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Combat Commander: Europe/Med. Master Edition
Combat Commander: Europe/Med. Master Edition
by GMT Games
Player Count
2

Player Ages
12+

Playing Time
1 hour to 3 hours
Categories
  • Wargame
  • World War II
  • Designers
  • Chad Jensen
  • Mechanisms
  • Campaign / Battle Card Driven
  • Hex-and-Counter
  • Simulation
  • Grid Movement
  • Advantage Token
  • Line of Sight
  • Artists
  • Rodger B. MacGowan
  • Mark Simonitch
  • Lee Brimmicombe-Wood
  • Chad Jensen
  • Leland Myrick
  • Kai Jensen
  • Family
  • Combat Commander Series
  • Admin: Unreleased Games
  • Rating: 0/10 from 0 users

    Description

    This Master Edition combines both CC: Europe and CC: Mediterranean into one package and includes the new Minor Nations Battle Pack material as well. This version is how the game was originally conceived and designed.

    Combat Commander 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 forces while another player commands the Allied forces. 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.

    Components:
    6½ countersheets
    One 24-page Rulebook
    One 52-page Playbook
    Eight PAC sheets (6 two-sided nationality cards, one Terrain chart, one misc. play aids chart)
    439 Cards (6 decks of 72 cards each, 1 Fate card, 6 nationality reference cards)
    24 Maps on 12 double-sided 17" x 22" sheets
    One 8½" x 22" Track Display

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