Combat Commander: Volume 1, Europe
For those of you who haven't been tracking the eminent release of this game, I'd encourage you to go check it out here. From reading the previews, skiimming the rules, and looking at the advance pictures, this looks to essentially be a cross-breeding of Advanced Squad Leader (or perhaps just Squad Leader) with a card-driven wargame. The rulebook weighs in right in the middle of the modern wargame heaviness sweet-spot at around 25 pages.
One fascinating aspect built into the game is the ability for players to rapidly roll-their-own scenarios with the players quickly laying out a battle in a random, yet structured fashion. If this works correctly, as I've seen it work in the old Panzer Leader / Panzer Blitz systems (where it was called Situation 13), then this should theoretically provide unlimited replayability.
Apparently tanks and other vehicles are not featured in these games, which seems a shame. I haven't studied the ConsimWorld forums for these games yet, so this may be planned as an expansion. Off-board artillery is included as are small squad support weapons such as machine guns.
The P500 status of this game is already over 1,000 pre-orders, and the sequel, Volume 2: Mediteranean is at 447 orders already. So, hopefully these new games will soon be blossoming out onto the tables of SABG!
15 Comments:
Oh, also notice how the designer is using a Fate Deck ala' Warrior Knights to resolve a good portion of the random elements of the game. There are still a lot of die rolls, but it was good to see this design element carried into a wargame.
I think there are no die rolls at all. The cards themselves have dice on them.
Re: Tanks
Supposedly this is the release order: CC Europe, CC Mediterranean, CC Pacific, CC something larger scale (not squad level) with tanks.
So it will be a while before we see tanks in this series (and no, it is not an expansion....it would be a whole different game by itself).
Needless to say, I have both preordered....and I think Brian too.
There better be snipers.
Not sure if I'd say it was ASL (or SL) mixed with a CDG or Up Front with a board. It clearly borrows a lot from UF, using cards for everything (dice, events etc).
UF had a single deck, but different nationalities used some cards in different ways. [Some cards were split, with one side being US, the other side being German, and Russians getting to choose, for example]. CC gives each side a different deck.
I've preordered the first, but I'm not drinking the cool-aid until I play it. No reason to own Vol 1 and Vol 2 of a game I dislike. The rules do look promising, GMT's development doesn't always pan out.
I have to admit being a bit underwhelmed by the mapboards.... I mean, gee whiz.... hasn't there been any innovations in showing a European village at the tactical level since Squad Leader was published in 1977? Heck, I actually think SL's maps looked a little better and were mounted.
I have both pre-ordered...
9:26 PM, September 22, 2006
Actually, to be honest, I've toyed with the idea of cancelling Mediterranean and p500'ing FAB The Bulge. Just been wondering how much more different Mediterranean will really be....or will it just be more of the same (which is not necessarily a bad thing).
All this talk makes me want to play LnL:BoH.
Rob: "All this talk makes me want to play LnL:BoH."
Haha, no kidding! You want to? Shoot me an email. We can play the drinking variant. If you roll any modifiers on opportunity fire impulse checks you have to take a shot...err, no wait...is it chug a beer on terrain cover bonus self rallies?
Well, I already signed up for PV at 5pm with mark for Monday, but anyday after that. I'm making it my next wargame to be played. I'm tired of staring at it in awe and anguish (for lack of play).
I'll be there on Monday earlier (but I'm sure you have class).
I looked at this one but decided to P500 Fields of Fire instead. Probably my biggest pre-order gamble ever...no dice, no hexes, and no counters. I feel like that Eurogamer in the cartoon.
FoF looks very very interesting. Would like to see it first though.
I just read over a good portion of the Combat Commander rules. Wow, the defensive fire and movement system is seems lifted almost directly from ASL, which is actually a good thing.
The tension of ASL's defensive fire rules feel so realistic they almost startle you out of your seat when your guys get shot at when sprinting across a street. Each space you move into, you pause for a moment, counting off your movement factors used, allowing your opponent to decide to interrupt before moving again. You quickly learn the importance of cover and concealment in infantry fighting. This should be fun!
That's "opportunity fire" in LnL..... ok Simon, we really have to play this.
Haha, just give me the time and I'll be there. By the way, I was thinking the exact same thing when I read that post, too.
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