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

Combat HQ places you in command of an army. You decide where and how hard to attack in a game that focuses on seizing the initiative, pressing the advantage, and planning for future events.

Rapid Command Pulses and opposed dice rolls keep all players constantly involved. Easy-to-play rules emphasise 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’ll use them to liaise with your staff officers?

Combat HQ uses six-sided dice and is suitable for 2mm to 20mm figures. It features rapid movement, decisive combat, and exciting decision making.


Click through from either page for the rules -- believe you have to add your name to the email listing but can always unsubscribe.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
 
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