Combat Commander: Europe/Med. Master Edition (0)

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ag.gameitem.AGID:
Spielzeit: 180
Mindestalter: 12
Spieleranzahl: 2
ag.gameitem.publisher: GMT Games
Spiel-Designer: Chad Jensen
Künstler: Mark Simonitch, Leland Myrick, Rodger B. MacGowan, Chad Jensen, Kai Jensen, Lee Brimmicombe-Wood
Mechaniken: Grid Movement, Simulation, Variable Phase Order, Advantage Token, Hexagon Grid, Line of Sight, Campaign / Battle Card Driven
Beschreibung
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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ag.gameitem.lastUpdated: 2025-04-22 03:50:41.29