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 the Axis (Germany) while another player commands the Allies (America or Russia). These two players will take turns playing one or more “Fate” cards from their hands in order to activate his units on the mapboard for various military functions.
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.
A game of Combat Commander is divided into several measures of Game Time. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card "Orders" conducted by the active player. Fate Card "Actions" may generally be conducted by either player at any time. "Events" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.
SCALE: Each hex of a Combat Commander map is roughly 100 feet of distance (about 30 meters). Each complete Player Phase abstractly represents several seconds of real time. Each complete measure of Game Time abstractly represents several minutes of real time.
Each unit in the game is approximated as either a single Leader, a 5-man Team, or a 10-man Squad. Radios — and individual weapons larger than a pistol, rifle or BAR — are represented by their own counters.
I created an 11-page summary of the rules of Combat Commander, that I used to teach new players the game. I have tried to be comprehensive, without being exhaustive.
If you spot any errors, please let me know! I simply use this as a reference to supplement the rulebook. This Quick Rules guide should not be used solely without the rulebook. I think it's a good place to double-check some things.
A solitaire variant for the Combat Commander Series using an open tableau of cards for each side rather than closed hands. The cards are activated (or not) from the tableau using 2d6 results from the unused fate deck.
Updated with clarification on how to deal with actions as the inactive/defending player, and a note on game pace.
Sam Sheikh did a great article on allowing you to take a leader though a campaign of your own choosing and increasing his effectiveness as you advanced. This lists all the scenarios for each Leader type. It is divided by Country and by Leader Rank. This file does NOT tell you which countries are fighting in which campaign, though.
While I personally would recommend using his article ASIS except for step 4, in which I would just add the player's leader to each scenario. But for those who want to know which scenarios they can choose from, this file will help.
One last note: You can always choose scenarios with Higher Ranking Leaders. For example, if you have a 7-1 Corporal, you can choose a scenario with an 8-1 Sergeant. But You could NOT choose a scenario with only a 6-1 Lance...
I made this some time ago, didn't have time to finish it. Maybe somebody will find it usefull? :) It should be printed on A4 paper.
There should be enough counters to play all scenarios with Polish forces. They have the same stats as French units, I just changed background, names and rank insignia.
An aid for calculating fire attack and defense rolls. It is also useful for keeping track of an Order in the event you need to step away from the table or if a Time Event occurs. Although it is a spreadsheet, I recommend printing and using a pencil to fill it out. The first tab contains suggested guidance on how to fill out the columns. I use it for solo play, so the guidance is given with that in mind.