Noble Knight Games - Role Playing Games, Board Games, War Games, Miniatures, Dungeons & Dragons Noble Knight Games - Role Playing Games, Board Games, War Games, Miniatures, Dungeons & Dragons Noble Knight Games - Role Playing Games, Board Games, War Games, Miniatures, Dungeons & Dragons Noble Knight Games - Role Playing Games, Board Games, War Games, Miniatures, Dungeons & Dragons
 CART: 0 items  VIEW CART
 TOTAL: $0.00  CHECKOUT
  advanced search
  new releases   home   help  
shipping calculator
October 7, 2008
Role Playing Games
Board & War Games
RPG Miniatures, Painted Minis, and Tabletop Miniature Games
Historical Miniatures
Dice, Paints, Tools and more
CCG's
Novels & Comics
Historical and Non-Fiction Books
Original Art, Prints & Art Books
Software & PC Games
Toys, Movies & More
Browse by Genre/Theme
Full inventory list in text format
Full list of all inventory


Ordering & Shipping
International
Grading System
Testimonials
About Us
Site Map
Newsletter
Contact


Join our newsletter for new products, special offers, and more!


enter e-mail address



Sell your stuff or turn those old games into new!
Sell or Trade your gaming products


Partner with the Knight!
Partner with the Knight!


Don't see what your looking for? Create a Want List!
Create a Want List



PRODUCT INFO « Product List Page    « Product Lines  
Combat Commander - Europe
by GMT
Category: Board & War Games
Genre: War Game - World War II
Product Line: Card-Driven Games
Author: Chad Jensen
Publish Date: 2008
In Print: Yes
Condition: EX/NM     » Other conditions available
Condition Note: unpunched, 2/3 decks sealed
NKG part # Mfg. part # Type Condition
2147568635 GMT0609-08 Boxed Game EX/NM

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 & the Axis Minors in later installments) while another player commands the Allies (Russia & America here; Britain, France & the Allied Minors in future expansions).

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 of each Fate card contains an Event, a random hex symbol, and a 2d6 die roll – these can never be ‘played’ from the hand, only ‘revealed’ from the top of the draw pile when a game situation instructs a player to do so.

ACTIONS include: Fire, Move, Advance, Rally, Rout, Artillery Request and Artillery Denied. Each nationality also has a varying number of Command Confusion Actions which act as duds while in hand – these cards are useless except for any possible Reaction on the card. Actions, when played, generally activate a single unit to perform that Action, unless a Leader is activated: in which case it can further activate any or all non-leaders within its Command Radius to perform the same Action. There are 15 different REACTIONS. For example:

• Sustained Fire – Add +2 when firing a Mortar or Machine Gun. If the fire roll is “doubles”, break it.
• Smoke – If a unit with boxed Movement is activated to Move or Advance, place Smoke in or adjacent to its hex.
• Grenades – Add +2 when firing at an adjacent hex.
• Dig In – Place foxholes in a friendly hex.

There are 36 different EVENTS – both good and bad – that will occur at random intervals to add much chaos and uncertainty to each player’s perfect plan. Event examples:

• Walking Wounded – Select one eliminated unit. Return that unit to play in a random hex, broken.
• Hero – If not already in play, place the Hero in a friendly hex. Rally one broken unit there.
• Reinforcements - Roll on the Support Table. Select one available unit then place it along your map edge.
• Battle Harden - One unit becomes Veteran.

Units and weapons are rated for their Firepower and Range, while units also have a Movement allowance and a Morale number. Most importantly, Leaders have a Command number as well. Command has two functions in Combat Commander. First, it allows a leader that has been activated to perform an Action the ability to further activate any friendly non-leaders up to X hexes away, where X is its Command number (or “Command Radius”). Second, a leader’s Command number is added directly to every stat on every non-leader currently occupying the same hex. So, for example, a 5-FP, 5-Rg, 5-Mv Squad with 7-Morale in the same hex as a Leader with a Command of 2 would have stats of 7-7-7 and 9 for all purposes as long as that condition existed.

Average playing time is about 90 minutes per scenario. A scenario is played on one of several mapsheets, each with a 10x15 hexgrid depicting various terrain at a scale of 100 feet per hex. In addition to playing one of the many pre-generated scenarios included with the game, players can roll up random situations, as well. Playtesters described both types of scenarios as “fast, furious, and addictive.”

Replayability for Combat Commander is high. Our core group of four testers has logged over 230 roll-your-own scenarios and still ask to play on most game nights. And with unlimited possibilities as far as additional scenarios, maps, units, weapons, variants, etc. that can be released in the months and years to come (as well as the new games covering the British, French, Italians, and the Pacific Theater now in the design stage), 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 Components:
• Counters - 876 full color counters
• Maps - Six 17"x22" full-color backprinted mapsheets
• Cards - 220 Cards
• Full color Rule Book
• Full color Scenario Book
• one color Track display
• 4 Full-color Player Aid cards

Game Features
• Complexity - 5 out of 10
• Solitaire Suitability - 3 out of 10
• Time Scale - several minutes per turn
• Map Scale - 30 meters per hex
• Unit Scale - Squads, Fire Teams, and Leaders
• Nubmer of Players - 1 - 2

CURRENT CUSTOMER REVIEWS   (Review Guidelines)
» Be the first to write an online review and share your thoughts with other customers!

Customers who bought this item also bought:
Combat Commander - Battle Pack #1, Paratroopers by GMT
Combat Commander - Mediterranean by GMT
Ancients (2nd Edition) by GMT
Battlegrounds by AEG
Crusader Rex by Columbia Games


» Browse other products by GMT

« Product List Page    « Product Lines    « Home

$48.00  Quantity:   
Retail Price: $79.00
You Save: $31.00
In Stock: Ships within 24 hours

+ View enlarged image
(if available)

Stock Photo



+ View enlarged image
(if available)

Stock Photo



+ View enlarged image
(if available)

Stock Photo
  Send this to a friend
Home | Role Playing Games | Board & Wargames | Miniatures | Novels | Collectible Card Games | Supplies | View Cart | Logout | Help | Links
Dungeons and Dragons | Role Playing Games | War Games | Board Games | Miniatures | Careers
Questions or Comments please e-mail us at nobleknight@nobleknight.com
© 2008 Noble Knight Games, Inc.