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.
Additional volumes in the Combat Commander series will add new nationalities and locales (Brits in North Africa; Japanese in the Pacific; etc.)
Updated/reworded a few rules for clarity, based on users' feedback. Keep'em coming!
- Added a sentence to help put this system in the right context for the user
- Reworded more precisely how to refill hand
- Added a rule for discarding, reflecting more accurately the amount of turns used to discard in a regular game
Recopilación de todas las reglas de los módulos básicos (CC:E/Med, CC:P) y expansiones (Paratroopers, Stalingrad, Normandy) de Combat Commander realizada por Arracataflán.
Reconstructed sheet with Orders & Actions translated into Polish for easier print-out and lamination possibilities. A more handy format for a non-english speaking player.
One page reference for Europe, Med and Pacific which shows the distribution of Orders and Actions in each deck, with better and worse than average counts highlighted. See at a glance the strengths and weaknesses of your own forces and those of your opponent.
Here are the three standard sheets I use to record information when running a Combat Commander tournament. The tournament rules are courtesey of John Foley - used with his permission of course, and the artwork is courtesey of GMT. Please feel free to use them in your own tournament and of course substitute your tournament's name in place of mone. I backprint the rules onto the players record sheet as well as the master player list.
The 8 Scenarios used in the 2009 WBC Combat Commander Tournament.
Scn. #1: 1944, Brits vs German
Scn. #2: 1945, USSR vs German
Scn. #3: 1939, USSR vs Finns
Scn. #4: 1944, US vs German
Scn. #5: 1940, French vs German
Scn. #6: 1943, US vs Italian
Scn. #7: 1942, Brits vs German
Scn. #8: 1943, US vs Japanese
Used by permission of the Game Designer, Chad Jensen.