Combat Commander: Europe
2006
Experience the thrill of WWII infantry combat in Combat Commander: Europe. Command your troops, strategize your moves, and conquer objectives in this riveting card-driven board game.
180
minutes
2 - 2
player(s)
12+
Medium Heavy
About the game
Combat Commander: Europe is a thrilling, card-driven board game that simulates the tense atmosphere of tactical warfare in World War II. As a player, you are placed in the boots of a battlefield commander, leading your troops through a variety of challenging scenarios that test your strategic acumen and adaptability.
The game unfolds on a hex-based map, where each hex represents a specific terrain type, such as open ground, forests, or buildings. These terrains affect movement and combat, adding a layer of strategic depth that requires careful consideration of your troops’ position and movement.
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Setup and rules summary
Game components Unboxing the fun!
Combat Commander: Europe is a strategic board game that allows players to experience a simulation of World War II battles. Components of the game include:
1. Maps: The game includes six different double-sided maps. Each map represents a unique battlefield where the game scenarios take place. The maps are hexagonal grid-based and contain different types of terrain that can affect unit movement and combat.
2. Scenario Booklets: There are twelve different scenario booklets included in the game. Each scenario provides specific setup instructions, objectives, and special rules for a unique battle. Players choose a scenario to play and set up the game according to the chosen scenario’s instructions.
3. Unit Counters: These counters represent the various military units that players control during the game. Each counter displays valuable information such as the unit’s type, combat strength, and movement capability. Players use these counters to move around the map and engage in combat with enemy units.
4. Marker Counters: These counters are used to keep track of various game conditions such as unit status (routed, broken, etc.) and battlefield conditions (fire, smoke, etc.). They are placed on the map or on unit counters as needed.
5. Cards: The game includes several decks of cards. Each card can represent orders, capabilities, or events. Players draw cards from their respective decks and use them to command their units, enhance their abilities, or trigger random events during the game.
6. Dice: The game comes with six-sided dice. These are used to resolve combat and other random game events.
7. Player Aid Charts: These charts provide players with a quick reference for game rules and procedures. They can be very helpful, especially for new players.
8. Rulebook: The rulebook provides a detailed explanation of how to play the game, including setup, game sequence, and specific rules for movement, combat, morale, and other game elements.
Every component in Combat Commander: Europe contributes to the overall gameplay experience, making it a complex and immersive strategy game that accurately reflects the challenges and uncertainties of battlefield command during World War II.
Game setup Lay it out, line it up, let’s go
Combat Commander: Europe is a strategy board game that allows players to immerse themselves in various historical scenarios of World War II. The setup involves defining player roles, arranging the game board, allocating initial resources, and dealing with random elements. Here’s a step-by-step guide on how to set it up:
Step 1: Player Roles
Combat Commander: Europe is a two-player game, with one player commanding the Axis forces and the other commanding the Allies. Roles are determined either by player agreement or randomly. Once roles are assigned, each player should get their corresponding deck of cards and units.
Step 2: Game Board Placement
Unfold the game board and place it on a flat surface. Make sure there’s enough room around the board for players to place their decks, discard piles, and casualty piles. The game board represents different terrains and features of the battlefield and is divided into hexagonal spaces for unit movement and combat.
Step 3: Selecting the Scenario and Initial Setup
Choose a scenario from the scenario book. The scenario will detail the setup, including which map to use, the starting positions of units, and the initial hand size for each player. Follow these instructions carefully. Place the units on the game board as indicated in the scenario.
Step 4: Initial Resources
- Order Cards: Shuffle your deck of cards and draw as many as indicated by the chosen scenario to form your initial hand.
- Units: Each player should have a number of units, as dictated by the scenario. These may include infantry, weapon teams, and leaders.
- Markers: Keep the various game markers (like smoke, fire, and wire) nearby. You will need them during the game.
Step 5: Random Elements
Some scenarios include random elements to increase the unpredictability of the game. These can include random reinforcements, sudden changes in weather, or unexpected events. Most of these are implemented using the Fate cards in each player’s deck. When a Fate card is drawn, refer to the table in the scenario book to see what happens.
Once all these steps are completed, you are ready to start playing Combat Commander: Europe. Remember to refer to the rulebook for specific rules and conditions for victory. Enjoy the game!
Game flow Round and round we go
Combat Commander: Europe is a detailed and immersive strategy board game simulating the gritty realities of WWII combat. The game is played in rounds, each round is further divided into different phases. The overall structure of the game is as follows:
1. Command Phase
The first phase of each round is the Command Phase. During this phase, players perform the following actions:
- Hand Refresh: Players refill their hand to their current hand size limit from their respective Fate decks.
- Discard Excess Cards: If a player has more cards in hand than the hand size limit, they must discard down to their limit.
2. Orders Phase
The next phase is the Orders Phase. In this phase, players can perform the following actions:
- Issue Orders: Players play Order cards from their hand to issue orders to their units on the game board. The orders can include commands like move, fire, or rally.
- Resolve Orders: The actions commanded by the orders are then resolved. This could involve moving units, resolving combat, or improving the morale of units.
3. Discard Phase
The final phase of the round is the Discard Phase. During this phase, players have the option to discard any unwanted cards from their hand. They perform the following action:
- Optional Discard: Players may choose to discard any number of cards from their hand. This allows players to cycle through their Fate deck more quickly to find more useful cards.
Once the Discard Phase is complete, the round ends. A new round begins with the Command Phase, and play continues in this manner until the game ends. The game can end in several ways, such as one player achieving their scenario’s victory conditions, the Time Track reaching the Sudden Death space, or a player’s Fate deck running out of cards twice.
Players'turn One turn to rule them all
Combat Commander: Europe is a highly tactical and strategic board game that simulates various aspects of WWII combat. A player’s turn in Combat Commander: Europer can involve a variety of possible actions, each affecting gameplay in different ways.
The game is played in rounds, and each round is divided into turns. During each turn, a player has the chance to perform several actions, though the options available depend on the cards in the player’s hand and the current state of the game board. Here’s a detailed breakdown of the potential actions a player can take:
1. Play an Order Card:
A player can use one of their Order cards to order a unit on the board.
- Fire: This action allows a unit to attack an enemy unit within its line of sight and range. The success of the attack depends on a dice roll.
- Move: This action allows a unit to move to an adjacent space on the board. The distance a unit can move depends on its move factor.
- Advance: This action allows a unit to move one space, even if it’s into a close combat area. However, this action cannot be taken if the unit is in a space with an enemy unit.
- Request Reinforcements: This action allows a player to draw a new unit from their reserves and place it on a designated reinforcement area on the board.
- Command: This action allows a leader unit to issue the same order to multiple units within its command range.
2. Play an Event Card:
A player can play an Event card from their hand. These cards have a variety of effects, such as changing the weather conditions, disrupting enemy units, or providing bonus actions.
3. Discard and Draw:
If a player does not want to or cannot play an Order or Event card, they may choose to discard one or more cards from their hand and draw the same number of new cards from their deck.
4. End the Turn:
Once a player has taken their action, their turn ends. They draw back up to their hand limit if necessary, and then the other player takes their turn.
The strategy in Combat Commander: Europe comes from knowing when to play your cards, and how to use your units effectively. Every action you take can have far-reaching implications for the rest of the game, so it’s crucial to think carefully about each decision.
End of the game All good games must come to an end
Combat Commander: Europe is a complex and strategic board game that requires careful planning and execution. The game ends under certain conditions, and it’s important to understand these to strategize effectively. Here’s a detailed explanation of when and how the game of Combat Commander: Europe ends, along with all victory conditions and any actions players must take before final scoring.
The game comes to an end in three possible scenarios:
- The time limit set by the scenario is reached.
- A Sudden Death Victory condition is met.
- The deck of Fate cards is exhausted for the third time.
Let’s look at each of these scenarios in more detail:
1. Scenario Time Limit: Each scenario in Combat Commander: Europe has a set number of rounds indicated in the scenario briefing. When these rounds are completed, the game ends and players proceed to score their victory points.
2. Sudden Death Victory: Some scenarios also have Sudden Death Victory conditions. These conditions are specific to each scenario and are usually related to achieving certain objectives before the time limit. If a player meets these conditions, the game ends immediately and that player is declared the winner.
3. Exhaustion of Fate Deck: The game also ends immediately if the deck of Fate cards is exhausted for the third time. This rarely happens but is a built-in mechanism to prevent excessively long games.
Once the game ends, players must proceed to the final scoring. This involves:
- Counting the number of Objective locations they control.
- Adding any Victory Points earned from eliminated enemy units.
- Adding any additional Victory Points stated in the scenario briefing.
The player with the highest total of Victory Points is declared the winner. In case of a tie, the player who was the attacker in the scenario is the winner.
Scoring Did you outsmart your rivals?
Combat Commander: Europe is a highly tactical war game. The scoring system is complex and diverse, with numerous ways for players to earn points. It’s important to pay close attention to the scoring, as the winner is often determined by just a few points.
Victory Points
In the game, players earn points primarily through Victory Points (VPs). VPs are awarded in several ways:
- Eliminating enemy units
- Controlling specific areas on the game board
- Accomplishing scenario-specific objectives
The exact number of VPs awarded can vary depending on the scenario, but typically, eliminating an enemy unit awards a number of VPs equal to the eliminated unit’s printed command value. Controlling areas or accomplishing objectives generally award a fixed number of VPs as determined by the scenario.
Sudden Death Victory
In addition to accumulating VPs, a player can achieve a Sudden Death Victory if they meet certain scenario-specific conditions. For example, in some scenarios, a player can win immediately if they control a certain area at the end of a round.
Tie-Breaking Rules
In the event of a tie at the end of the game, the tie-breaking rules are as follows:
- The player who did not initiate the last round wins.
- If still tied, the player with the most remaining units wins.
- If still tied, the player with the most cards left in their hand wins.
Keep in mind that the goal of Combat Commander: Europe is not just to accumulate VPs but also to outmaneuver and outthink your opponent. The game rewards strategic thinking and careful planning, so be sure to consider all your options before making a move.
Particular Cases and Exceptions Wait… is that legal?
Combat Commander: Europe is a highly detailed and strategic wargame. As such, it has a number of unique rules, exceptions, and clarifications that are essential for optimal gameplay. Here are some of the more notable ones:
Sequence of Play: It’s important to note that the Sequence of Play in Combat Commander is somewhat fluid. A player’s turn consists of playing one or more cards from their hand, with each card allowing for various actions. However, the player does not need to use all of their actions at once, and can instead choose to alternate back and forth with their opponent.
Firefight: In a Firefight, both players select three of their units to participate. However, it’s worth noting that the player who initiates the Firefight gets the first opportunity to fire, giving them a slight advantage.
Wire: Wire in Combat Commander isn’t as straightforward as it might seem. It’s not enough to simply be adjacent to Wire to remove it. Instead, a unit must spend an entire action to remove Wire, and can only do so if they began their turn adjacent to it.
Artillery: Artillery in Combat Commander is a powerful tool, but it’s not without its risks. When a player uses Artillery, they must first roll for scatter. If the result is higher than the Firepower of the Artillery, the shot scatters to an adjacent hex.
Fog of War: One of the unique elements of Combat Commander is the Fog of War mechanic. This mechanic means that players can’t be entirely certain of what their opponent has up their sleeve. Some cards, when played, allow a player to look at their opponent’s hand, providing valuable information.
Victory Conditions: Victory in Combat Commander isn’t just about eliminating the enemy. Instead, players earn Victory Points through a variety of means, including controlling certain areas and achieving scenario-specific goals. The player with the most Victory Points at the end of the game is the winner.
Command Confusion: At times, a player may draw a Command Confusion card. When this card is drawn, the player must immediately discard it and their turn ends. This represents the chaos and confusion that can occur in the heat of battle.
Rout: Normally, a unit that is Broken (i.e., has taken damage equal to or greater than its Morale) is removed from the game. However, if a unit is in a hex with a friendly leader when it becomes Broken, it may instead Rout. This means the unit moves to an adjacent hex and then becomes Broken.
Tips and tricks Play smarter, not harder!
Combat Commander: Europe is a highly strategic board game that requires a keen eye for detail and a strong understanding of military tactics. Here are some tips, strategies, and common mistakes to help optimize your gameplay.
Advanced Strategies:
- Focus on Objectives: Always keep your goals in mind. Each scenario has specific objectives and focusing on them can give you the upper hand. Don’t get distracted by minor skirmishes that aren’t relevant to your goals.
- Use Terrain to Your Advantage: The game’s maps are detailed and offer a variety of terrain types. Use them to set up ambushes, provide cover, and slow down the enemy.
- Manage Your Hand: Good hand management is crucial. Knowing when to hold onto a card for its event, and when to play it for its orders or combat effects can be the difference between victory and defeat.
Beginner Tips:
- Learn the Rules: Combat Commander: Europe has complex rules. Taking the time to thoroughly understand them before playing will improve your gameplay experience.
- Start with Basic Scenarios: The game offers a variety of scenarios. Start with the simpler ones to get a handle on the gameplay mechanics before moving on to more complex scenarios.
- Use Your Units Wisely: Each unit has its strengths and weaknesses. Learn them and use each unit where it can be most effective.
Common Mistakes to Avoid:
- Overextending Your Forces: It can be tempting to try to cover as much ground as possible, but spreading your forces too thin can leave them vulnerable.
- Ignoring the Cards: The cards are a key part of the game. Ignoring them or not using them effectively is a common mistake.
- Forgetting About Morale: The morale of your troops is crucial in Combat Commander: Europe. Forgetting to manage morale can lead to disastrous consequences.
Ways to Optimize Gameplay:
- Plan Ahead: Try to think a few turns ahead. Anticipate your opponent’s moves and plan your strategy accordingly.
- Communicate: If you’re playing in a team, communication is key. Share information, discuss strategy, and work together to achieve your objectives.
- Practice: Like any complex game, the best way to improve is to play often. The more you play, the better you’ll understand the game’s intricacies and the more your strategy will improve.