 3 Morale. The Venetian crossbows are Disordered from the loss of the leader.
Inspired by their success, the spears gain a Momentum Dice and wheel 45-degrees -
Blog postVenice reforms its crossbows.
End of Command Pulse
The post Milan vs Venice – Turn 3 – 1st Venetian Command Pulse first appeared on . -
Blog postMilan reforms the spearmen with a Tactical Order and orders them into a hedgehog formation.
End of Command Pulse.
The post Milan vs Venice – Turn 3 – 1st Milanese Command Pulse first appeared on . -
Blog postBoth sides roll Command Failures and discard their 1s.
Impulsive cavalry on both sides surge forwards!
Lances break as the cavalry clash. Venice drives back the Milanese cavalry and gives chase. The Venetian Mercenary Elmeti remains under control and gains a Momentum Dice to boost it in a future melee.
The post Milan vs Venice – Start of Turn 3 first appeared on . -
Blog postThe Venetian cannon fires across the valley and hits the Milanese pikes.
End of Turn.
The post Milan vs Venice – End of Turn 2 first appeared on .
Titles By Jim Bambra
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.
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
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.
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