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Information
Designer
Artist
Publisher
Year Published
2008
# of Players
2
User Suggested # of Players
Best with 2 players
Recommended with 2 players
(17 voters) [poll]
Playing Time
180 minutes
Mfg Suggested Ages
12 and up
User Suggested Ages
12 and up
(9 voters) [poll]
Language Dependence
Extensive use of text - massive conversion needed to be playable
(5 voters) [poll]
Honors
Subdomain
(24 voters) [vote]
Category
Mechanic
Expansion
Expands
Family
Primary Name
Combat Commander: Pacific
Alternate Names
戰鬥指揮官:太平洋篇
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ObjectID: 28181
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.
  • 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.
  • 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

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.

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More Information Edit | History

Extra Single Scenarios

  • Scenario CV8 : La Bataille Appelée Tenaru (Vae Victis #101 ), Japanese vs US Marines Forces, Alligator Creek, Guadalcanal August 21 1942 (alternate version of scenario C)
  • Scenario 113: Taking the Knoll (C3i Magazine #25), Japanese vs Australian forces, New Guinea 1944
  • Scenario 114: First Joust with Galahad (C3i Magazine #25), Japanese vs US Forces, Northern Burma 1943


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

Microbadges

http://files.boardgamegeek.com/images/microbadges/mb_CombatComman.gif http://files.boardgamegeek.com/images/microbadges/mb_CombatComman2.gif Combat Commander: Pacific fan

Versions
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Pg. 1
Combat Commander: Pacific
Nick: 
First Edition
Publisher: GMT Games
Artist: Leland Myrick
Year: 2008
Product Code: 0811
Size: 12.20 x 9.20 x 3.00 inches
5.00 pounds
English
Release Date:   
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5 Combat Commander RSG Aid v4.2 (Europe & Pacific)
v4.2 Minor tweaks to Allied Leader Selection formulae.
2012-03-23
12 The Battle of Hong Kong - CC:P Scenarios
The first in a series of scenarios based on individual battles within the larger Battle of Hong Kong, fought between Commonwealth and Imperial Japanese forces between December 7th and December 26th, 1942 in the Crown Colony of Hong Kong The initial scenarios will focus on actions involving Canadians, but later scenarios will feature British, Indian and Hong Kong Volunteer Defence Corps units. This first scenario, HK1 - "A Hero is Born" focuses on the actions of 'A' Company, Winnipeg Grenadiers, during what was to become the bloodiest day of the battle, December 19th. It showcases the heroism of Company Sergeant Major John Osborn, who makes us consider the old adage that "heroes are born, not made." HK1 requires CC: P and Battle Pack #4: New Guinea to play.
2011-09-15
5 CCP counter manifest
CC:P counter manifest in the same style as the one I did for CCE and CCM
2011-09-13
5 CC: P Card Manifest.
Ever wondered what was on every single card in CC: P? Wonder no more.
2011-04-13
10 Guadalcanal Battle Pack - GC2
Battle Pack on Guadalcanal Campaign; 6 new scenarios. Upgraded version.
2011-01-28
3 2d6 Probabilities
This spread sheet provides the probabilities of the sum and the product of two six sided dice rolls.
2010-11-30
9 Biblia del Combat Commander en español
Recopilación de todas las reglas de los módulos básicos (CC:E/Med, CC:P) y expansiones (Paratroopers, Stalingrad, Normandy) del Combat Commmander realizada por Arracataflán.
2010-06-10
10 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
3 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
2 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
Statistics
Board Game Rank: 116
War Game Rank: 4
Num Ratings: 722
Average Rating: 8.20
Standard Deviation: 1.64
Num Views: 152374
GeekBuddy Analysis: Analyze
Similarly Rated: View
Avg. Game Weight: 3.1
Fans: 98
Personal Comments: 276
Users Owning: 1593
Users Wanting: 217
Users Trading: 33 [find trade matches]
Has Parts For Trade: 2
Want Parts In Trade: 1
Price History: View
Total Plays: 1695
Plays This Month: 0
Linked Items Relationship: Expansions for this Game
Sort: Category: Mechanic:
Pg. 1
Rank N/A
Num Ratings 75
Average Rating 8.28
Average Weight 2.85
Num Owned 537
Prev. Owned 5
For Trade 11
Want in Trade 38
Wishlist 67
Comments 28
Year Published 2011
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