Combat Commander: Europe

2006 · Gra wojenna

Combat Commander: Europe

Simulate small-unit infantry combat in the European theater of World War II using a card-driven system. Two players command opposing forces and play Fate cards to issue orders, activate units, trigger events, and perform actions such as moving, attacking, and rallying. Scenarios define objectives measured by control chits, enemy casualties, and units exiting the opponent’s board edge. Play abstracts time into segments and player turns; each hex represents roughly 30 meters and units represent leaders, 5-man teams, or 10-man squads, with radios and heavier weapons tracked by separate counters.

Gracze
2
Czas gry
60–180 min
Wiek
12+
Złożoność
3,3 / 5
8,2 w Ludoyaod 228,42 złII wojna światowaKampania / Oparte na kartach bitewPunkty ruchuRuch po siatce

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Przy stołach Ludoya

Pełne statystyki w Ludoya
250
Zapisane rozgrywki
152
Gracze
2h 22m
Średnia rozgrywka
80
W kolekcjach
8
Na listach życzeń

8,2/10

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Pytania o zasady

Odpowiedzi z instrukcji od asystenta zasad Ludoya.

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)

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