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GMT Games Combat Commander: Europe 5th Printing
GMT Games Combat Commander: Europe 5th Printing
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GMT Games Combat Commander: Europe 5th Printing
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. Command & Control is extremely important in Combat Commander, being modeled via the “Command” number on Leader units. Command serves both to enhance the abilities of Squads and Teams stacked with the Leader, as well as allowing for multiple activations with a single Order.
Combat Commander includes twelve historical scenarios as well as a “roll your own” scenario system that provides an almost unending variety of map configurations, combat situations, and historically-based force structures. Each scenario is played on one of twelve maps, each with a 10x15 hexgrid depicting various terrain at a scale of approximately 100 feet per hex.
Time scale: several minutes per turn
Map scale: 30 meters per hex
Unit scale: Squads, Fire Teams, and Leaders
Number of players: 2
COMPONENTS: 632 full color counters, Six 17" x 22" full-color backprinted mapsheets, 220 Cards, One full-color Rule Book, One full-color Scenario Book, One full-color Track display, Four full-color Player Aid cards
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. Command & Control is extremely important in Combat Commander, being modeled via the “Command” number on Leader units. Command serves both to enhance the abilities of Squads and Teams stacked with the Leader, as well as allowing for multiple activations with a single Order.
Combat Commander includes twelve historical scenarios as well as a “roll your own” scenario system that provides an almost unending variety of map configurations, combat situations, and historically-based force structures. Each scenario is played on one of twelve maps, each with a 10x15 hexgrid depicting various terrain at a scale of approximately 100 feet per hex.
Time scale: several minutes per turn
Map scale: 30 meters per hex
Unit scale: Squads, Fire Teams, and Leaders
Number of players: 2
COMPONENTS: 632 full color counters, Six 17" x 22" full-color backprinted mapsheets, 220 Cards, One full-color Rule Book, One full-color Scenario Book, One full-color Track display, Four full-color Player Aid cards
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