Combat Commander: Pacific
2
13+
120+
Combat Commander: Pacific is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules, Combat Commander: Pacific includes numerous rule tweaks and additions in order to more accurately portray tactical warfare as experienced by the participants in and around the Pacific and Indian Oceans.
This will slightly ramp up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism.
User Reviews (1)
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Summary:
At first glance of this game I was on the fence, come on card driven, no dice. So I turned away from this for awhile, until one day I went to a convention and watch two guys playing it. They let me play it, and then I was hooked.
What make this a cool game are the cards. Why I say that is, CC:P puts you in the role of the commander, your scenario role (attacker, defender, etc.) dictates your hand size. Your nationality determines your discard ability. This represents your training and flexibility. The quality and quantity of your units determine how many cards you can play in a round.
The other neat thing is each nationality has its own deck. Each deck has been configured for that nationalities way of operation.
So that’s what I think that makes CC:P cool is that your hand of cards dictates you commanders capabilities.
Replay Value:
I’d rate replay value on this game very high. The factors would be from:
– 12 scenarios.
– The random scenario generator (RSG) that is included.
Components:
– 352x large counters (5/8″)
– 280x small counters (1/2″)
There about 600 counters in all, packed with information and very legible.
– 3 Decks of cards, 1 for each nationality. They are made of a heavy stock and glossy.
– 6 double-sided 17 x 22 paper maps (twelve maps in total). The maps are very nice and the hexes are large, with this you can lay the counters side by side instead of stacking them on top of each other.
– 3 double-sided 8.5 x 11 nation-specific player aid cards
– 2 one-sided 8.5 x 11 thick paper generic player aid cards
– 1 32-page color rulebook. The book is very well laid out and organized well.
– 1 32-page color playbook. This book contains 12 scenarios. Also contained is the random scenario generator and examples of play.
– 1 Thick paper Track Display, used for keeping track of things like victory points and casualties.
– Dice , wait there are none.
Easy to Learn:
CC:P is rated as a medium complexity and low solitaire suitability. I found that I did not have a hard time grasping the rules. There so well laid out and organized that anyone should be able to read and do a play along and be fine.
Over all, with that said CC:P having a well-though out design, tense game play, lots of replay value and most of all total focus on being in the role of a commander makes this game one you should add to your collection.