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Free shipping: Quebec = $125 before taxes. Ontario = 150$ before taxes. Other Province = 300$ before taxes.
Free shipping: Quebec = $125 before taxes. Ontario = 150$ before taxes.

Combat Commander: Europe (English)

Original price 102.99$ CAD - Original price 102.99$ CAD
Original price
102.99$ CAD
102.99$ CAD - 102.99$ CAD
Current price 102.99$ CAD
+ Taxes
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Only 1 left

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106 boul. René-Lévesque Ouest, Quebec City
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Chad Jensen
Lee Brimmicombe-Wood, Chad Jensen, etc.
GMT Games
2
12 years and over
60 to 180 minutes
Wargaming, World War II
Advantage Token, Campaign/Battle Card Driven, Grid Movement, Hexagon Grid, Line of Sight, etc.

Combat Commander: Europe is a card game covering tactical infantry combat in the European theater of World War II. One player plays the role of the Axis (Germany) while another player commands the Allies (America or Russia). These two players will take turns playing one or more “Fate” cards from their hands in order to activate their units on the map for various military functions.

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 "Objectives", the destruction of enemy units, and the removal of allied units from the opponent's edge of the board.

A game of Combat Commander is divided into several measures of playing time. There is no sequence of play to follow, however each time segment is divided into a varying number of player turns, each of which may consist of one or more fate card "commands" made by the active player. Fate card “Actions” can usually be performed 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 on a combat commander map is approximately 100 feet away (approximately 30 meters). Each complete player phase abstractly represents several seconds of real time. Each full measurement of playing time abstractly represents several minutes of real time.

Each unit in the game is approximately either a single leader, a 5-man squad, or a 10-man squad. Radios—and individual weapons larger than a pistol, rifle, or BAR—are represented by their own counters.