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Combat Commander Series
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Description Edit | History

(extracts and merges from GMT website :)

Combat Commander is a card-driven board game covering tactical infantry combat in World War II.

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.

While utilizing Combat Commander: Europe's basic rules, CC:Pacific includes numerous rule tweaks and additions in order to more accurately portray tactical warfare as experienced by the participants in and around the Pacific and Indian Oceans. This will slightly ramp up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism. Just a few of the additions include:
Banzai attacks
BARs and Thompson SMGs
Beach landings & river crossings
Hidden movement
Caves
Scouts
Aircraft
Bayonets
Mortar spotting
Reconnoitering.

Replayability for Combat Commander is high. And with unlimited possibilities as far as additional scenarios, maps, units, weapons, variants, etc.


Series Development by John Foley


Extra scenarios & campaign published in C3i, Vae Victis and Battles magazines (see complete list on each Combat Commander game page).

More Information Edit | History

There's also a forum on ConsimWorld about this series.

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