Combat Commander:Pacific is a card-driven board game
covering tactical infantry combat in the Pacific Theater of World War II.
CC:Pacific'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 and the Pacific Commonwealth - focusing on Indian and ANZAC
forces.
CC:Pacific is a stand alone game in the
card-driven Combat Commander game series. While utilizing Combat Commander:
Europe's basic rules, CC:Pacific 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 will slightly
ramp 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,
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: Duein 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
pistol or 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:Pacific
will include twelve new maps featuring terrain specific to the
PTO.
CC:Pacific'splaybook will include: Twelve scenarios, a
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. Assigned Point
Values for all units, weapons, radios and fortifications in the game, allowing
players to easily create their own scenarios and Orders of Battle. A section
detailing the differences between CC:Pacific 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. An extended example of
play. Design & Develop notes as well as numerous play
hints.
Components: 352x large counters
(5/8'') 280x small counters
(1/2'') 216x 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 cards 2x 1-sided 8.5 x 11
generic player aid cards 1x 32-page
Rulebook 1x 32-page Playbook 1x
Track Display
Versandkostenfrei -
zusätzlich legen wir noch 10 Ziplock-Beutel für die Counter und genug Hüllen für
alle Karten bei!
Nachlieferung: Mitte Februar
Wichtige Hinweise:
- Achtung! Nicht für Kinder unter 36 Monaten geeignet.
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