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Combat Commander: Europe» Forums » Rules

Subject: Optional Rule for Rubble rss

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Dylan
United States
Portland
Oregon
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A few years ago I received CC:E in a trade. Among the goodies that the previous owner included were rubble chits, while the optional rules that appeared in c3i (I think) were not included. It appears that issue is long out of print so I was wondering how I should use these chits. I like the idea that buildings can be blown up by artillery since some games I have played have devolved to trying to shake the defenders out of some occupied house or building - this might be an interesting change.

Thanks!
 
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Nick Avtges
United States
Bridgewater
Massachusetts
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Actually, that C3i (#21) is still in print:

http://www.gmtgames.com/p-235-c3i-magazine-issue-21.aspx

IIRC, the rubble variant rules are the same as is found in the Stalingrad BP, which is sadly out of print, but is scheduled to be reprinted soon, hopefully in December.

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Brent Pollock
Canada
Saskatoon
Saskatchewan
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Dyls wrote:
I like the idea that buildings can be blown up by artillery...


...and satchel charges. Get the Stalingrad BP when you can.
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William Garramone
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Nashville
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I like my house-rule that when the "Rubble-Event" occurs, if the random hex is a building hex, place a rubble marker there instead of a wire marker.

Another is to use rubble markers instead of wire markers for scenario #4 'Closed For Renovations'. I've also completely randomized where the rubble placement is for those hexes using dice for the exact hex and then odd or even if the building hex itself is rubbled or placed in an adjacent hex.

Rubble is just pure fun in CC. That is, until your squad is in a building that gets rubbled.
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Andrew Laws
Canada
British Columbia
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Keesvanloomacklin wrote:
Rubble is just pure fun in CC.


I wish it had been included in the standard rules.
 
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