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Combat Commander: Europe Product Description:
- CC volume 1
- Number of players: 2 / Play time: 60 to 180 minutes
- Manufacturer: GMT Games
- 632 counters (5/8 and 1/2 inch), 216 2.5 x 3.5 cards, 6 2-sided 17 x 22 maps, 4 2-sided player aid cards, 1 Track Display, 1 24-page Rulebook, 1 Playbook
Product Description
Combat Commander is a card-driven board game series covering tactical infantry combat in the European and North African Theaters of World War II. One player takes the role of the Axis (Germany in this first game; Italy and the Axis Minors in later installments) while another player commands the Allies (Russia and America here; Britain France and the Allied Minors in future expansions). This first game of Combat Commander includes units cards and historical scenarios depicting the American German and Russian forces. The second game in the series will provide cards counters and historical scenarios for British French and Italian forces. Each game includes 6-12 historical scenarios as well as a roll your own scenario system that provides an almost unending variety of map configurations force structures and combat situations. Replayability value for Combat Commander is very high. A game of Combat Commander has no strict sequence of play. Each turn is divided into a variable number of Player Turns each of which may consist of either: the active player expending one or more Fate cards from their hand for their Actions; or passing which allows the discarding of one or more Fate cards. Players redraw up to their maximum hand size at the end of each of their own Player Turns. Additionally Reactions may be played by either player at any time so long as the prerequisite listed is met. FATE CARDS: 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. Each nationality has its own 72-card Fate deck highlighting its historical strengths and weaknesses (lots of Smoke for the US; marksmanship bonuses for Britain; commissar events for the Soviets; broken Italian units will surrender more often; etc.). Each Fate card contains one Action and one Reaction: only one of which may be declared when the card is played. The bottom portion o
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5 of 5 people found the following review helpful.My discovery of Combat Commander
By Hexanova
I've played SL/ASL (Advanced Squad Leader) on and off since 1980 or so. Mostly off recently because ASL takes a significant time investment to stay up on the Latin-like rules, or to review obscure special/nationality rules, or to just play some of the larger scenarios...and dare I say campaign games or historical modules. I just don't have the time I had when I was in jr high, high school, and college.But I still wanted the action of tactical battle. I've never been a fan of strategic simulations such as Rise & Fall of the Third Reich, et al. Too slow, plodding and abstract for me.So I was out of wargaming for quite awhile as I focused on career and family, actually selling my entire gaming collection except for my voluminous ASL collection, in hopes that some day I would find time to return.I thought wargaming was dead.Then recently it seems to be having and renaissance. I did some research on new games and discovered Combat Commander and gave it a try. It scratched that itch, was simple (compared to ASL, naturally), and quick. Perfect!Now as I delve deeper in to CC I'm actually questioning whether I'll ever return to the stodgy, and somewhat predictable, world of ASL. What I mean by that is that almost everything in ASL is set in stone, except the roll of the dice. There's not a significant amount of chaos and randomness to the game. If you play a scenario several times it plays out pretty much the same every time.Not so with CC. The game is crazy chaotic and a scenario can be vastly different with each play. Victory can be wrestled from the jaws of defeat (and vice versa) at any time!! Not really so with ASL. There's the inexorable grind to a forgone conclusion with almost every scenario, and it's nearly impossible to recover from a stretch of bad luck. Some people hate the randomness and chaos of CC, I personally love it. It's what MAKES this game IMO.
2 of 3 people found the following review helpful.Christmas Present for Son
By RDB
My son loved this game which is better than video games as you feel that you are interacting with each other more closely. Did not arrive on original promise date but did arrive in time.
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