Review: Combat Commander – Europe
Looking for a classic hex and counter squad level game, I had heard great things about GMT’s Combat Commander series and eventually was able to snatch up the first release after a recent reprint. Combat Commander: Europe (CCE) is a two player WW2 infantry game. This offers engagements both from the eastern and western European front, with units from Germany, USA, and Russia included in the box. It’s a squad level game. You won’t find rules for tanks of vehicles. There are some rules for offboard artillery but most action depicted will be small arms supplemented with MMGs, mortars, field guns and the like.
The game offers 12 scenarios along with rules to generate random engagements. As mentioned, this is presented as a classic hex and counter game. Lots of double sided cardboard counters and hex maps representing various rural terrain (with an occasional group of farmhouses thrown in) will be what you get in the box.
It’s an IGOUGO game with alternating turns. Players will try to hold specific points on the map for victory points. The value of the locations for some will be revealed at the beginning of the game, while others will have their value secret, known only to your opponent. In addition players earn victory points for eliminating units. If a player finds they’ve lost their entire force, they lose the game regardless of the captured objectives.
Another means of earning points is to exit units off the opponent’s edge of the map. Eventually those units recycle on as fresh reserves, but they can award a fair amount of victory points getting them off the board. However you can’t guarantee exactly when you will get reinforcements, so it can be a gamble (but can really pay off).
A critical bit about the game is the tracking of game turns. Different conditions can cause time to advance in the game. Each situation where time advances, it moves up a record track. When it reaches the scenario threshold, a player will roll randomly and compare the result to the current time track’s value. If the roll is above the time track value, the game continues until the time marker moves again (and another roll is made). Otherwise the game ends immediately. This random game end condition means players have to do as much as they can within the limited time allotted.
A key element that stands out for CCE from other wargames of this type is that actions and their resolutions are card driven. A player will have a set hand size (depending on whether they are attacking or defending) and will be only able to play a few cards from their hand each turn. The cards played represent command orders given to units. You can only move or fire a unit if you play a matching card order. Further, each unit can only be activated once per turn. A notable exception are leaders as they can activate other units within their command range (usually 1 or 2 hexes). You begin to see that leaders are the backbone of your platoon allowing for effective execution of orders.
After playing a specified number of cards, players may discard additional cards and then draw up to their maximum hand size, ending their turn. Individual cards have 4 simultaneous functions associated with them. They represent orders given during your turn and also as actions which can be played during either players’ turn. Cards also represent random events, and can serve as die results too. Every card has the results from two six-sided dice, and each deck represents roughly twice the entire possible outcomes of rolling 2 dice (ex. there is a 1 in 36 chance of rolling two ones, so in the deck at most you’ll have two double 1 dice results). This allows a player to figure out dice probabilities up to a point.
As mentioned you are limited in choices during your turn based on the orders in your hand. Actions are a little more flexible. A fair number of actions represent bonuses to movement, attacks, or defense, but some also allow firing opportunities. So yes, it’s IGOUGO but there is a chance for your opponent to interrupt your move order with an opportunity fire action, essentially simulating an ambush.
Mixed in with the 2D6 results are special events. These temporarily halt the resolution of an action and introduce some random event. You might have a weapon jam, or a unit get pinned down by a sniper, or a random hex might be engulfed in a fiery blaze. Fortunately they don’t chain event after event, however a decent number of cards in your deck will initiate them. So you can expect the unexpected playing and your plans might get a bit of fortune, but likely get a huge monkey wrench thrown into the works, as you execute orders.
Movement is done using a point system with each unit having a listed number of movement points. Equipment like MMGs or mortars are attached to units and typically hinder the total movement of a squad, while leaders will add to a unit’s movement. Various terrain will hinder movement costing a certain number of points per hex.
Firing is fairly simple to resolve. Line of sight is determined by terrain features passed through when lining up center hex points (which are well represented on the maps). Some terrain will reduce the total firepower of an attack while others block line of sight completely. A player can order individual units to fire, or use officers to select one unit as the base firepower of an attack, and then add one point of firepower per additional unit firing in the group. Eligible units for this group fire are those within the command range of leaders. Additionally leaders can add to the firepower of units within their hex, including adding to attack range.
To counter the effects of fire, the target has a base morale (usually ranging from 7-9) that can be increased if in cover. Each player draws a card to represent their 2D6 dice roll adding to their firepower or morale totals, respectively. If the target beats the attacker’s firepower result they are in good order. If the attacker’s firepower is greater than the defender’s morale total, the target breaks. On a tie the target is suppressed gaining a penalty to movement, firepower, range, and morale (or they break if the target unit was moving). If a broken unit gets another break result, they are eliminated. Simple.
Assaults are even easier to resolve. Units draw a card (i.e. ‘roll’ 2D6) and add their firepower. Whoever has the highest total wins with the other side is eliminated. On ties both sides are eliminated. Units have a chance to recover from being broken using a Rally order. However the enemy can also force breaking units to retreat with a Rout order themselves.
This challenge of deciding what cards to play and which ones to hold onto for future rounds makes the game. Do you discard most of your cards in hopes to get an order you need? Or do you hold onto actions to take during your opponent’s turn? Some orders like a Rout card can swing the tide on later turns, but do you keep it in your hand or discard it to increase the odds of getting a more flexible order that can be of more immediate use? These are the hard choices and managing your hand to commit effective orders is a central part of the game.
Units are limited to 7 ‘figures’ per hex. The unit counters are designated as single figure leaders, 2 man teams (which is really a 3-5 man fire team), or 4 figures representing a 10 man squad. This low number means you need to judiciously deploy and execute orders, and also emphasises the importance of your leaders. You can’t have huge stacks of units in a single hex and need to spread them out. However in order to effectively fire and maneuver them, you need oversight and leadership from nearby officers.
It can take some mental gymnastics to grok the idea of using cards for everything, including the ‘rolling of dice’ but once you grasp the concept you begin to appreciate the mechanic. Every draw of the card opens up a chance for random events, adding more havoc and obstacles to tackle. Actions representing flexible orders that can be played during your opponent’s turn are also a nice touch. This layers on the uncertainty of your turn. You can commit a large firegroup to suppress and potentially break a threatening unit, but your opponent might be able to counter with an action representing extra cover they have in their position. You might think you’ll be able to rapidly move up several units, only to find your opponent is able to play multiple opportunity fire orders which will break your units as they advance.
Another aspect of using a deck of cards is they serve as a marker for advancing time. When a player exhausts their deck, they reshuffle their discard pile and make a new draw deck. However this advances the time track, bringing the game closer to an end. There are also special event cards that initiate this reshuffle and time advancement. This small game element adds so much to the game.
Players will have a general idea of the turns expected in a game based on the amount of cards needed to go through their deck (especially if the Time! event card was already played for an order or action). But as the game progresses, this becomes more difficult to judge. Additionally while a player may want to frantically dig through cards to get the order they need, they are also rapidly increasing the chances of exhausting their deck, advancing the time track, and bringing the game closer to an end. They might want to work with cards in their hand, rather than trying to discard everything to draw a needed order (eventually forcing the game time to advance). It’s a great part of the game and ratchets up the pressure as turns progress.
CCE isn’t going to be everyone’s cup of tea. You won’t have a cut and dried tactical experience playing the game. Instead you’ll start out with a few turns of pretty well executed orders and then hit a snag. Maybe you have the initiative slip away, as you can’t find the needed order, so you spend turns discarding and drawing while your opponent maneuvers on the battlefield. You might get some random event that bogs down a critical assault, or a key MMG position is nullified due to a jam malfunction. Instead you find yourself scrambling to make the best decisions with limited resources. This results in a highly narrative experience, where you’ll see heroic moments and things go FUBAR. It’s wonderful.
The Good – The rulebook is well written with nice components. The random mission generator is a great addition allowing you to create some interesting battles and the scenarios offer a fair snapshot of different periods of WW2. There are a good number of expansions that provide new armies and scenarios in other theaters. The cards are of thick stock. The unit counters have simple profiles listing key information, and the indication of a broken unit is simply a flip of the counter to the opposite side. The oversized map hexes allow for some spreading of counters around during play rather than having tightly packed stacks of units. The art design for much of the cards are historical photographs and the color maps are simple depictions of terrain features. It won’t win any awards but they do dress up the game some.
The Bad – It’s a game with small counters. Some key elements (tracking turns, victory points, etc.) can be a little fiddly and woe is the person that accidentally knocks the table near the end of the game. This is small unit infantry action and if you wanted an opportunity to throw in some armor, you are out of luck with these rules. The random event mechanic can lead to the unfolding of odd moments and how they break up the resolution of orders can make play feel disjointed at times. The aspect of random events and issuing orders based on your hand might not click for everyone. If you are looking for tactical experience with predictable set pieces and resolutions based on narrow, strict probabilities, CCE is likely not for you.
The Verdict – Combat Commander: Europe is a solid wargame. If you want a WW2 tactical skirmish game, this is a fantastic choice. You have to make thoughtful choices and the card driven order system adds a lot of friction to play. It’s the constant pressure of having to adapt to blossoming difficult situations that makes CCE shine. I dare say if you wanted to experience a miniature skirmish game without all the painting, figures, and terrain, this would be a good substitute. I will say with certainty though if looking for a hex and counter game for small unit action, Combat Commander: Europe and other editions (notably CC: Pacific) are great buys and highly recommended.
NOTE: The rules are actually well written and play is straightforward. However it might be a little challenging getting through your first game. Harsh Rules has a tutorial video (along with a part 2) that walks through all the basic rules of the game and well worth checking out.
