Combat Commander: Solo

Adventures in solitaire playing of Chad Jensen's World War II Tactical Game System: Combat Commander: Europe, Mediterranean, Pacific and Resistance.

Archive for Combat Commander: Normandy

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16: East By Northwest (Scenario 54) - Best.Ending.Ever.

Joe C Faust
United States
Hartville
Ohio
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The Russians Germans set up grouped tightly with their leaders, owing to the quality (or lack thereof) of the Conscripts and Green Troops. The French wisely decided to form a defensive line based on the Chateau, with squad plus Bren gun in the stone buildings to the west, two Brens and satchel charge in the main house with Lt. Marienne, and Sgt. de Villers with the commandos and satchel in the K7 Woods.

The Russian German advance began slowly, met with stiff resistance from the French, who built up a fast lead in points by carefully mowing down low morale units as they tried to consolidate a base of fire against the chateau. Lt. Kulakov moved his men into building N9, only to find it booby trapped. de Villers' men moved south through the woods to keep Kulakov and his men pinned down, effectively halting their flanking maneuver.

It remained a firefight for a while until the Russians Germans were able to move on the right flank of the French, sending Cpl. Kikalashvili with his squads and LMG up to the west B7 building under cover of mortar fire. They Advanced into the building and easily bested the squad there, then trained their sights on the west end of the Chateau.

On the opposite flank, Kulakov's men rallied and got out of the building, killing the SAS Regulars as they did. de Villers pulled back into the woods.

The points have swung toward the Soviet Axis side.

Encouraged by the lack of fire from the Chateau, Cpl. K used the road to move north and then east into the building, triggering a fierce firefight. The Russians Germans moved into Melee, and in moments had killed Marienne and his squad. Assessing the situation, de Villers crossed the road and entered the east end of the Chateau, not so much under cover as during a lull in the Russian German fire. Two French squads were now in the building with Cpl. K and his remaining squad.

Each side is now one eliminated squad from surrender. The points have swung back to the French - but not by much.

A Sniper broke Cpl. K's squad and de Villers moved in next to him, an Advance and an Ambush in their hands, with plans to go two squads versus one.

Seeing the writing on the Chateau walls, Cpl. K decides to retreat his men out of the line of fire and possible Advance into Melee. They end up outside, in the southwest corner of the chateau.

The French play a rout card. Cpl. K's men take a powder to the edge of the map, where they rally. With no enemy to hinder him, Lt. Kulakov advances his men into the east end of the Chateau.

Smelling victory, the French then Advance on Cpl. K - that's right, out of the building and into the line of fire of enemy units. This pits one broken squad, one good order squad and a 1 leader against a 1 leader.

The French play an Ambush card. Cpl. K breaks, stepping down to a firepower of 0.

Cpl. K draws his card for the die roll. A 7 with event. He draws the event and...

Prisoners of War.

Like many good Russians who were doing the work of the Germans at Normandy, he threw up his hands and surrendered. His elimination as a unit tipped the Russians Germans into surrender.

Now some might think that advancing out of a building to capture an enemy noncom is not a very realistic thing to do - there could be a bit of gaminess there - but I really have to hand it to the CC system that a random event took it and made it totally appropriate and historical.

(The way I see it playing out is that de Villers merely leaned out of a shot-out window and aimed his pistol at Kikalashvilli. "Hey, Ivan," he says, "we've got you dead to rights. You can either die in the service of your enemy or join us. We've got some really great wine in here." I think the day probably ended with the remaining Russians Germans joining their new friends in the bullet-riddled chateau, exchanging rations and barbecuing something brought in from the nearby woods. Okay, maybe not. But it makes a great story, and that's one of CC's great strengths).

And this is why I love this game so much.

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Won/Loss
Anzac: 1/0
British Commonwealth: 1/0
France: 1/0
Germany: 5/10
Japan 0/2
Russia: 3/4
United States: 6/0
U.S. Marines: 1/0
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Mon Mar 28, 2011 2:14 am
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15: Mazed and Confused (Scenario 49)

Joe C Faust
United States
Hartville
Ohio
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Captain Goranson struggled to get his men through the German communication trenches, but ultimately only lost a half-squad, the other half of which returned as Walking Wounded. Goranson played it cautiously and worked the trenches as cover, hampered by a lack of Move cards at the beginning and the constant German mortar fire from three teams at the top of the high hill. The U.S. was gradually able to consolidate several units into a firegroup chain, but couldn't seem to budge the Germans and their HMG out of the last bunker. After many discards, the Germans finally rallied and started with the heavy fire again. Unfortunately, the inexperienced Cpl. Strobel led the mortar teams down the hill to occupy the last objective, where they fell under the eye of Goranson's large fire team. Even though they were in the trenches, the Axis took two sets of 10 fires each turn, enhanced by concentrated fires and good rolls. It was enough to push the Germans over their surrender level.
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Won/Loss
Anzac: 1/0
British Commonwealth: 1/0
Germany: 5/9
Japan 0/2
Russia: 3/4
United States: 6/0
U.S. Marines: 1/0
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Fri Mar 25, 2011 4:12 am
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14: Pointe Du Hoc Planned (Scenario #47b - Map #39)

Joe C Faust
United States
Hartville
Ohio
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From 3/11/11

The planned Pointe Du Hoc attack had to be played after the fun of the historic version, and was even more fun. This time the naval shelling destroyed three bunkers and killed one German squad and leader and broke a number of U.S. Rangers on the beach. The first Rangers up the cliff numbered two squads and a team. One squad and the team took refuge in the northern most building on the point, while the remaining squad got stranded in the open and cut down by German fire. There then proceeded to be a long shootout between Axis defenders, and the Allied invaders in the building. The German deck ran out first, bringing up two more Rangers - and at the end of that time check the U.S. deck ran out, bringing up another two. The next German draw pulled a 6-6 time check and an American colonel came up the hill and entered the house. All of a sudden the U.S. was back in the game. Most American casualties were from Snipers and Routs. While the Americans made good use of Rout cards, a couple of key Melees cleared out the bunkers that just couldn't be cracked, even with the three large fire groups that had coalesced along the edge of the point. The Axis line dithered, never seeming to have the cards they needed to do heavy damage - but the American cards were a strange lot as well. Ended on the first turn of Sudden Death with 15 points for the U.S.

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Won/Loss
Anzac: 1/0
British Commonwealth: 1/0
Germany: 5/8
Japan 0/2
Russia: 3/4
United States: 5/0
U.S. Marines: 1/0
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Thu Mar 17, 2011 2:22 pm
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13: Pointe Du Hoc Historical (Scenario #47a - Map #39)

Joe C Faust
United States
Hartville
Ohio
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From 3/9/11

Pointe Du Hoc Historical with an initial bombardment of the German defenses, determined by 5 random cards from each fate deck. These random shellings turned out to be well-targeted and took out two bunkers, with and two double hits killing two squads and a leader. Then the U.S. Rangers started waltzing up the cliff to finish the slaughter. There were only three U.S. casualties - two were deployed teams eliminated by overstacking caused by frequent German use of Rout cards. The third was a broken U.S. squad driven by Rout to the edge of the board that was killed by a sniper attack. All other casualties were German, inflicted to Surrender by the U.S. Rangers. One wonderful moment: a three-hex line of Rangers are targeted by a machine gun nest. The lead squad pops a 5 smoke to cover them all and then steps out of harm's way to join another fire group next turn.

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Won/Loss
Anzac: 1/0
British Commonwealth: 1/0
Germany: 5/7
Japan 0/2
Russia: 3/4
United States: 4/0
U.S. Marines: 1/0
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Thu Mar 17, 2011 2:17 pm
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#12: Pegasus Bridge (Scenario 46 - Map #38)

Joe C Faust
United States
Hartville
Ohio
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From 3/5/11

The glider landings were catastrophic for the British. Unable to move, they were pinned down in the open. Starshells were eliminated after one use as time check rolls came quickly - one in the first turn, declined by the Brits via Initiative Card (they would not get it back until late in the game). The late entering Axis Major was sniped for a break and went KIA later. Move cards were dear for both sides, with the Brits needing to storm the trenches (they were only able to fall back into the woods on an Advance) and the Axis needing to bring up reinforcements, but being hampered with the loss of their Major. It looked like a successful Axis defense until the Brits regrouped and their fire suppressed the enemy enough to get a leader and squad into a trench. The game ended as the Axis went into Melee with three units and an Ambush, only to find the outnumbered Brits had two ambushes and the Initiative. The Allied Melee roll of 12 was rerolled, resulting in 11. Successful Melee = British win by squad break.

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Won/Loss
Anzac: 1/0
British Commonwealth: 1/0
Germany: 5/6
Japan 0/2
Russia: 3/4
United States: 3/0
U.S. Marines: 1/0
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Thu Mar 17, 2011 2:11 pm
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