Combat Commander Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II CCPacific's main theme is the addition of three new factions to the Combat Commander family Imperial Japanthe Pacific US
- with a strong emphasis on the US Marine Corpsthe Pacific Commonwealth
- focusing on Indian & ANZAC forces CCPacific is a stand alone game in the card-driven Combat Commander game series While utilizing Combat Commander Europe's basic rules CCPacific
Includes:: numerous rule tweaks & additions in order to more accurately portray tactical warfare as experienced by the participants in & around the Pacific & Indian Oceans This will slightly ramp up the complexity of the Combat Commander series while at the same time imparting a bit more depth & realism Just a few of the additions include Banzai attacks BARs & Thompson SMGs Beach landings &38; river crossings Hidden movement Caves Scouts Aircraft Bayonets Mortar spotting Reconnoitering SCALE Each hex of a Combat Commander map is roughly 100 feet across (about 30 meters) Each complete Player Turn abstractly represents several seconds of real time Each complete Game Turn abstractly represents several minutes of real time UNITSDuein part to the unique composition of late-war USMC squads & the imbedding of specialized weapon teams within IJA squads the units in the game are represented by 4-6 man Teams & 8-13 man Squads Radios &8212; & individual weapons larger than a pistol or rifle &8212; are represented by their own counters Individual Aircraft are also represented with their own counters VICTORY Players attempt to achieve victory by moving their combat units across the game map to attack their opponent&8217;s combat units & occupy as many objectives as possible The degree to which a player succeeds or fails is measured by a scenario&8217;s specific Objective chits the destruction of enemy units & the exiting of friendly units off the opponent&8217;s board edge GAME FLOW A game of Combat Commander is divided into several Time segments 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 & die roll Triggers &8212; both good & bad &8212; will occur at random intervals to add a bit of chaos & uncertainty to each player&8217;s perfect plan CCPacific will include twelve new maps featuring terrain specific to the PTO Pacific'splaybook will include Twelve scenarios A Pacific version of the Random Scenario Generator utilizing the new maps & nationalities This random scenario system provides an almost unending variety of map configurations force structures & combat situations Assigned Point Values for all units weapons radios & fortifications in the game allowing players to easily create their own scenarios & Orders of Battle A section detailing the differences between CCPacific & Combat Commander's first two volumes in order that players familiar with those earlier games can jump right into their first scenario with minimal rules reading An extended example of play Design &38; Develop notes as well as numerous play hints Components 352x large counters (58)280x small counters (12)216x 25 x 35 cards 6x 2-sided 17 x 22 maps (twelve maps in total)3x 2-sided 85 x 11 nation-specific player aid cards 2x 1-sided 85 x 11 generic player aid cards 1x 32-page Rulebook 1x 32-page Playbook 1x Track Display