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Combat Commander: Europe» Forums » Rules

Subject: Combat Commander and ASL Rules Comparison rss

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Mark Evans
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I want to create a comprehensive list of rules that differ between the two games to help those of us that play both. There are so many similarities between the two and then a couple of things that stick out as different that keep crossing in my brain.

Here is the start of my list:

Hindrances are cumulative (ASL)
Worst hindrance applies (CC)

LOS may be strung only in special circumstances (ASL)
LOS can be checked any time (CC)

LOS can run along a wall hexside (ASL)
LOS cannot run along a wall hexside (CC)

Weapons can only be eliminated by owner in certain circumstances (ASL)
Weapons can be eliminated by owner any time (CC)

Units leaving a minefield and getting hurt doing so stay put (ASL)
Units leaving a minefield make it out either way (CC)

Sometimes fire groups are mandatory (ASL)
Fire groups are never mandatory (CC)

Leaders must take morale checks before first (ASL)
You can take morale checks (Fire Defense Rolls) in any order (CC)

A weapons team firing a weapon loses it's inherent Firepower (ASL)
Teams can use both the weapon and the inherent Firepower (CC)

It cost extra to move into smoke (ASL)
It doesn't cost extra to move into smoke (CC)

Squads can deploy into halfsquads with some restrictions (ASL)
Squads can deploy into teams generally playing Deploy (CC)

Leaders/Heroes are penalized for using weapons by themselves (ASL)
Leaders/Heroes may freely fire weapons with no penalties (CC)

Leaders/Heroes have no effect on hex control (ASL)
Leaders/Heroes control hexes normally (CC)

Show me some more so I can continue to play both without losing my brain.
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Jeff Thompson
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In ASL SMC do have implications for control, just not as direct as in CC.

It costs +1 +smoke to fire out of smoke in ASL, Just +smoke in CC.
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Brent Pollock
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Saskatoon
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In ASL, CC = Close Combat ;-)

ASL has tanks, CC doesn't ;-)


Seriously...
Smoke Grenades are possible by dr during move by special units (ASL)
Smoke Grenades are guaranteed by Action during Move Order by special units (CC)

Assault Fire is done by special units after they've moved and received DFF and is an inherent ability (ASL)
Assault Fire is done by special units as an Action anytime during their Move Order (even before leaving the hex) (CC)

PB has fixed 120 deg CA (ASL)
PB has 360 deg CA (CC)

Multi-level locations in certain types of building (ASL)
Ground-level location only in all types of building (CC)

Weapons with a ROF value might fire multiple times (ASL)
No ROF for weapons (CC)

PBF factors in grenades (ASL)
Grenades are an Action added to a Fire Order (CC)
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Mark Evans
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Foxholes require movement expenditure to enter/exit (ASL)
Foxholes are just another piece of terrain. (CC)
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Chadwik
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Santa Rosa
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Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure.
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Chapter D (ASL).
No Chapter D (CC).
laugh
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Todd
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I find that there are a lot of differences between both ASL and CC:E. The biggest difference that I really like about CC:E over ASL is that my 11 year old son can play CC:E and I wouldn't want to start teaching him ASL right away. So for my comparison:

ASL: 20# manual with 100's of pages of rules and exceptions
CC: Nice concise rulebook that contains simple rules that handle exceptions well.

ASL: Sniper is every time a specific roll number is made (i.e. 4 on 2d6)
CC: Sniper is an event

Maus
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Mark Evans
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Opportunity Fire affects only the moving unit (ASL)
Opportunity Fire (called Defensive Fire) affects all units in the hex (CC)

Units have specific limitations as to how they can opportunity fire (Defensive Fire) (ASL)
Units can Opportunity fire as often as they want once activated until the move order is completed (CC)

Wooden and Stone buildings have different meanings (ASL)
Wooden and Stone are the same (CC)

Reinforcements enter from offboard spending MF/MP to enter the play area (ASL)
Reinforcements are placed directely on board on the board edge (CC)

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