Combat Commander: Europa (2006)
2 - 2 persone
60 - 180 min
12+
Nomi alternativi: Combat Commander: Europa, Combat Commander: Europe
Artisti: Lee Brimmicombe-Wood, Chad Jensen, Rodger B. MacGowan, Leland Myrick, Mark Simonitch
Editori: GMT Games, Devir
Riconoscimenti: 2006 Charles S. Roberts Best Wargame Graphics Nominee, 2006 Charles S. Roberts Best World War II Boardgame Nominee, 2006 James F. Dunnigan Award Nominee, 2007 Golden Geek Best 2-Player Board Game Nominee, 2007 Golden Geek Best Wargame Nominee, 2007 Golden Geek Best Wargame Winner, 2007 International Gamers Award - General Strategy: Two-players, 2007 Walter Luc Haas Best Simulation Winner
Al momento questo prodotto non è disponibile presso nessun venditore. Editori: GMT Games, Devir
Riconoscimenti: 2006 Charles S. Roberts Best Wargame Graphics Nominee, 2006 Charles S. Roberts Best World War II Boardgame Nominee, 2006 James F. Dunnigan Award Nominee, 2007 Golden Geek Best 2-Player Board Game Nominee, 2007 Golden Geek Best Wargame Nominee, 2007 Golden Geek Best Wargame Winner, 2007 International Gamers Award - General Strategy: Two-players, 2007 Walter Luc Haas Best Simulation Winner
Descrizione: 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 their 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.
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.