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Combat Commander: Pacific box art

Combat Commander: Pacific

Game ID: GID0073073
Game Info
Year
2008
Collection
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Description

Combat Commander:Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II. CC:P's main theme is the addition of three new factions to the Combat Commander family:

Imperial Japan
the Pacific US - with a strong emphasis on the US Marine Corps
the Pacific Commonwealth - focusing on Indian and ANZAC forces

CC:P is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules, CC:P 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 slightly ramps up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism. Just a few of the additions include:

Banzai attacks;
BARs and Thompson SMGs;
Beach landings & river crossings;
Hidden movement;
Caves;
Scouts;
Aircraft;
Bayonets;
Mortar spotting;
Treetop snipers;
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.

UNITS: Due in part to the unique composition of late-war USMC squads and the imbedding of specialized weapon teams within IJA squads, the units in the game are represented by 4-6 man Teams and 8-13 man Squads. Radios — and individual weapons larger than a rifle — 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’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.

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" and die roll "Triggers" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.

CC:P includes twelve maps featuring terrain specific to the PTO.

CC:P's playbook includes:

twelve scenarios.
Pacific version of the Random Scenario Generator utilizing the new maps and nationalities. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations.
section detailing the differences between CC:P and 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.
examples of play.
Design & Development notes as well as numerous play hints.

Components:

352x large counters (5/8")
280x small counters (1/2")
220x 2.5 x 3.5 cards
6x 2-sided 17 x 22 maps (twelve maps in total)
3x 2-sided 8.5 x 11 nation-specific player aid sheets
2x 1-sided 8.5 x 11 generic player aid sheets
1x 32-page Rulebook
1x 32-page Playbook
1x Track Display

NOTE: Combat Commander:Pacific is a stand-alone game. You do NOT need to own any other Combat Commander game in order to play it, though familiarity with the system would be a plus.

Description

Combat Commander:Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II. CC:P's main theme is the addition of three new factions to the Combat Commander family:

Imperial Japan
the Pacific US - with a strong emphasis on the US Marine Corps
the Pacific Commonwealth - focusing on Indian and ANZAC forces

CC:P is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules, CC:P 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 slightly ramps up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism. Just a few of the additions include:

Banzai attacks;
BARs and Thompson SMGs;
Beach landings & river crossings;
Hidden movement;
Caves;
Scouts;
Aircraft;
Bayonets;
Mortar spotting;
Treetop snipers;
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.

UNITS: Due in part to the unique composition of late-war USMC squads and the imbedding of specialized weapon teams within IJA squads, the units in the game are represented by 4-6 man Teams and 8-13 man Squads. Radios — and individual weapons larger than a rifle — 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’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.

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" and die roll "Triggers" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.

CC:P includes twelve maps featuring terrain specific to the PTO.

CC:P's playbook includes:

twelve scenarios.
Pacific version of the Random Scenario Generator utilizing the new maps and nationalities. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations.
section detailing the differences between CC:P and 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.
examples of play.
Design & Development notes as well as numerous play hints.

Components:

352x large counters (5/8")
280x small counters (1/2")
220x 2.5 x 3.5 cards
6x 2-sided 17 x 22 maps (twelve maps in total)
3x 2-sided 8.5 x 11 nation-specific player aid sheets
2x 1-sided 8.5 x 11 generic player aid sheets
1x 32-page Rulebook
1x 32-page Playbook
1x Track Display

NOTE: Combat Commander:Pacific is a stand-alone game. You do NOT need to own any other Combat Commander game in order to play it, though familiarity with the system would be a plus.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
Video C0XoEj_wcJk Zilla Blitz Interview at 40:53 sentiment: positive
video_pk 85604 · mention_pk 219845
Zilla Blitz - Combat Commander: Pacific video thumbnail
Click to watch at 40:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • More exciting, immersive, and atmospheric than Combat Commander: Europe.
  • Cleaner, tighter, and more evocative design.
  • Excellent presentation, rulebook, and layout.
  • Accessible tactical combat system.
  • Brilliant scoping decision to focus on infantry combat.
Cons
  • Some controversial changes to core mechanics from Combat Commander: Europe.
  • Excludes tanks, which might be a con for some players.
Thematic elements
  • Tactical combat
  • Pacific Theater of World War II
  • Narrative chaos of the card-driven system
Comparison games
  • Combat Commander: Europe
  • Squad Leader
  • ASL
  • Conflict of Heroes
Mechanics (from transcript analysis)
  • Card-driven tactical combat — Combines concepts from Squad Leader and CDGs, relying on cards to resolve actions and combat.
  • Scoping decision — Brilliant decision to exclude tanks, leading to a tight execution focused on infantry combat.
  • Unit morale and breaking — Changes were made to how units break and resuscitate their morale compared to Combat Commander: Europe.
  • Weapons breaking and repair — Changes were made to how weapons break and are repaired.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And game that gives you that that soup of possibility or or that that tableau of possibilities is fairly rare in in my mind, you know.
  • So, I find it also the most evocative way to to tour history is through a game.
  • The inescapable element that, you know, binds board wargaming and distinguishes it, I think, is its ability to transport us to some place.
References (from this video)
No references stored for this video.
Video txn1q1GXaRY Zilla Blitz Discussion at 26:56 sentiment: positive
video_pk 35306 · mention_pk 105369
Zilla Blitz - Combat Commander: Pacific video thumbnail
Click to watch at 26:56 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep tactical depth with abundant scenarios
  • Strong historical theming and map components
  • High replay value through modular content
Cons
  • Steep learning curve and complex setup
  • Long play sessions can be demanding
Thematic elements
  • Deep tactical combat with modular scenarios and campaign potential
  • Pacific Theater in World War II; framing via desert island discussion and audience examples
  • Scenario-based design emphasizing depth, replayability, and historical flavour
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign — Additional content and theaters to extend play and replayability
  • Campaign/expansion support — Additional content and theaters to extend play and replayability
  • Card-driven actions — Players use a deck of cards to activate units, resolve actions, and manage initiative
  • scenario-based play — Multiple historical or hypothetical scenarios with variable maps and rules
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Combat Commander Pacific would be perfect for desert island play due to depth and expansion potential.
  • I am really excited about the Undaunted series and the Kalisto/Calypso space-themed directions.
  • There are 33 projects in my project list, and none have been abandoned.
References (from this video)
No references stored for this video.
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