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Game Entry

User Rating: 8.1 / 10 (998 Ratings)
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GameID: 21050
Rank: 28
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Information

Designed By: Chad Jensen
Published By: GMT Games
# of Players: 2 - 2
Playing Time: 120 Minutes
Mfg Suggested Ages: 12 and up
Category: World War II
Wargame
Mechanics: Variable Phase Order
Hex-and-Counter
Campaign/Battle Card Driven
Other Names:
CC:E
戰鬥指揮官:歐洲篇

Description

[Edit] [History]

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.)

Expanded by:

Re-implemented by:

Winner of the 2007 Golden Geek awards for Best Wargame.
Nominee for the 2006 Charles S. Roberts awards for Best World War II Boardgame (Charles S. Roberts Awards).
Nominee for the 2006 Charles S. Roberts awards for Best Wargame Graphics (Charles S. Roberts Awards).

Online Play

  • Vassal (real-time, pbem) Game ownership required.

More Information

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Statistics

User Rank: 28
Wargame Rank: 28
Num Ratings: 998
Average Rating: 8.12
Standard Deviation: 1.61
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Personal Comments: 546
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Total Plays: 3961
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1 Combat Commander notes file
Combat Commander Notes v1.doc
Combat Commander notes file that I use to teach the game and to refresh my memory about the rules (v1.1). Incorporates any clarifications from the v7 FAQ and the BGG Rules Forum.
2 Combat! Commander Leaders - Characters from the TV Series Combat!
cc-e-combat.pdf
Reinforce your CC:E battles with leaders based on characters from the 1960s TV series Combat! starring Vic Morrow and Rick Jason. Sgt. Saunders, Lt. Hanley, Caje, Littlejohn, Kirby and Doc are all here. Includes a "buffed" TV-realism version and a more standard Combat Commander leaders version, as well as assembly instructions for players not familiar with creating their own cardboard counters.
1 Spreadsheet for calculating results of fire attack
CC-E Odds_Rev3.xls
A spreadsheet for figuring the possible results of a sustained fire attack on a hex. The results show the odds of each unit ending the attack in one of five states - Good order, Suppressed, Broken, Broken and Suppressed, or Eliminated. You can select up to five different attacks against up to two leaders and three units. Each attack can be identified as a Radio, Rifle/MG, Mortar/Arty, Flamethrower, Molotov, or Satchel Charge. For each attack you identify the firepower, hindrance, range (needed for ordinance), and where the spotting round is placed (for radio). For radio attacks, the spreadsheet figures the odds of hitting based on the drift of both a hit and a miss. (Radio misses can still end up on target.) For each unit you specify the base morale, the broken morale, command value (for leaders), and the state it was in when the attack started (Good, Suppressed, Broken, Broken/Suppressed). One type of cover is selected for each attack but it may be modified by adding roads or wire or both. The calculations take into account command ratings, cover (with the proper modifiers for the type of attack and road), normal and broken morale differences. The order of the attacks matters. Each attack based on the results of previous attacks including such factors as odds of one, both, or none of leaders remaining unbroken and the unit's own broken/suppression status. You can experiment with attack order, fire groups vs individual units firing, or when to use Action cards. Spreadsheet designed, developed, and unit tested by OldManRick. Permission to used granted to anyone who says, "Damn, that's a good spreadsheet" while using it. Geek Gold tips appreciated.
2 CC:E - Mazo Destino Ruso en Español por Worfylon.
CCE-RussianFateDeck-Spanish.pdf
Mazo de Destino Ruso en español para el CC:E, pdf listo para imprimir, cortar y jugar.
0 CC Events Analysis
CC Compiled Events.xls
Compiled events for all six nationalities, as well as a subjective analysis of the power of the event deck for each nation.
0 CC:E Scenario Generator for Windows OS PDA v1.0
CCEScenGen.zip
This is a small, free application I wrote for a Windows based PDA. It generates CC:E random scenarios. It also has a map list editor that allows you to add additional maps to the default game maps. It should be easy to use. You'll need Microsoft's .NET on your PDA. Tested on a Dell AXIM x51 PDA, but should work on most others. I hope you enjoy the program.
0 Multi-Level Buildings
Multi-Level Buildings 2007-12-25.doc
Goes with the Variant Thread started on Dec 24, 2007. It covers rules integrating Multi-Level Buildings into CC:E & CC:M.
2 Short Scenario
CC_Scenario_JCH1_v1.ppt
This scenario is designed for lunchtime play, or when players might not have time to complete a published or randomly generated a full scenario. Uses CC Scenario Template v3.ppt by txaal.
1 Simple Tuck Box for sleeved fate decks.
CC_V1_Tuck_Boxes.pdf
Simple 'ventilated top' design to organize the decks stored in the box. Boxes (3) are deep enough for sleeved cards. Instructions included.
6 My version of CCE Tuck Boxes (no sleeves)
TUCK_BOX_CCE_PDF.pdf
This PDF file contains tuck boxes for American, German, and Russian fate decks. Boxes sized for cards without sleeves.