William Terdoslavich - Jan 24, 2007 9:39 am (#16809 Total: 17114) I have a chapter in Eric Haney's "Beyond Shock and Awe," out now. "The Jack Ryan Agenda is still available on Amazon.com. On the Table last night: Combat Commander: Europe. Played scenarios 1 & 2 in about 4.5 hours. As Soviets in the first scenario, I had to hold a small house on the left while moving a larger recon platoon down the road on the right. A German recon platoon (+) with five squads took up position in the center while contesting my hold on the house on the left. Play was fast and bloody. Two German squads and a leader tried to push out three Soviet squads from the house on the left. One got scragged. Two Soviet squads counter-attack, but get wasted by adroit German card-play, including Advance/Ambush combo for melee (deadly and bloody). Soviets shift two more squads from right to left to retake the house--unsuccessfully. Last combat had mutual assured destruction as the melee resulted in a tied die roll--both sides lose everything. German victory. Lots of dead bodies. Second scenario was a bocage fight. I had Americans. One company with artillery spotting is ready to go forward. German company is occupying a few houses in the center. Things went downhill quickly as the Americans could generate no momentum. Germans had "luck" on their side. Surprise reinforcement placed a weapons team and HMG on the American left flank, wasting one squad and pinning the left position. At one point, artillery and firepower threatened the German center. Quick reinforcement stabilized the situation. Lack of move cards for the Americans prevented any exploitation. Additional luck added foxholes and a FJ squad to the line, so no breakthrough was going to happen. Major German victory. CC:E is going on my "to buy" list. Artillery played smoothly and quickly. Chaos was rife, even if it was to my frustration. Learning how to "play right:" never assign the elite troops to a secondary mission, and always try to to 2:1 on melee if you want that victory objective bad enough. If you aren't getting any firepower results halfway through the scenario (?--that's a judgment call--?), maneuver, dammit. I tried to build good combos of arty, move/fire and assault, but nothing ever came up in the right sequence. Learning how to discard is an important lesson, as the previous person posting noted. J. R. Tracy - Jan 24, 2007 10:40 am (#16810 Total: 17114) "I no drive just for drive. I drive for to finish in front." - Milka Duno, Le Mans Monster version of last night's events Bill Terdoslavich and I managed a couple games of Combat Commander last night. The learning process was pretty smooth, though I had to unlearn a couple ASL concepts in the process. We went from unpunched to playing in about 20 minutes. Our first game, Scenario 1, was a very close match. The Open victory chit made the building on the German right worth four points. As the German, my secret victory chit made *all* victory locations worth an additional two points. The setup meant Bill's Soviets would have at least eight victory points in hand against my six at the end of the first turn, in addition to whatever Bill's secret chit might add. This put me in the unenviable position of going on the attack at 1:2 odds. I had somewhat better quality troops but Bill definitely had the numbers, as well as better support weapons. I used three squads and the better leader to secure and guard the three victory locations in the center of the map, and sent my weaker leader, a squad and the LMG to the right. Bill had three squads, a leader, an MMG and an LMG protecting that building, with the rest of his forces in the woods on my left, looking down the road. My attack on the right quickly ended in tears as I fell back through the woods. I added a squad from the center and tried again. This time I had more success - Bill eliminated one of my squads and I lost my LMG to malfunction/elimination, but the surviving leader/squad combo went on a tri-state killing spree, nailing all three Russian squads and the leader in successive melees. Nothing like a fistful of Ambush cards to help things right along. Bill was up against his casualty cap, but had to launch a counterattack. It took him three turns to move a force over to the chunky VP building, but by then I had assembled a friendly greeting of yet more Ambush cards. We had a mutual annihilation result on a melee in the victory building, leaving it in my hands and Bill over his surrender limit. Our second game was a bit of a laugher, but displayed much more of the CC:E system. We played Scenario 2, US/German in the Bocage. I had a handful of Conscripts and Volksgrenadiers (Volksgrenadiers? Normandy? Well, we don't play CC:E for the history) amply supported by four leaders, a couple HMGs and two LMGs. Bill's dogfaces were mostly Line squads stiffened by a couple Elites, three leaders, a pair of MMGs, a light mortar, and most importantly, 105mm artillery support. The victory locations start in German hands so the onus is on the GIs to attack. The open VC chit made every location worth two VPs, and my secret chit made one building worth another two. I deployed with my strength in the center (both HMGs and two of my three VG squads) with a leader/LMG/VG picket on my left and my line extended to a leader/LMG/Conscript on my right, and a Conscript playing sweeperback in my rear. Bill made a strong opening move to turn my right flank. He succeeded in breaking and eliminating my squad on the right, but that was the high water mark for the Americans. Unlike the relatively Event-free first game, we had a cascade of Events in this one, mostly pro-German. First, a new Open victory chit granted me an instant five VPs (one per location in hand). The next event allowed me to cash in some of those on the German support table - I rolled up a groovy HMG team and placed it on my right flank, neatly blocking that route. I was able to get a leader/HMG/squad over to the right as well before Bill could crack my line, and a Foxhole action saw them swiftly dig in. That was probably the key moment as Bill's 10-strength artillery missions made little headway against the +4 foxholes, and he wasn't getting anywhere with his rifles and MGs. Stoned on my right, Bill had some better luck on my left, using his mortar to send some Conscripts packing from behind a hedge. He rolled up a Hero as well, giving him some hope. I was able to pelt him with a hail of HMG fire, however, and despite a string of Recover cards he just couldn't get his brokies face up again before I killed them off. His only meaningful events other than the Hero merely started blazes to seal a flank and put Mines in the way of his advance! The final Event insults were another instant five VPs for the Germans, closely followed by a second trip to the support table which parachuted a Fallschirmjäger squad right into the center of my line. Sweet! Bill mercifully finished off his deck shortly thereafter for the final Time event, drawing the scenario to a close. Overall my impression was favorable, but I wouldn't wager a kidney on the outcome. The cards generate a nice narrative, including lulls in the fighting where both players are flushing their hands looking for a useful card. The events certainly spice things up but they also generate a feeling the players are just along for the ride. It's almost like the SASL engine crawled out of its box and joined the game as a third player. While atmospheric, the Events also detracted a bit from the gameplay. I was grateful for the HMG materializing in the path of Bill's attack, but to be honest I was looking forward to seeing how his flanking gambit would play out against my original forces and deployment. In the first, relatively Event-free scenario, the driving elements were maybe 70% players/30% game system, while in the zany Bocage it was more like 50/50. Comparisons to ASL hold superficially in terms of look and scale, but the better analogue is Up Front. The card-driven frustrations and opportunities feel very similar. The complexity is about on a par. Where the two games diverge is in the exogenous Events and the playing time. We wrapped up two games in about four hours, while you could probably get in five games of Up Front in that span. I find the playing time a little long given the heavy element of randomness - I'm no control freak but if the game system is going to take my fate from my hands, I'd like it back in an hour or so. Fans of ASL, ASLSK, and ATS can rest easy – this is no substitute. The chaotic elements can overwhelm player decision-making, to the point of occasionally dominating the outcome. The key to enjoyment is to not take it personally if you find yourself absolutely screwed. In sum, CC:E is a fun diversion, mechanically light and clean if a tad long in execution. Thumbs up, JR