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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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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:
- Soviet Union
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
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