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 Germany
while another player commands either America or Russia. These two
players will take turns playing one or more “Fate” cards from their
hands in order to activate units on the mapboard for various military
functions.
There is no strict sequence of play to follow in Combat Commander:
each measure of game Time is divided into a variable number of player
Turns, each of which may consist of one or more “Orders” conducted by
the active player. “Actions” may generally be conducted by either player
at any time. “Events” — both good and bad — will also occur at random
intervals to add a bit of chaos and uncertainty to each player’s perfect
plan.
Orders
include: Fire, Move, Advance, Recover, Rout, and Artillery functions.
Each nationality also has a varying number of Command Confusion Orders
which act as duds while in hand.
An example of some of the 20 different Actions are:
· Smoke – If a unit with boxed Movement is activated to Move, place Smoke in or adjacent to its hex.
· Hand Grenades – Add +2 when firing at an adjacent hex.
· Dig In – Place foxholes in a friendly hex.
An example of some of the 35 different Events are:
· Walking Wounded – Select one eliminated unit. Return that unit to play in a random hex, broken.
· Hero – If not already in play, place your Hero in a friendly hex. Rally one broken unit there.
· Battle Harden – One unit becomes Veteran.
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. Command & Control is extremely important in Combat Commander,
being modeled via the “Command” number on Leader units. Command serves
both to enhance the abilities of Squads and Teams stacked with the
Leader, as well as allowing for multiple activations with a single
Order.
Combat Commander
includes twelve historical scenarios as well as a “roll your own”
scenario system that provides an almost unending variety of map
configurations, combat situations, and historically-based force
structures. Each scenario is played on one of twelve maps, each with a
10x15 hexgrid depicting various terrain at a scale of approximately 100
feet per hex.
Replayability for Combat Commander
is high. And with unlimited possibilities as far as additional
scenarios, maps, units, weapons, variants, etc. that will be released in
years to come – as well as the expected sequels covering the British,
French, Italians, and the Pacific Theater – Combat Commander
is one of those rare exceptional values in wargaming: one that can be
revisited time and time again, each with a new tale to tell.