Combat Commander: Europe

2006 · Kriegsspiel

Combat Commander: Europe

Simuliere Infanteriegefechte kleiner Einheiten im europäischen Kriegsschauplatz des Zweiten Weltkriegs mit einem kartengesteuerten System. Zwei Spieler befehligen gegnerische Streitkräfte und spielen Schicksalskarten, um Befehle zu erteilen, Einheiten zu aktivieren, Ereignisse auszulösen und Aktionen wie Bewegen, Angreifen und Sammeln durchzuführen. Szenarien definieren Ziele, die anhand von Kontrollmarkern, gegnerischen Verlusten und Einheiten gemessen werden, die über die Spielfeldkante des Gegners entkommen. Das Spiel abstrahiert die Zeit in Segmente und Spielzüge; jedes Hexfeld entspricht ungefähr 30 Metern, und die Einheiten repräsentieren Anführer, 5-Mann-Teams oder 10-Mann-Züge, wobei Funkgeräte und schwerere Waffen durch separate Marker erfasst werden.

Spieler
2
Spielzeit
60–180 Min.
Alter
12+
Komplexität
3,3 / 5
8,2 auf Ludoyaab 53,34 €Zweiter WeltkriegKampagne / Kampfkarten-basiertVariable PhasenreihenfolgeHexfeldraster

An Ludoyas Tischen

Alle Statistiken in Ludoya
250
Erfasste Partien
152
Spieler
2h 22m
Durchschnittliche Partie
80
In Sammlungen
8
Auf Wunschlisten

8,2/10

aus 31 Ludoya-Rezensionen

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Regelfragen

Aus der Spielanleitung beantwortet von Ludoyas Regelassistenten.

How many Fate cards do I hold and when do I reshuffle my deck?

Hand Size depends on your Posture: Attack = 6, Recon = 5, Defend = 4; at the end of your Turn you draw up to your Hand Size (Hand Refill). During a Game Time Advance the triggering player shuffles his discard and draw piles together to form a new draw pile (reshuffle). (p3, p6)

If I play a card for its Order can I also use the Action on that same card (or vice versa)?

No — if you play a Fate card for its Order it is immediately placed in your discard pile and its Action cannot be used until it is drawn again, and the same applies if you play it for its Action. Orders and Actions are mutually exclusive at the moment of play. (p3, p6)

When can I call Opportunity (Op) Fire while my opponent is moving, and how often can I fire at them during that Move Order?

You may play a Fire Action as an opponent’s unit enters a new hex by calling “Wait!” during a Move Order; this allows you to activate units and make a Fire Attack against that entered hex. Ordnance weapons cannot Op Fire; units activated for Op Fire can remain activated and fire multiple times during that Move Order, but the inactive player may make no more than one Fire Attack per MP expenditure by the mover. (p16)

What does it mean when a unit or a weapon is “broken”? Does a broken unit automatically break its weapon?

A broken unit is flipped to its broken side and cannot fire, but a Weapon does not automatically break/unbreak because its controlling unit does — they are tracked separately; if a broken unit breaks again it is eliminated. Broken Weapons are flipped and later checked against Random Hex results to see if they are fixed or eliminated. (p5, p9)

How does Smoke affect Line of Sight and Firepower—can I stack multiple Smoke markers or combine smoke with other hindrances?

Only one Smoke marker may occupy a hex and the single largest hindrance between sighting and target is used (hindrances do not stack); Smoke fills the hex and hinders LOS into or out of it, applying its hindrance value to Accuracy/Targeting or reducing FP as indicated, and a Fire Attack reduced to 0 FP or less cannot be made. (p8–p9)

Öffnet Ludoyas Regelassistenten, der die Spielanleitung dieses Spiels liest.

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