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Combat Commander Europe 4th Printing

Price: $79.00

Component Photos (see slideshow at left) by Scott Mansfield. See Scott's Twitter for more.

Note on 4th Printing: This is a straight reprint of the previous edition, with known errata corrected. LIVING RULES

ONLINE RESOURCES REVIEWS AWARDS
  • BoardGameGeek's Golden Geek Award as Best Wargame of 2007
  • Gaming Guild's Golden Pawn Award for Best Game - Wargame - Modern of 2011

Description

Combat Commander: Europe is a card-driven board game covering tactical infantry combat in the European Theater of World War II. One player takes the role of Germany while another player commands either America or Russia. These two players will take turns playing one or more “Fate” cards from their hands in order to activate units on the mapboard for various military functions.

There is no strict sequence of play to follow in Combat Commander: each measure of game Time is divided into a variable number of player Turns, each of which may consist of one or more “Orders” conducted by the active player. “Actions” may generally be conducted by either player at any time. “Events” — both good and bad — will also occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.

 

Orders include: Fire, Move, Advance, Recover, Rout, and Artillery functions. Each nationality also has a varying number of Command Confusion Orders which act as duds while in hand.

An example of some of the 20 different Actions are:

·       Smoke – If a unit with boxed Movement is activated to Move, place Smoke in or adjacent to its hex.

·       Hand Grenades – Add +2 when firing at an adjacent hex.

·       Dig In – Place foxholes in a friendly hex.

An example of some of the 35 different Events are:

·       Walking Wounded – Select one eliminated unit. Return that unit to play in a random hex, broken.

·       Hero – If not already in play, place your Hero in a friendly hex. Rally one broken unit there.

·       Battle Harden – One unit becomes Veteran.

Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific Objective chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge. Command & Control is extremely important in Combat Commander, being modeled via the “Command” number on Leader units. Command serves both to enhance the abilities of Squads and Teams stacked with the Leader, as well as allowing for multiple activations with a single Order.

Combat Commander includes twelve historical scenarios as well as a “roll your own” scenario system that provides an almost unending variety of map configurations, combat situations, and historically-based force structures. Each scenario is played on one of twelve maps, each with a 10x15 hexgrid depicting various terrain at a scale of approximately 100 feet per hex.

Replayability for Combat Commander is high. And with unlimited possibilities as far as additional scenarios, maps, units, weapons, variants, etc. that will be released in years to come – as well as the expected sequels covering the British, French, Italians, and the Pacific Theater – Combat Commander is one of those rare exceptional values in wargaming: one that can be revisited time and time again, each with a new tale to tell.

 

 

Game Features
  • TIME SCALE several minutes per turn
    MAP SCALE 30 meters per hex
    UNIT SCALE Squads, Fire Teams, and Leaders
    NUMBER OF PLAYERS 1 - 2

     


  • Customer Reviews
    (5.00)
    # of Ratings: 5
    1. on 9/2/2020, said:
    I have had Combat Commander: Europe in my mental wishlist for many years and I just got a copy a few weeks ago. I am so glad I took the plunge because I love this game. I used to play classic dudes on a map games like Shogun (Samurai Swords) and Axis & Allies as well as being a big Warhammer player (40K and Fantasy). I tried Memoir 44 and Tides of Iron because they had nice little plastic pieces but I've gotten over that silliness now. I gave up on Warhammer because the hobby was so consuming and GW kept changing the rules and balance of the whole thing every couple of years. Additionally the game itself could be very frustrating with line of sight and measurement ambiguities. Combat Commander is simple - your pieces are on a little counter and no painting, army building nonsense to worry about. I can pull out Combat Commander and teach it to anyone without them needing to be invested in the hobby. Also the limited randomness of the card driven play adds a nice narrative aspect and also levels the playing field a little. Combat Commander scratches that itch and lands overall a better experience than all of those previous games on the strength of its accessibility and gameplay. I have ordered the first three battle packs but won't be able to enjoy them fully until Mediterranean comes back into print so please, please, get on that GMT!
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    2. on 7/26/2020, said:
    A great gaming experience in every play.
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    (2 people found this comment helpful, 0 did not)
    3. on 2/19/2019, said:
    Wonderful game – Love the Fate Cards mechanism. Wish the counters were thicker though.
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    (5 people found this comment helpful, 0 did not)
    4. on 9/28/2018, said:
    great tactical game
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