Year Published
# of Players
User Suggested # of Players
Best with 2 players
Recommended with 2 players
(21 voters) [poll]
Mfg Suggested Ages
12 and up
Playing Time
180 minutes
User Suggested Ages
12 and up
(10 voters) [poll]
Language Dependence
Extensive use of text - massive conversion needed to be playable
(7 voters) [poll]
(44 voters) [vote]
Primary Name
Combat Commander: Pacific
Alternate Names
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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;
Mortar spotting;
Treetop snipers;

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.


  • 352x large counters (5/8")
  • 280x small counters (1/2")
  • 220x 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 sheets
  • 2x 1-sided 8.5 x 11 generic player aid sheets
  • 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


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

Microbadges: mb mb

Classification details


  • Level - Tactical
  • Location - Pacific
  • Timeline - World War II

Game length

  • 1 Turn = several minutes
  • Scenarios - varied amount of Turns


  • Hexmap
  • Map style - Historical
  • Battle area - scenario specific, small battlefield parts
  • Construction - Paper map
  • Table area (17" x 22" per geomorphic map sectoin + place for reference sheets and counters)


  • Unit size range - Squads, Fireteams and inidivdual Leaders
  • Counter size - 5/8", 1/2"


  • Rules length - Medium (32 pages)
  • Rules complexity - Medium
  • Combat resolution system - opposing rolls with modifiers
  • Programmed-instructions for learning - no
  • Team-play per side - No
  • Solitaire suitability - low
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Pg. 1
Combat Commander: Pacific
First Edition
Publisher: GMT Games
Artist: Leland Myrick
Year: 2008
Product Code: 0811
Size: 12.20 x 9.20 x 3.00 inches
3.50 pounds
Release Date:  
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Pg. 1 of 3 »
2 Combat Commander: Pacific Commonwealth Card Manifest
This is a pdf file with all the text found on each card. It also contains a watermark of a crown and lion symbol.
4 Combat Commander: Pacific U.S. Card Manifest
This is a pdf file with all the text found on each card. It also contains a watermark of the U.S. Marine Corps symbol.
8 Combat Commander: Pacific Japanese Card Manifest
This is a pdf file with all the text found on each card. It also contains a watermark of the Japanese flag.
4 Combat Commander RSG Selection Aid
Updated version of the RSG Selection Aid for both Combat Commander Europe and Pacific. Now includes Partisans.
24 Command Commander: Pacific rules summary
Updated file fixes: -one formatting issue (thank you for noticing) -error in para 3 of Section 9 Sighting Markers. Changes "may" to "must" -Clarifies that Flamethrowers set cover to 0 in Section 5 Weapons -Clarifies that Asset request can only be played if there is no radio, Artillery denied marker or Night Rules in effect. Let me know if there are any other errors!
4 Pacific Map Manifest
This is the sister file to the European Version. It was MUCH easier to do. It includes Map Terrains, Features, and Objectives. Hope you find it useful.
5 Pacific Card Manifest
Pacific Card Manifest, format taken directly from the Med Playbook.
0 CC:P Résumé des ordres et actions
Basé sur les cartes/aides de jeu qui résument les ordres de CC:P, étendu aux actions. Version 1.1 (corrections et clarifications mineures)
19 CC Pacific Order Reference sheet
I recently played CC: P for the first time, and it was my opponent's first time playing the CC series at all. What I found that we needed the most was a brief description of each order with only the important data: playing requirements, activation restrictions, etc. I created this reference sheet to be just that. It will not replace the actual rule book for flowing through the resolution steps of each order, but should help to learn the game and be a quick reminder for those that know the game but don't want to flip through the rules. In order to make this fit on a single sheet (front and back) I had to make some formatting and content sacrifices; mainly sentence fragments and such, but the content should serve it's purpose. I welcome all feedback, suggestions on improvements, or...
13 Combat Commander RSG Aid v4.4 (Europe & Pacific)
Corrected an issue with formulae related to the American Support Table. Available units will now display correctly after making the die roll. Also changed the font colour on the RSG scenario sheet printout so the words 'Surrender Level' were visible after printing. As ever, I welcome any input, good or bad. Cheers.
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