Your Account | Login | Shopping Cart (0) | Checkout  
Live chat by SightMax
   Search:

Merchant Services
Combat Commander: Europe

Click here to view larger image

Click here to view larger image

Combat Commander: Europe

COMPONENTS
  • 876 full color counters
  • Six 17"x22" full-color backprinted mapsheets
  • 220 Cards
  • Full color Rule Book
  • Full color Scenario Book
  • One full-color Track display
  • 4 Full-color Player Aid cards

    ERRATA & FAQ

    ONLINE RESOURCES

  • Bonus Scenario 101 [783 Kb pdf]. (Original P500 bonus)
  • Bonus Scenario 102 [570 Kb pdf]. (Original P500 bonus)
  • 2007 VASSAL Tournament Page
  • Official VASSAL Module for CC:E, CC:M & Paratroops (1.8), by Tim McCarron
  • VASSAL ReadMe
  • Final CC rulebook [5MB pdf]
  • French language rulebook [5MB pdf]
  • Game AAR
  • CC:E Corrected American Cheat Card by Greg Wong

    REVIEWS

  • Combat Commander: Europe, A Tactician's Delight, by Randy Dreger(Boardgame Geek)
  • GameBlog Review, by Mikko Saari
  • Combat Commander: Europe, by Tom Vasel (The Dicetower)

    AWARDS

  • BoardGameGeek's Golden Geek Award as Best Wargame of 2007

  • PUBLISHED: 2006
    DESIGNER: Chad Jensen
    DEVELOPERS: Chad & Kai Jensen
    SERIES DEVELOPER John A. Foley
    ART DIRECTOR: Rodger B. MacGowan
    MAP ART: Leland Myrick & Chad Jensen
    CARD ART: Mark Simonitch & Chad Jensen
    COUNTER ART: Lee Brimicombe-Wood & Chad Jensen
    PRODUCERS: Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch


    Price: $79.00
    Quantity:  

     E-mail this product to a friend



    Combat Commander: Mediterranean

    Combat Commander Battle Pack #1: Paratroopers

    C3i Magazine Issue #19

    Combat Commander: Pacific




    Product Rating: (4.79)   # of Ratings: 77   (Only registered customers can rate)

    (Only registered customers can rate)

    1 - Terrible
    2 - Bad
    3 - OK
    4 - Good
    5 - Great
    0% 50% 100%

    Sort: New to Old RE-SORT COMMENTS:

    Showing comments 1-10 of 42 (Next 10) Click Here to see all comments
    1. Charles on 5/10/2008, said:

    Game is filled with random events that seem to come from nowhere and have little reason behind them. No vehicles. I will stick with Up Front.
      (0 people found this comment helpful, 0 did not)
    2. Stephen on 3/25/2008, said:

    This is the game that SL *should* have evloved into... To me it combines the best of SL and UpFront to provide a really enjoyable and challenging experience. It's certainly my favourite WW2 boardgame by a long way... but be warned; if you like to treat boardgames like a kind of chess, this is probably not for you... the game mechanics mean you'll have react to events and proably need change whatever plan you devise at the outset. This game punishes anyone who cannot think in a flexible way and act on opportunities as fate presents them. A truly marvelous game. (p.s. Obvioulsy the mechanics favour 2 players but I've happily soloed through the scenarios... so all of you billy-no-mates should not be put off)
      (0 people found this comment helpful, 0 did not)
    3. Yiannis on 3/12/2008, said:

    CC:E captures the atmosphere of squad level combat in a much more easy and comprehensive way than Up Front! It's amazing how a wargame with so few rules can create such a vivid, thrilling sensation.
      (0 people found this comment helpful, 0 did not)
    4. Lawrence M. on 3/12/2008, said:

    It's the love child of Squad Leader and Up Front. The planning possible with counters and a map meets the reaction to (mis-)fortune of cards.
      (0 people found this comment helpful, 0 did not)
    5. J. R. on 3/11/2008, said:

    Great game, fast moving and chaotic. A good plan quickly goes awry and what you're left with is a feel of the true nature of this conflict. The maps are stunning with the "big" hex concept negating the need for stacking - brilliant! The artwork is truely exceptional and sets new standards in the hobby. Such a joy to play - new modules can't come quick enough.
      (0 people found this comment helpful, 0 did not)
    6. Steve on 2/20/2008, said:

    A "home run" for GMT, CC is one of the most addicting games that I have ever played. Conveys the chaotic nature of the battlefield better than any of the competition. What a great expandable series, with much more yet to come!
      (0 people found this comment helpful, 0 did not)
    7. Roberto on 2/12/2008, said:

    Terrific game! The best wargame I've ever played, I can't wait for Pacific edition!
      (0 people found this comment helpful, 0 did not)
    8. Robert on 1/17/2008, said:

    I'm very much a operational and strategic gamer, so I was taking a risk by picking this up just based upon watching people play this at CSW Expo last year. Well, the risk paid off, as I've played 3 times, and really enjoyed it. The chaos keeps it very fresh (if somewhat frustrating at times), and I'm starting to learn how to use small unit tactics (a painful learning curve, to be sure). A beautiful Vassal module will help me get in relatively frequent plays of this as well.
      (0 people found this comment helpful, 0 did not)
    9. Michael on 1/10/2008, said:

    Not a WW2 guy, but this one was really fun. Almost makes me want to get a copy- d'oh! Sold out!!
      (0 people found this comment helpful, 0 did not)
    10. Paul D. on 1/4/2008, said:

    I want to thank John Foley for teaching me this great game system at PrezCon '07. The toughest part for me was breaking my SL/ASL thought processes. Hope to see you at PrezCon '08!
      (0 people found this comment helpful, 0 did not)
    Showing comments 1-10 of 42 (Next 10) Click Here to see all comments

    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.

     

    Game Features
  • TIME SCALE several minutes per turn
    MAP SCALE 30 meters per hex
    UNIT SCALE Squads, Fire Teams, and Leaders
    NUMBER OF PLAYERS 1 - 2