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Board Game Entry
Information
Designed By
Art By
Published By
Year Published
2008
# of Players:
2 − 2
User Suggested # of Players
Best with 2 players
Recommended with 2 players
(13 voters) [poll]
Playing Time
180 minutes
Mfg Suggested Ages
12 and up
User Suggested Ages
10 and up
(6 voters) [poll]
Language Dependence
Extensive use of text - massive conversion needed to be playable
(3 voters) [poll]
Category
Mechanic
Primary Name
Combat Commander: Pacific
Alternate Names
戰鬥指揮官:太平洋篇
Expanded By
Families
Description Edit | History

Combat Commander:Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II. CC:P's main theme is the addition of three new factions to the Combat Commander family:

Imperial Japan
the Pacific US - with a strong emphasis on the US Marine Corps
the Pacific Commonwealth - focusing on Indian and ANZAC forces

CC:P is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules, CC:P 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 slightly ramps 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;
Treetop snipers;
Reconnoitering.

SCALE: Each hex of a Combat Commander map is roughly 100 feet across (about 30 meters). Each complete Player Turn abstractly represents several seconds of real time. Each complete Game Turn abstractly represents several minutes of real time.

UNITS: Due in part to the unique composition of late-war USMC squads and the imbedding of specialized weapon teams within IJA squads, the units in the game are represented by 4-6 man Teams and 8-13 man Squads. Radios — and individual weapons larger than a pistol or rifle — are represented by their own counters. Individual Aircraft are also represented with their own counters.

VICTORY: 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.

GAME FLOW: A game of Combat Commander is divided into several Time segments. 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" and die roll "Triggers" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.

CC:P includes twelve maps featuring terrain specific to the PTO.

CC:P's playbook includes:

  • Twelve scenarios.
  • A Pacific version of the Random Scenario Generator utilizing the new maps and nationalities. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations.
  • A section detailing the differences between CC:P and Combat Commander's first two volumes in order that players familiar with those earlier games can jump right into their first scenario with minimal rules reading.
  • Examples of play.
  • Design & Development notes as well as numerous play hints.

Components:

* 352x large counters (5/8")
* 280x small counters (1/2")
* 216x 2.5 x 3.5 cards
* 6x 2-sided 17 x 22 maps (twelve maps in total)
* 3x 2-sided 8.5 x 11 nation-specific player aid cards
* 2x 1-sided 8.5 x 11 generic player aid cards
* 1x 32-page Rulebook
* 1x 32-page Playbook
* 1x Track Display

Series Development by John Foley

Awards:
2nd place winner of 2008 BGG Wargamers' Award
2009 Golden Geek Award winner for Best Wargame

NOTE: Combat Commander:Pacific is a stand-alone game. You do NOT need to own any other Combat Commander game in order to play it, though familiarity with the system would be a plus.

Re-Implements:

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New C $65.95 29-Aug-2009 flag
New €69.99 31-Mar-2009 flag
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New £49.99 12-Jan-2009 flag
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New €65.00 1-Jan-2009 flag
Pg. 1
16d 3h 15m
3d 2h 4m
13d 3h 25m
24d 30m
17d 45m
19d 19h 18m
22d 2h 40m
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2 Combat Commader: Pacific rules summary
Combat Commander: Pacific rules summary that I use to teach the game and to refresh my memory. Incorporates any clarifications from the FAQ version 1, dated 15-Jun-2009
2010-02-08
4 Guadalcanal mini-campaign
My little work on CC system; .pdf file
2010-01-04
1 Counter Manifest
Counter supply of this game is limited. If a particular counter runs out then no more such counter can be acquired. Therefore, keeping no counters missing is important. I've compiled this table to help my stocktaking. Hope it might be useful to you too.
2010-01-04
1 Summary for Random Scenario Generator
The rule for Random Scenario Generator (RSG) is 4 pages in the Playbook. I've summarized it in point form. Hope it might be of some use to you.
2010-01-04
7 CC: Pacific Official FAQ
Official FAQ for Combat Commander: Pacific. (6/15/09). Also available at GMT web.
2009-07-05
7 Tuckboxes for Sleeved cards
Letter sized PDF of the previous file
2009-05-12
5 Resumen-Tutorial de las nuevas reglas y mecánicas del CC:P en castellano
Si sabes jugar al CC:E con leer este resumen sabrás todo lo que necesitas para jugar al CC: Pacific. Es un resumen-tutorial de las nuevas reglas y mecánicas que se aplican en el volumen III de la serie Combat Commander.
2009-02-15
8 CC: Pac Artillery Help card
This help card provides an artillery table for each of the three nationalities in an easy to read format and a listing of the Orders and Actions for each nationality.
2009-01-11
4 CC:Pacific Orders and Actions Manifest, Fate Deck Card sized (1 copy per sheet)
Miss the Nationality Specific Orders and Actions Manifest cards that came with each fate deck in CC:E and CC:Med? This is the O&A Manifest from the back of the CC:Pac rulebook, compressed to fate deck card size. Just print it out and place in a sleeve. For best results, print on photo paper if available. This version contains ONE COPY per sheet. (There is a different file posted in this section containing a version with three copies per sheet for those who want a copy to include with each fate deck.) Posted with permission from Chad Jensen, designer.
2008-12-27
3 CC:Pacific Orders and Actions Manifest, Fate Deck Card Size (3 per sheet)
Miss the Nationality Specific Orders and Actions Manifest cards that came with each fate deck in CC:E and CC:Med? This is the O&A Manifest from the back of the CC:Pac rulebook, compressed to fate deck card size. Just print it out and place in a sleeve. For best results, print on photo paper if available. This version contains three copies on one sheet for those who want a copy to include with each fate deck. Posted with permission from Chad Jensen, designer.
2008-12-27
Statistics
Board Game Rank: 139
Wargame Rank: 5
Num Ratings: 340
Average Rating: 8.30
Standard Deviation: 1.63
Num Views: 70292
GeekBuddy Analysis: Analyze
Similarly Rated: View
Avg. Game Weight: 3.1 moreinfo
Fans: 41
Personal Comments: 155
Users Owning: 804
Users Wanting: 166
Users Trading: 8 [find trade matches]
Has Parts For Trade: 0
Want Parts In Trade: 0
Price History: View
Total Plays: 802
Plays This Month: 4
Linked Items Relationship: Expansions for this Game
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