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Counter samples: a Squad, Team, Leader and Weapon from each of the three nationalities
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GMT’s Combat Commander Dependency Chart
sample Fate Cards: fronts and backs for the three nationalities
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Germans all clipped and sorted, doesn't it look pretty!
Combat Commander: Europe
The Commander is taking a nap

Combat Commander: Europe (2006)

Players
2
Best: 2
Playing time
60–180 min
Age
12+
7.96
Average rating
6,171
Ratings
3.26/5
Weight
#282
BGG rank
Top 1,000
Alternate names:Combat Commander: Europa
Designer:Chad Jensen
Artist:Rodger B. MacGowan, Mark Simonitch, Lee Brimmicombe-Wood, Chad Jensen, Leland Myrick
Publisher:GMT Games +1 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 5, Interaction 5, Complexity 6.5, Theme 5
Strategy7.0
Luck5.0
Interaction5.0
Complexity6.5
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameWorld War IICampaign / Battle Card DrivenHexagon GridSimulationVariable Phase OrderGrid MovementAdvantage TokenMovement PointsLine of Sight

Overview

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 their 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.

Expansions

Combat Commander: Mediterranean
Combat Commander: Battle Pack #1 – Paratroopers
Combat Commander: Battle Pack #2 – Stalingrad
Combat Commander: Battle Pack #3 – Normandy
Combat Commander: Resistance!
Combat Commander: Battle Pack #5 – Fall of the West
Combat Commander: Battle Pack #6 – Sea Lion
Combat Commander: Battle Pack #7 – Leader of Men: Tournament Battle Pack
Combat Commander: Europe – C3i #28 Scenarios
Combat Commander: Europe – C3i #20 Scenarios
Combat Commander: Europe – C3i #22 Scenarios
Combat Commander: Europe – C3i #26 Scenarios
Combat Commander: Europe – C3i #27 Scenarios
Combat Commander: Europe – C3i #24 Scenarios
Combat Commander: Battle Pack #8 – Minor Nations
Combat Commander: Adversary
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