Lawrence Hung - Apr 2, 2007 2:02 pm (#17995 Total: 18001) Now playing Combat Commander,Die Macher,Assyrian War,Silent War, Twilight Struggle,Band of Heroes,7 Days of 1809,Here I Stand, Carthage,Rise of the Roman Republic,6 Days of Glory, ATS 1a Screaming Eagle,Triumph of Chaos,Sword of Rome,ASLSK1, Battle Line Combat Commander: Europe - An AAR Up Front + ASL + Memoir' 44...and so they say. Following the posts above, this game has a divided opinion among wargamers. Some like its constant uncertainty with the card system while some don't like the moment of impetus or inertia one might see about the infantry and keep discarding the cards. I bought Combat Commander after some initial hesitation. About 2 levels up the complexity of Memoir'44 and it seems right in the scale for me. As someone said, it filled a niche between Memoir'44 and ASL. I think it is rightly so and I am one in that niche. Not a very fan of tactical game from the beginning, I want to see if this game shakes my belief. We are advised not to try the first scenario "Fat Lipki" and so we didn't. Out of a total 12 "historical" scenarios, we then chose scenario 10 "Command School", Novorossiysk, Russia 4 Feb, 1943. The newly arriving Black Sea Fleet commandos took the Command School nearby a lake. The Russians sent in the Black Sea Fleet commandos to capture a local university in the town of Stanichka after the amphibious assault. The scenario description doesn't record the historical designation of the units participated like that in ASL scenarios. But rather, a general unit in the army or battalion. A great "game". Yes, it is a game with some fair doze of simulation value, if randomness is not something you avoid at all cost. For example in my game, a German troop unit could suddenly "pop-out" in the center island of a lake broken and then eliminated because of a call of retreat by the event and without a right path to...because at its back, it is an impassable island terrain. Is it fun? Maybe. Realistic? Arguable. If you argue from the strictest sense, well, it could be realistic. The objective of the game is to inflict the casualties to the enemy up to the level of surrender... yap, a bloody tactical level game objective, isn't it. It is this outright cool objective that makes this game good. The game designer would argue that geographical control of the objective hexes is secondary at tactical level. More so, the geographical objectives are subject to variable victory points by the secret objectives both drawn in the beginning and during the game progress. It really makes the commander's decision to stay or continue to fight a heart-torn, uncertain one. Voluntary exiting your units off the opposite map, as usual, awards VPs too. Both sides have even forces. The Russian commandos are generally tired and have a lower surrender level than the German (6 vs. 7), meaning that they couldn't take too many casualties. They have a better skill at melee because they are mostly elite units while the Germans have more leaders/ commanders. This gives the German advantage in group action because a commander could activate units in one action within his command radius. The command rating is the command radius, so don't mix it up with he "range" rating of a leader. The leader always adds his "capabilities" when stacking with the units directly. So he adds his "range" rating to the combat units firing further at the target. The dice results are printed on the cards. The system does not shuffle the cards every time a player draws. So when you draw a single card for each combat, chances are that the probabilities of the dice change after each draw. It is deterministic on the appearance by your card deck as drawn. Yet the events, hex location for some of the events take place also apprears to be randomly determined as you determine the pace of discard. It is this kind nice twists shown all throughout the game. Another interesting twist is the dice re-roll mechanism . Initiative card allows a re-roll of dice (card) if you are at a critical moment. The card is passed to your opponent after use. If at the end of the game, a tie in VPs would warrant the winner to the one who holds the initiative card. The German element of the 73rd Infantry Division is called up to counterattack. Sergeant Esser and Biermann joined the ranks under Lt. Schrader. Biermann led the way to outflank the Russians in the center (objective hex 5) overlooking the manmade lake behind. He was killed in an advance order while taking a melee. Cool, the first blood was shed, thought Lt. Khukovsky. He was given the order to hold this center building at all cost. The secret mission objective given to him by comrade Stalin was that this building worths 5 VPs. The German strategy appeared to be failing. Sergeant Esser was now alone. He had a superior command quality. But he thought he was guilty of putting Biermann to death because he urged him to go too far on the road to hex E3, where he met the Russian troop retreated from the front. So he moved swiftly forward again and exited at the Russian back, securing some of the VPs with the open objective where units exited doubled their VPs. With shattered forces at hand now, Lt. Schrader had to consolidate the forces again for a push towards the center. He moved to the building at hex I6, just next to Lt. Khukovsky's building. They exchanged several rounds of fire but to no result. Meanwhile, the Russian advanced with Sergeant Bikovets on the other hand towards objective building no. 4, lightly guarded by German infantry with a light machine gun. He was suppressed but moved into the near forest to avoid the suppressive fire. He fired back but the German was safe in the building for cover. Lt. Schrader recovered some units several times. Seeing the Russian slowly reinforcing with 2 more units from the events, after suppressing the Russian unit with sustained fire (a +2 modifier), Lt. Schrader decided it was the time for a final advance into the objective building no. 5 in the center. It would make the day, break it or fix it. As melee result eliminated one more Russian unit, Lt. Khukovsky surrendered. There are no tanks in the game. But I suspect they will be added very soon as I see the system could work well to the tank tactics. The weapons included in the game are mostly machine guns, howitzers, flamethrower, satchel charge (you throw grenade with a fate card...more on that later), mortar. The usual battlefield obstacles are found here: bunker, trench, wire, mines. They are all there for the defensive works. At its core, Combat Commander is a card driven game. Every order and action is taken with a card. Without it you can't do anything. Discard to save more right cards in hand is "the" strategy. A longer hand therefore gives more flexibility to the side, in this scenario the German. It was a very tense fight. The German casualties are huge too, with 2 remaining units to go to surrender level. We called for the day and felt satisfied for some of the more dramatic moments in the game, and the game intended to produce them. This one is a close one and we completed it in an afternoon of 6 hours. We would very much like to try the other scenarios. Right, there is no Stalingrad scenario coming with the game. But there are additional scenarios from GMT for purchase of other products. Scenario "101" is one for the "Krasny Oktyabr", with the longer street fighting game length at 13 and 15 surrender level for the German and Russian respectively. We will see if this scenario could deliver the same excitement in future soon.