Combat Commander: Pacific
Combat Commander:Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II. CC:P's main theme is the addition of three new factions to the Combat Commander family:
Imperial Japan
the Pacific US - with a strong emphasis on the US Marine Corps
the Pacific Commonwealth - focusing on Indian and ANZAC forces
CC:P is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules CC:P includes numerous rule tweaks and additions in order to more accurately portray tactical warfare as experienced by the participants in and around the Pacific and Indian Oceans. This slightly ramps up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism. Just a few of the additions include:
Banzai attacks;
BARs and Thompson SMGs;
Beach landings & river crossings;
Hidden movement;
Caves;
Scouts;
Aircraft;
Bayonets;
Mortar spotting;
Treetop snipers;
Reconnoitering.
SCALE: Each hex of a Combat Commander map is roughly 100 feet across (about 30 meters). Each complete Player Turn abstractly represents several seconds of real time. Each complete Game Turn abstractly represents several minutes of real time.
UNITS: Due in part to the unique composition of late-war USMC squads and the imbedding of specialized weapon teams within IJA squads the units in the game are represented by 4-6 man Teams and 8-13 man Squads. Radios — and individual weapons larger than a rifle — are represented by their own counters. Individual Aircraft are also represented with their own counters.
VICTORY: 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.
GAME FLOW: A game of Combat Commander is divided into several Time segments. 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" and die roll "Triggers" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.
CC:P includes twelve maps featuring terrain specific to the PTO.
CC:P's playbook includes:
twelve scenarios.
Pacific version of the Random Scenario Generator utilizing the new maps and nationalities. This random scenario system provides an almost unending variety of map configurations force structures and combat situations.
section detailing the differences between CC:P and Combat Commander's first two volumes in order that players familiar with those earlier games can jump right into their first scenario with minimal rules reading.
examples of play.
Design & Development notes as well as numerous play hints.
Components:
352x large counters (5/8")
280x small counters (1/2")
220x 2.5 x 3.5 cards
6x 2-sided 17 x 22 maps (twelve maps in total)
3x 2-sided 8.5 x 11 nation-specific player aid sheets
2x 1-sided 8.5 x 11 generic player aid sheets
1x 32-page Rulebook
1x 32-page Playbook
1x Track Display
NOTE: Combat Commander:Pacific is a stand-alone game. You do NOT need to own any other Combat Commander game in order to play it though familiarity with the system would be a plus.
AlgemeenAantal spelers: 2
Speelduur: 180 min.
Leeftijd: 12+
Taal: Engels
Soort spelType/Thema: Wargame World War II
Mechanisme: Campaign / Battle Card Driven Hexagon Grid Simulation Variable Phase OrderMakersOntwerper: John Foley Chad Jensen Kai Jensen
- Deze editie is in het Engels.
- Geschikt voor 2 spelers.
- Je bent ongeveer 180 min. aan het spelen.
- Vanaf 12 jaar is dit spel te spelen.
Combat Commander: Pacific aanbiedingen:
-
€ 84,95Naar deal
- Bezorgkosten: € 6,00
- Levertijd: Voor 16:00 besteld, volgende werkdag in huis.
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Combat Commander:Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II. CC:P's main theme is the addition of three new factions to the Combat Commander family:
Imperial Japan
the Pacific US - with a strong emphasis on the US Marine Corps
the Pacific Commonwealth - focusing on Indian and ANZAC forces
CC:P is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules CC:P includes numerous rule tweaks and additions in order to more accurately portray tactical warfare as experienced by the participants in and around the Pacific and Indian Oceans. This slightly ramps up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism. Just a few of the additions include:
Banzai attacks;
BARs and Thompson SMGs;
Beach landings & river crossings;
Hidden movement;
Caves;
Scouts;
Aircraft;
Bayonets;
Mortar spotting;
Treetop snipers;
Reconnoitering.
SCALE: Each hex of a Combat Commander map is roughly 100 feet across (about 30 meters). Each complete Player Turn abstractly represents several seconds of real time. Each complete Game Turn abstractly represents several minutes of real time.
UNITS: Due in part to the unique composition of late-war USMC squads and the imbedding of specialized weapon teams within IJA squads the units in the game are represented by 4-6 man Teams and 8-13 man Squads. Radios — and individual weapons larger than a rifle — are represented by their own counters. Individual Aircraft are also represented with their own counters.
VICTORY: 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.
GAME FLOW: A game of Combat Commander is divided into several Time segments. 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" and die roll "Triggers" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.
CC:P includes twelve maps featuring terrain specific to the PTO.
CC:P's playbook includes:
twelve scenarios.
Pacific version of the Random Scenario Generator utilizing the new maps and nationalities. This random scenario system provides an almost unending variety of map configurations force structures and combat situations.
section detailing the differences between CC:P and Combat Commander's first two volumes in order that players familiar with those earlier games can jump right into their first scenario with minimal rules reading.
examples of play.
Design & Development notes as well as numerous play hints.
Components:
352x large counters (5/8")
280x small counters (1/2")
220x 2.5 x 3.5 cards
6x 2-sided 17 x 22 maps (twelve maps in total)
3x 2-sided 8.5 x 11 nation-specific player aid sheets
2x 1-sided 8.5 x 11 generic player aid sheets
1x 32-page Rulebook
1x 32-page Playbook
1x Track Display
NOTE: Combat Commander:Pacific is a stand-alone game. You do NOT need to own any other Combat Commander game in order to play it though familiarity with the system would be a plus.
AlgemeenAantal spelers: 2
Speelduur: 180 min.
Leeftijd: 12+
Taal: Engels
Soort spelType/Thema: Wargame World War II
Mechanisme: Campaign / Battle Card Driven Hexagon Grid Simulation Variable Phase OrderMakersOntwerper: John Foley Chad Jensen Kai Jensen
Naam | Combat Commander: Pacific |
---|---|
EAN | 817054011872 |
Taal | Engels |
Aantal spelers | 2 |
Speeltijd | 180 min. |
Minimale leeftijd | 12 jaar |
Uitgever | GMT Games |
Combat Commander: Pacific uitbreidingen
Combat Commander: Battle Pack 4 - New Guinea
Combat Commander: Battle Pack #4 - New Guinea is the fourth themed collection of scenarios for use with the Combat Commander series of games. The theme of this fourth Battle Pack shifts to the actions in New Guinea from January 1942 through July 1944 following the major campaign phases with characteristic actions. CC -New Guinea features fourteen new scenarios printed on cardstock as well as six new maps. Rules relevant to the characteristic fighting in the coastal jungle versus the highlands are included as needed for each scenario without the need of an additional rule booklet. A number of unusual creative special scenario rules cover the unique situations represented including Air Supply Barge Landing Canebreak and Coastal Jungle Emplaced M3 Tanks Joint Allied Operations including the Papuan Infantry Battalion Patrol Dogs Swamp Holes and Swamp Forest.The new maps depict specific locations in New Guinea: the beachhead at the base of Mt Vulcan across from Rabaul the village of Oivi a high-mountain ridge overlooking Eora Creek a strongpoint on the Soputa-Sanananda Road the edge of the airstrip at Wau and one of the crossings of the Driniumor River near the Afua Trail.The scenarios included in CC–New Guinea are:* M1 – “Rabaul Rousers” set at the base of Mt Vulcan on Simpson Bay across from the town of Rabaul with a Japanese barge landing against Australian defenses at night 23 January 1942;* M2 – “The Gloomy Forest” set at the village of Oivi with Australians and Papuans of Maroubra Force facing the rapidly moving Yokohama Advance Party 26 July 1942;* M3 – “Rebuked at Rabi” set at Milne Bay with an SNLF attack against Australian units 3 September 1942;* M4 – “Templeton’s Crossing” set at a heavily-contested crossing of Eora Creek high in the Stanleys 17 October 1942;* M5 – “Blind Man’s Bluff” set along one of the high ridges above the treacherous Eora Creek with intermingled combatants 28 October 1942;* M6 – “Breakout” set at Gorari after the fall of Kokoda to the Australians with a desperate banzai action 11 November 1942;* M7 – “The Butcher’s Bill” set on the Soputa-Sanananda Road with US forces entering the conflict in horrific swamp forest 10 December 1942;* M8 – “Closing Outer Camp” set at Buna station with Australian units using M3 tanks to eradicate the defenders 18 December 1942;* M9 – “Wau Me Worry” set at the Wau air strip (with active landing operations during the action) with Australian defenders facing a desperate attack 31 January 1943;* M10 – “Bulolo River Bridge” set outside the outpost at Wau with patrols of both sides (including Japanese Patrol Dogs) attempting to use the same bridge at cross-purposes 30 January 1943;* M11 – “Shattered Bobdubi” set during the advance upon Salamua with Australian units driving upon a Japanese base camp set in the kunai-covered heights of the interior 30 June 1943;* M12 – “Scarlet Beach” set at the mouth of the Song River near Finschhafen with a Japanese barge landing at night against combined Australian and US defenders 17 October 1943;* M13 – “Bad Dreams” set on the Driniumor River featuring the heroic stand of an unknown US BAR operator facing a hastily prepared Japanese night charge 10 July 1944; and* M14 – “Encirclement of Troop C” set on the Driniumor River featuring a Troop of US Cavalry trying to stave off being surrounded by Japanese units that had surprised them by walking casually into their positions 21 July 1944.NOTE: CC–New Guinea is not a complete game and requires ownership of Combat Commander: Pacific to play.Designed by John FoleyDeveloped by Kai JensenAdditional scenario designs in this fourth Pack are courtesy of John Butterfield Bryan Collars Mark Herman Andrew Maly and Volko Ruhnke.