
PRICE: £49.99
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'Combat Commander: Europe ' is a card-driven board game series covering tactical
infantry combat in the European and North African theatres of World War 2.
'Combat Commander: Europe'includes units, cards, and historical scenarios
depicting the American, German, and Russian forces. The second game in the
series will provide cards, counters, and historical scenarios for British,
French, and Italian forces.
'Combat Commander' includes 6-12 historical scenarios as well as a 'build
your own' scenario system that provides an almost unending variety of map
configurations, force structures, and combat situations. Replayability is
very high.
A game of 'Combat Commander' has no strict sequence of play. Each turn is
divided into a variable number of 'Player Turns', each of which may consist
of the active player using one or more of the 'Fate' cards from their hand
for their Actions, or passing, which allows the discarding of one or more
'Fate' cards. Players redraw up to their maximum hand size at the end of
each of their own Player Turns. Additionally, 'Reaction' cards may be played
by either player at any time, so long as the required conditions are met.
Each nationality has its own 72-card 'Fate' deck highlighting its
historical strengths and weaknesses (lots of smoke for the US; marksmanship
bonuses for Britain; commissar events for the Soviets; broken Italian units
will surrender more often; etc.). Each 'Fate' card contains one Action and
one Reaction: only one of which may be declared when the card is played. The
bottom portion of each 'Fate' card contains an Event, a random hex symbol,
and a 2d6 die roll – these can never be ‘played’ from the hand, only
‘revealed’ from the top of the draw pile when a game situation instructs a
player to do so.
'Actions' include: Fire, Move, Advance, Rally, Rout, Artillery Request
and Artillery Denied. Each nationality also has a varying number of Command
Confusion Actions which act as duds while in hand – these cards are useless
except for any possible Reaction on the card. Actions, when played,
generally activate a single unit to perform that Action, unless a Leader is
activated: in which case it can further activate any or all non-leaders
within its Command Radius to perform the same Action. There are 15 different
'Reactions'. For example:
Sustained Fire – Add +2 when firing a Mortar or Machine Gun. If the fire
roll is “doubles”, break it.
Smoke – If a unit with boxed Movement is activated to Move or Advance,
place Smoke in or adjacent to its hex.
Grenades – Add +2 when firing at an adjacent hex.
Dig In – Place foxholes in a friendly hex.
There are 36 different 'Events' that will occur
at random intervals to add chaos and uncertainty to each player’s plan. Event examples:
Walking Wounded – Select one eliminated unit. Return that unit to play
in a random hex, broken.
Hero – If not already in play, place the Hero in a friendly hex. Rally
one broken unit there.
Reinforcements - Roll on the Support Table. Select one available unit
then place it along your map edge.
Battle Harden - One unit becomes Veteran.
Average playing time is about 90 minutes per scenario. A scenario is
played on one of several map sheets, each with a 10 x 15 hex grid depicting
various terrain at a scale of 100 feet per hex. In addition to playing one
of the many pre-generated scenarios included with the game, players can
devise random scenarios as well.
Age 12+
For 2 players Playing time: approx.
90 minutes per scenario
Map scale: 1 hex = 30
metres
Complexity: Medium
Contents:
Six 17"x 22" map sheets
876 Full colour counters
4 Full-colour player aid cards
Time track display
Scenario book
Rule book
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