Review after pre-publication demo played. | BoardGameGeek Forums http://www.boardgamegeek.com/images/geeksm.gif http://www.boardgamegeek.com/thread/113461 BoardGameGeek features information related to the board gaming hobby en-us http://www.boardgamegeek.com/thread/113461 scott.alden@gmail.com (Scott Alden) 113461 1077947 Re: Review after pre-publication demo played. by Chad Jensen

]]> <i>Let's hope he can come up with a better satchel charge counter than that Stratego-looking thing you have on GMT's website.</i> <br> <br>Gregory, <br> <br>I'm disappointed: You don't like my Wile E. Coyote bomb artwork? <img src="http://files.boardgamegeek.com/images/yuk.gif" alt=":yuk:" border="0"> <br> <br>Don't worry, that one's only staying on the Italian counters....
http://www.boardgamegeek.com/article/1077947#1077947 2006-09-14T04:26:15+00:00 Chad Jensen
113461 1077620 Re: Review after pre-publication demo played. by saxophone

]]> <i>That is my home-brewed playtest art. GMT's art dept - led by the talented Mr Rodger MacGowan - is working on the "final" full-color illustrations.</i> <br> <br>Let's hope he can come up with a better satchel charge counter than that Stratego-looking thing you have on GMT's website. <img src="http://files.boardgamegeek.com/images/shake.gif" alt=":shake:" border="0">
http://www.boardgamegeek.com/article/1077620#1077620 2006-09-13T23:38:31+00:00 saxophone
113461 1017103 Re: Review after pre-publication demo played. by Smougman

]]> I still get a little tinge of excitement in my gut every time I read a new review or report on this game. I really think this game series is going to hit that bullseye area between complexity and fun that will allow me to find players amongst ASL buffs and M'44 buffs equally.
http://www.boardgamegeek.com/article/1017103#1017103 2006-08-02T15:27:16+00:00 Smougman
113461 962961 Re: Review after pre-publication demo played. by Chad Jensen

]]> <i>MacGowan you say...think i'll get a copy. Thanks for the reply!</i> <br> <br>Thank <i>you</i>, sir. And welcome aboard!
http://www.boardgamegeek.com/article/962961#962961 2006-06-22T16:48:36+00:00 Chad Jensen
113461 962594 Re: Review after pre-publication demo played. by macca

]]> MacGowan you say...think i'll get a copy. Thanks for the reply!
http://www.boardgamegeek.com/article/962594#962594 2006-06-22T12:39:02+00:00 macca
113461 962198 Re: Review after pre-publication demo played. by Chad Jensen

]]> <i>Re the counter art - is the counter art we see on GMT's site for CC the final version?</i> <br> <br>Murray, <br> <br>Nopety-nope. That is my home-brewed playtest art. GMT's art dept - led by the talented Mr Rodger MacGowan - is working on the "final" full-color illustrations.
http://www.boardgamegeek.com/article/962198#962198 2006-06-22T03:35:17+00:00 Chad Jensen
113461 962139 Re: Review after pre-publication demo played. by macca

]]> Re the counter art - is the counter art we see on GMT's site for CC the final version?
http://www.boardgamegeek.com/article/962139#962139 2006-06-22T02:32:25+00:00 macca
113461 959573 Re: Review after pre-publication demo played. by AllenDoum

]]> <b>dalestephenson wrote:</b><br><i>I'm not aware of any games GMT has ever made with a mounted map, although the board for Winds of Plunder (not a wargame, but has a map) will be mounted.</i> <br> <br>Santa Fe Rails had a mounted map. And Rome a double-sided mounted map. Euro style in both cases. (No vally)
http://www.boardgamegeek.com/article/959573#959573 2006-06-20T17:44:14+00:00 AllenDoum
113461 959316 Re: Review after pre-publication demo played. by Beyak

]]> Cool, but just out of curiosity... How can you download this game and attempt to play it? I didn't see cards or counters posted anywhere.
http://www.boardgamegeek.com/article/959316#959316 2006-06-20T15:20:07+00:00 Beyak
113461 959131 Combat Commander by breakmanynecks

]]> After downloading this game and attempting to play... <br>I would deffinitely call this game "ASL Lite" or "Squad Leader Plus" The basic game mechanic is entirely different, it reminds of John Hill's other Tactical Design "Fire Team". <br>I see a lot of potential here, but I'm real sucker for a good Tactical situation!<img src="http://files.boardgamegeek.com/images/biggrin.gif" alt=":D" border="0">
http://www.boardgamegeek.com/article/959131#959131 2006-06-20T13:21:47+00:00 breakmanynecks
113461 954464 Re: Review after pre-publication demo played. by m:cafe

]]> I'll be the first to say it; once you get a sheet of plexi-glass for your gaming table, you'll wish ALL of your games had paper maps!
http://www.boardgamegeek.com/article/954464#954464 2006-06-16T04:48:52+00:00 m:cafe
113461 950679 Re: Review after pre-publication demo played. by dalestephenson

]]> <b>nicktaruffi wrote:</b><br><i>Being a huge former ASL fan ( and current UP FRONT active player )I'm for sure interested in this game, bit I'm concerned about the quality of the maps: are they mounted ( rigid ) ? I was rather disappointed by the poor quality of GMT maps, even by the "deluxe" maps that even costs extra money such as Paths of Glory's. <br>Paper-thin maps can RUIN a wonderful game imho( such is the case for PoG ) <br> My 2 cents</i> <br> <br>Paper maps -- six, double-sided. I'm not sure even the C&C:A box could stand up to twelve mounted maps, and I'd hate to think what the price would be. <br> <br>I'm not aware of any games GMT has ever made with a mounted map, although the board for Winds of Plunder (not a wargame, but has a map) will be mounted.
http://www.boardgamegeek.com/article/950679#950679 2006-06-13T14:01:55+00:00 dalestephenson
113461 950603 Re: Review after pre-publication demo played. by nicktaruffi

]]> Being a huge former ASL fan ( and current UP FRONT active player )I'm for sure interested in this game, bit I'm concerned about the quality of the maps: are they mounted ( rigid ) ? I was rather disappointed by the poor quality of GMT maps, even by the "deluxe" maps that even costs extra money such as Paths of Glory's. <br>Paper-thin maps can RUIN a wonderful game imho( such is the case for PoG ) <br> My 2 cents
http://www.boardgamegeek.com/article/950603#950603 2006-06-13T12:45:49+00:00 nicktaruffi
113461 947351 Re: Review after pre-publication demo played. by PaulBravey

]]> From what Chad said at KublaCon, Vol2 will contain Brits, Italians and French. I think he also mentioned the minor nations but I can't remember which set they're in, if at all. Volume 2 is already written - I think the only reason that it's being released as two volumes is sheer size.
http://www.boardgamegeek.com/article/947351#947351 2006-06-10T00:56:32+00:00 PaulBravey
113461 947328 Re: Review after pre-publication demo played. by Beyak

]]> <b>tomg wrote:</b><br><i> <br>With luck the game's designer would reply. <br>Tomg</i> <br> <br>Chad is very good at responding quickly to any questions regarding Combat Commander either here or in Consimworld. However, I know that he is in Tempe AZ for Monstercon right at the moment. He is due back in town on Sunday so probably won't be able to respond until then at the earliest. <br> <br>I can't wait for him to get back so I can play some more CC <img src="http://files.boardgamegeek.com/images/cool.gif" alt=":cool:" border="0"><img src="http://files.boardgamegeek.com/images/smile.gif" alt=":)" border="0">
http://www.boardgamegeek.com/article/947328#947328 2006-06-10T00:24:16+00:00 Beyak
113461 947275 Re: Review after pre-publication demo played. by tomg

]]> <i>Anybody have any idea about Vol. 2 and if it'll release simultaneously or a while from now? And how will it be different?</i> <br> <br>It seems highly unlikely that Vol. 2 will be released with Vol. 1, since only <br>Vol. 1 is on GMT's P500 list. Beyond that it is hard to say how long it will <br>be until Vol. 2 is released. If the game turns out to be very popular Vol. 2 <br>may show up as quickly as the expansion to Command & Colors did. I've got the <br>feeling that the designer has already done work on Vol. 2, so that is a <br>possibility. Then again Vol. 2 may take quite a while before being released <br>due to lack of interest or a lot of other product that GMT wants to release. <br> <br>How will it be different? The game's web page indicates that the other <br>volumes will contain other nationalities. My quess for Vol. 2 would be <br>the British and Italians. It is also likely to contain new maps and new <br>scenarios. I would not expect the rules to change. <br> <br>Off of the above is just my guess. You could try asking on the forum on <br>Comsimworld for this game, <br> <br><A target='_blank' href="http://talk.consimworld.com/WebX?50@982.5r8tb1UA6Nh.13@.1dd0d2c6" rel="nofollow">http://talk.consimworld.com/WebX?50@982.5r8tb1UA6Nh.13@.1dd0...</A> <br> <br>With luck the game's designer would reply. <br> <br>Enjoy, <br>Tomg
http://www.boardgamegeek.com/article/947275#947275 2006-06-09T23:36:49+00:00 tomg
113461 947259 Re: Review after pre-publication demo played. by crusader4x

]]> Anybody have any idea about Vol. 2 and if it'll release simultaneously or a while from now? And how will it be different?
http://www.boardgamegeek.com/article/947259#947259 2006-06-09T23:20:08+00:00 crusader4x
113461 947120 Re: Review after pre-publication demo played. by jimmyqjr

]]> Yeah, I was going to say, its like saying someone is between just born and dead!<img src="http://files.boardgamegeek.com/images/laugh.gif" alt=":laugh:" border="0"> <br> <br>Good review, thanks.
http://www.boardgamegeek.com/article/947120#947120 2006-06-09T21:18:56+00:00 jimmyqjr
113461 947087 Re: Review after pre-publication demo played. by tomg

]]> Thanks for all the comments.. I have make a couple of edits based on <br>the points mentioned. <br> <br>Now lets all join together and chant <br> <br>We want Combat Commander Now! <br>We want Combat Commander Now! <br> <br><img src="http://files.boardgamegeek.com/images/smile.gif" alt=":)" border="0"> <br> <br>Enjoy, <br>tomg
http://www.boardgamegeek.com/article/947087#947087 2006-06-09T20:57:04+00:00 tomg
113461 946883 Re: Review after pre-publication demo played. by sdiberar

]]> <b>tomg wrote:</b><br><i>This game falls between <i>Memoir '44</i> and <i>ASL</i> <br>both in terms of complexity and in time it takes to play.</i> <br> <br>Don't mean to be picky, but <i>almost my entire game collection</i> fits this description. <br> <br><img src="http://files.boardgamegeek.com/images/tounge.gif" alt=":p" border="0"> <br> <br>Excellent review, I can't wait for this game to hit the streets!
http://www.boardgamegeek.com/article/946883#946883 2006-06-09T19:24:50+00:00 sdiberar
113461 946524 Re: Review after pre-publication demo played. by BagpipeDan

]]> *GMT DEVELOP THIS FASTER* <br> <br>If we all think that hard enough everything will magically speed up!<img src="http://files.boardgamegeek.com/images/thumbs-up.gif" alt="thumbsup" border="0"><img src="http://files.boardgamegeek.com/images/thumbs-up.gif" alt="thumbsup" border="0">
http://www.boardgamegeek.com/article/946524#946524 2006-06-09T05:30:37+00:00 BagpipeDan
113461 946293 Re: Review after pre-publication demo played. by Beyak

]]> Great review Tom, <br> <br>I saw only a couple of details that you may have missed. <br> <br>First, the secret objectives you said can only be achieved by the player holding the card. Well, not true. At the scenario's end all objectives are exposed and points are awarded to which ever side holds those objectives. The only advantage of knowing the secret objectives is that you know where to best allocate your on board resources. <br> <br>Second, you said it would be easy to come up with a way to generate a random scenario. Its actually very easy. I believe a random scenario generator comes with the game. <br> <br>Also, remember the Initiative Marker that can be passed back and forth to reroll dice rolls. Sometimes its a huge factor in the game and sometimes it never changes hands. Perhaps in the scenario you played it wasn't a big factor. <br> <br>Anyway, great fun reading your review.
http://www.boardgamegeek.com/article/946293#946293 2006-06-09T00:51:36+00:00 Beyak
113461 945867 Review after pre-publication demo played. by tomg

]]> <i>Combat Commander Vol. 1 Europe</i> is a game that has been generating <br>a lot of interest and has recived a lot of pre-orders in the short time that <br>it has been on GMT P500 list. Hopefully that means that it will get released <br>soon. After playing a demo, and watching two others, at Kublacon 2006, I <br>can see why. This game is well designed and a lot of fun to play. The <br>designer, Chad Jensen, was doing the demos. He is quite friendly and while <br>talking with him it was apparent that he has put a lot of time and thought <br>into the design of this game. The results are a well polished design that I <br>believe will be a very successful. <br> <br> <br><b>Overview:</b> <br> <br><i>Combat Commander</i> is a squad level game of infantry tactical combat <br>during WWII. It joins several simular games in this scale and period <br>including <i>Advanced Squad Leader</i> and <i>Lock 'n Load: Band of Heroes</i>. <br>The designer's inspiration for this game was <i>Squad Leader</i> and <i>Up <br>Front</i>. So what makes this game different and worth playing? <br> <br>First it combines a hex map and cardboard unit game with a card driven game <br>play. This has been done in quite a few games, but not for a tactical level <br>game. Looking at a gamme in progress one could mistake it for a game of <br><i>ASL</i>. The map shows individual buildings, walls and roads. Each <br>cardboard unit is of a squad, team or leader. The values on the units show <br>its firepower, range, movement and morale, while leaders also show a command <br>rating. But to the side are two decks of cards and each player has a few <br>cards in their hand, much like in <i>Up Front</i>. <br> <br>This does sound a bit like <i>Memoir '44</i> in concept, but is actually <br>quite different. In <i>Combat Commander</i> multiple cards are played in <br>a turn while in <i>Memoir '44</i> only one is played. In <i>Combat <br>Commander</i> a card play determines what type of action can be done and <br>the player selects the unit or units that undertake that action. In <br><i>Memoir '44</i> a card play indicates how many and which units may act <br>with the player deciding what actions those units will do. The result is <br>that <i>Combat Commander</i> feels much more like a wargame with deeper <br>tactical and strategic depth than <i>Memoir '44</i>, while not being that <br>much harder to learn and play. <br> <br> <br><b>Game Play:</b> <br> <br>The fate cards control several aspects of the game. Each card has 5 <br>sections, Action, React, Event, Random Hex and Die Roll. Each section <br>is used in different situations. Each time a card is turned over only <br>one of these is used, and the others are ignored. Action is used when <br>a card is played as an action during the player's turn, and specifies <br>the type of action that one or more units can undertatke. Possible <br>actions include Fire, Move, Advance, Rally and Rout. React can be <br>used at any time by either player and includes such things as Assault <br>Fire, Ambush, Grenades, Dig In, Opportunity Fire and Smoke. They are <br>played in response to an Action being taken and often modify the results <br>of that action. <br> <br>Die Roll shows the result of rolling two six sided dice. <i>Combat <br>Commander</i> does not use dice, instead when a die roll would be <br>called for, the top card of player's deck is turned over and the die <br>result on that card is used. There are 36 possible die roll combinations <br>with 2 six sided dice. A deck consists of 72 cards where each possible <br>combination is appears on two cards. Also if the die roll is surrounded <br>by a red box then this indicates a Trigger. These Triggers only take <br>effect if the card was turned over to obtain a die roll result. Possible <br>Triggers include Jammed, Sniper, End of Turn and Event. If it is an Event <br>then the next card is turned over to determine what event occured by <br>looking at the Event seciton of that card. Events include things like <br>Air Support, Booby Trap, Battle Fury, Hero and Pinned. Some Events <br>and the Sniper Trigger need to determine which hex that they effect. <br>In this case another card is turned over and the Random Hex section <br>is used. <br> <br> <br>In <i>Commbat Commander</i> players alternate turns. Each turn a <br>player takes a number of actions, typically 2 to 4 as specified by <br>the scenario, where each action is a play of a card and resolving <br>the action specified by that card. The number of cards in a player's <br>hand is determined by the player's Posture which is also specified by <br>the scenario. A Posture of Attacker gives 6 cards, Recon 5 cards and <br>Defender 4 cards. A player will resolve the results of one action, <br>including any die rolls and possible Events that occur, before selecting <br>the next to use as an action. Taking an action is optional and if the <br>hand does not contain useful cards one can discard and replace some of <br>them from the hand instead of taking any action. This is especially <br>usefull when the hand contains cards with the Command Confusion action. <br>This is a special action that indicates that card cannot be use to take <br>any an action. So hopefully that card has a useful reaction on it, <br>otherwise it takes up a space in the player's hand. <br> <br>Taking an action involves activating one or more units which will <br>attempt that aciton. As is typical in squad level games one or more <br>units in the same hex, or some or all units within the command range <br>of a leader may be activated. Each unit may be activated only once <br>during a players turn. The handling of actions will be familiar to <br>those who play other squad level games. For example, movement involves <br>counting the movement points used to enter each hex. The terrian in <br>the hex and on the hexside crossed determines how many movement points <br>are needed. Also during movement the other player may fire on the <br>moving units if they are in line of sight and they play a card that has <br>a Reaction of Opportunity Fire. This means that there is always an <br>uncertainty when moving units if they wil be fired on or not. <br> <br>Combat fire is also handled in a typical manner. The total fire power <br>is equal to the firepower of one unit, plus the number of other units <br>also firing, plus the number of weapons (such as machine guns) firing <br>plus the leadership (if a leader is involved), plus terrian advantages <br>(such as firing downhill), plus the sum of a 2 six sided dice roll. This <br>is compared against the targets morale, plus any terrian cover value, <br>plus the sum of a 2 six sided dice roll. The results of these two values <br>are compared to determine the effect, which can be no effect, target <br>becomes broken, or even the target unit eliminated. <br> <br>There are two things that are different in the resolution of fire combat <br>in <i>Combat Commander</i>. First is that an event can occur as the <br>result of the die rolls. This gives a wide range of possible things <br>occuring. Second both sides can play cards as a Reaction during the <br>combat. The attacker can use reactions that increase their firepower, <br>such as Sustained Fire or Grenades while the target can use reactions to <br>help them such as Concealment. So the card play has a large effect on <br>the outcome. <br> <br>There are many other things which the game handles such as melee, <br>ordnance weapons (but no tanks), mine fields, fortifications, calling <br>for artillary fire, etc. which I will not cover in this review. <br>Instead the current version (which will change little from the <br>released version) of the rules is available online at the GMT Games <br>website. The link to the rules plus sample maps, counters and <br>scenarios can be found at <A target='_blank' href="http://www.gmtgames.com/combatcomm/main.html" rel="nofollow">http://www.gmtgames.com/combatcomm/main.html</A> <br> <br> <br>But how does one win a game of <i>Combat Commander</i>? A point score <br>is kept during the game. Points can be gained for eliminating enemy <br>units, moving your units off the far side of the board, control of <br>mapboard objectives and possibly scenarios specific conditions. At <br>start of each game 3 mapboard objectives are selected from a deck of <br>cards. One of these is placed face up and one is given to each player <br>which is only seen by that player. Also, during play addition objectives <br>may be drawn. Each objective is one or more locations on the mapboard, <br>often buildings, that must be controlled in order to gain the victory <br>points specified. This incourages both sides to push forward in order <br>to gain or deny control of potential objectives, since a player usually <br>doesn't know what all the objectives in play are. <br> <br>Then there is the Initiative Marker which counts for one victory point <br>to the player holding it at the end of the game. During the game the <br>Initiative Marker can be used to cause another die roll to be made if <br>the player holding the Initiative Marker does not like the roll just <br>make, but then the marker is given to the other player. Since it is <br>worth a victory point, the player must decide when it is important <br>enough to use on a re-roll. <br> <br> <br><i>Combat Commander</i> plays quickly with little or no down time. <br>A scenario can normally be played in about an hour with the couple <br>of longer ones taking up to 2 and half hours. So two scenarios can <br>easily be played in an evening. Both players are always involved <br>due to the ability to play cards for their Reaction. <br> <br>The one scenario that I played felt like there was a fair amount of <br>luck involved, somewhat more than in a more traditional game such <br>as <i>ASL</i>. In addition to the die rolls, there are a some events <br>that occur. On the other hand this can keep the game interesting in <br>that you can never be sure how a scenario will play out. I don't <br>know if this is typical for the game or just due to having only <br>played once. <br> <br> <br><b>Componants:</b> <br> <br>Since the game is not yet released and final artwork is still to be <br>completed only a couple of things can be said about the componants. <br>First there will be over 600 counters of 1/2" and 5/8" size. There <br>will be 72 card decks for eadh of 3 nationalities, American, German, <br>and Soviet. Later games will add other nationalities. Included will <br>be play aids and a track display which shows the current turn and <br>point score amoung other things. <br> <br>The game is planned to include 12 maps. These maps are not geomorphic <br>and cannot be combined. The playtest maps look very good with the <br>terrian easy to determine, yet subdued enough to make looking at them <br>easy on the eyes. Each map is 11 hexes by 15 hexes and measures 17 by 22 <br>inches. This makes the hex size large enough that counters do not need <br>to be stacked to fit within the hex. It was vey nice to be able to <br>see all of ones units at a glance. <br> <br>The rulebook is currently 24 pages and will likely change very little <br>from what will be released. The rules are well laid out, quick and <br>easy to learn. The rules suggest that beginners only read a portion <br>of the rules and can then play their first scenario. When references <br>need to made to the rules, it is easy to find the right place to look. <br>Also, I apprecaite that the rules include a glossary and index. A copy <br>of the current version of the rules can be found on the GMT Games web <br>site at <A target='_blank' href="http://www.gmtgames.com/combatcomm/main.html" rel="nofollow">http://www.gmtgames.com/combatcomm/main.html</A> <br> <br> <br><b>Summary:</b> <br> <br>I am very impressed with </i>Combat Commander</i> and already have a <br>copy on preorder. This game falls between <i>Memoir '44</i> and <i>ASL</i> <br>both in terms of complexity and in time it takes to play. The rules <br>are easy to learn, and game play flows well. All the work that the <br>designer has done shows. The game is very well designed and any rough <br>edges have been polished smooth. Most of all this game is <b>fun</b> to play. <br> <br>Replay value is high, both because there are up to 12 scenarios included <br>in the game, and because of the events that can happen. I have heard <br>that the game will come with rules for generating random scenarios, and <br>I expect a lot of fan created scenarios to appear. <br> <br>For anyone interesting in WWII tactical wargames, give this one a close <br>look. Unless you must absolutly have tanks in the game, I think you will <br>enjoy <i>Combat Commander</i>. I expect that this will get a lot of play and <br>with expansions planned that add other nationalities it will be around for <br>a long time. <br> <br>For more details on the game see its web site at <br><A target='_blank' href="http://www.gmtgames.com/combatcomm/main.html" rel="nofollow">http://www.gmtgames.com/combatcomm/main.html</A> <br> <br>I rate this a 9 out of 10. Note that only one game has ever received a <br>rating of 10 from me. <br> <br>Enjoy, <br>Tom <br>
http://www.boardgamegeek.com/article/945867#945867 2006-06-08T19:43:47+00:00 tomg