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Combat Commander: Europe is a card-driven board game by Chad Jensen 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.

— GmtGames.com

The Combat Commander series is published by GMT Games.


** NEW **

Now including Great War Commander designed by Roger Nord and Pascal Toupy, published by Hexasim.  GWC, based on GMT's Combat Commander by Chad Jensen, covers tactical combat in World War I.  Formations in Great War Commander represent either a single Leader, a Runner, a 12 men Team, a 65 men Platoon, or a Tank.

Core Sets


All packaging artwork © Rodger B. MacGowan CCPacificBoxCoverGif

Click on image above to list all compatible scenarios, or select from a set below:

Pacific

GWCBoxCoverGif

Click on image above to list all compatible scenarios, or select from a set below:

Great War Commander

Core Scenarios
Expansions
Battle Packs
List By Scenario Designer
List By Map
 

Vol I - Europe

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.

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.

Source – GmtGames.com


Maps Included:

1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12

**NEW** The tables now include play counts, average length in minutes and an average number of time triggers per playing. These stats are based on plays entered by all users.

* The Min/Max Time columns are to provide some sense of the length of the scenario relavtive to other scenarios. Of course, multiple Time Events may occur in quick succession, or may be spaced far appart. This does not consider possible Surrender/Attrition game end conditions, which could potentially occur prior to the Min Time Event number.

Click in the selection box at the top of any column to filter the results on that column.

#NameScenario ByMapAxisAlliesYearLocationQty PlaysAvg Length (Mins)Avg Time TriggersMin Time*Max Time*
1Fat LipkiChad Jensen1GermansRussians1941Lipki, Russia13855511
2Hedgerows & Hand GrenadesChad Jensen2GermansAmericans1944Bocage Country, Normandy, France61177813
3Bonfire of the NKVDChad Jensen3GermansRussians1941Outside Brest-Litovsk31243713
4Closed for RenovationChad Jensen4GermansAmericans1944Humaine, Belguim71556612
5Cold FrontChad Jensen5GermansRussians1941Staritsa, Russia3165488
6Paralyzed From the West DownChad Jensen6GermansAmericans1944St. Mere-Eglise, France3 6613
7Bessarabian NightsChad Jensen7GermansRussians1944Bessarabia32707513
8Breakout DanceChad Jensen8GermansRussians1943Velikiye-Luki, Russia41736513
9Rush To ContactChad Jensen9GermansAmericans1945Outskirts of Hitdorf, Germany317771011
10Commando SchoolChad Jensen10GermansRussians1943Novorossiysk, Russia71966613
11Hold the LineChad Jensen11GermansAmericans1944St. Jean De Daye, France31196412
12Misty MountainChad Jensen12GermansAmericans1944Monte Castello, Italy6246889
             

Combat Commander packaging artwork © Rodger B. MacGowan

C3i Magazine Combat Commander Scenarios © RBM Studio, C3i Magazine. C3iopscenter.com


Hiddenimages.ca is not affiliated with GMT Games or C3i Magazine.

Images and text from GmtGames.com used by permission.


Thanks to Mark Buetow for compiling scenario information on BoardGameGeek and for permission to use his work, especially for the C3i scenarios that I did not have.


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