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Combat Commander: Europe box art
2006 Ranked #221

Combat Commander: Europe

Combat Commander: Europe is a card-driven tactical wargame where opposing commanders maneuver infantry to take objectives and break enemy forces. Fate cards create a fluid command rhythm, with unexpected events disrupting even the most carefully prepared attack.

Wargames Wargame World War II Advantage Token Campaign / Battle Card Driven

Players

2

Play time

60-180 min

Age

12+

Complexity

3.25/5

Rating

7.95

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

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 the Axis (Germany) while another player commands the Allies (America or Russia).

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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 the Axis (Germany) while another player commands the Allies (America or Russia). These two players will take turns playing one or more “Fate” cards from their hands in order to activate his units on the mapboard for various military functions. 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. A game of Combat Commander is divided into several measures of Game Time. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card "Orders" conducted by the active player. Fate Card "Actions" may generally be conducted by either player at any time. "Events" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan. SCALE: Each hex of a Combat Commander map is roughly 100 feet of distance (about 30 meters). Each complete Player Phase abstractly represents several seconds of real time. Each complete measure of Game Time abstractly represents several minutes of real time. Each unit in the game is approximated as either a single Leader, a 5-man Team, or a 10-man Squad. Radios — and individual weapons larger than a pistol, rifle or BAR — are represented by their own counters.

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
2
Play time
60–180 min
Age
12+
Complexity
3.3/5
Credits and catalog connections

Credits

Designers

1
Chad Jensen

Artists

5
Lee Brimmicombe-Wood Chad Jensen Rodger B. MacGowan Leland Myrick Mark Simonitch

Publishers

1
GMT Games

Linked items

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