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Combat Commander: Europe
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Este artículo no está disponible por parte de los proveedores y está pendiente de fabricación de más unidades por parte de la marca, sin una fecha programada. Por esta razón, no aceptamos pedidos de este artículo.
Recomendamos activarse la Alerta de Reabastecimiento (a continuación) para que se te notifique tan pronto como vuelva a estar disponible.
Editorial GMT Games
Idioma
Dependencia del idioma (0-4) 3. Alto
Núm. jugadores 2
Tiempo de juego Entre 2 a 3 horas
Autor Chad Jensen
Edad mínima 12
Temas Wargame, World War II
Mecánicas Campaign / Battle Card Driven, Grid Movement, Hexagon Grid, Simulation, Variable Phase Order
Núm. Cartas
220
Fundas 63.5x88
Descripción
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.
A game of Combat Commander is divided into several measures of Game Time. 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" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.
SCALE: Each hex of a Combat Commander map is roughly 100 feet of distance (about 30 meters). Each complete Player Phase abstractly represents several seconds of real time. Each complete measure of Game Time abstractly represents several minutes of real time.
Each unit in the game is approximated as either a single Leader, a 5-man Team, or a 10-man Squad. Radios — and individual weapons larger than a pistol, rifle or BAR — are represented by their own counters.
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