Combat! is a Tactical level Solitaire-Only board-wargame for man-to-man combat in World War Two. This is the third game in the series of Combat! games that use the same system. This game introduces the British Armed Forces into the system. The game will focus on one of the most well-told moments in the long history of Britain. The fight for Arnhem Bridge. Players will use the actual British army forces that fought at the famed bridge and most hold at all costs. This is a stand-alone game.
The game system uses a unique AI to make for intense combat situations as well as unlimited replayability. You will stand on the defense against a relentless foe. Can you hold on?
There are multiple scenarios covering several stages of the attack on the Arnhem Bridgehead. The results from each scenario will influence the following scenario if you wish to play a campaign game – or play any battle as a stand-alone experience.
Product Information:
Complexity: Medium
Solitaire Suitability: 10 out of 10 – Designed specifically for solitaire play
Time Scale: 30-90 seconds per turn
Map Scale: 10 yards per hex
Unit Scale: Single man per counter; man-to-man combat
Players: One
Playing Time: Three to five hours per scenario
Game Components:
Three 24” by 38” game maps (a historically accurate map of the Arnhem Bridge), One 11” by 17” map
Six counter sheets (1-inch playing pieces)
Two Decks of Playing Cards (52 cards for Allied, 50 cards for German)
One Display Mat
One Impulse/Turn Track
One Player Aid Card
One Rulebook
Two 10-sided and one 6-sided dice
Box and Lid set
-description from publisher's website
- Highly regarded in the Combat series
- Individual counters representing individual men
- Generates narrative and personality
- Part of a series with campaign elements in other volumes
- Scenarios are lengthy (3-5 hours)
- Battle of Arnhem.
- Arnhem, part of Operation Market Garden
- Combat Volume 1
- Combat Volume 2
- Sniper
Mechanics (from transcript analysis)
- Individual Counters — States "Each counter is an individual man."
- scenario-based — Features "multiple scenarios" and mentions Arnhem "does not have a campaign element."
- Solitaire — Described as a "solitire system" and a "singleman combat."
Video topics + discussion points
Quotes (from this video)
- Statecraft from Doit Games. Link is down below if you want to go check out the Kickstarter.
- The Kaiser's High Seas Fleet, The Great War at Sea, 1914 to 1918 by Compass Games.
- So, it's really taking War at Sea, reimagining it, modernizing it, and then bringing it to World War I. So, fascinating, clever design idea from Compass Games.
- Congratulations to our winner there. We're not done quite with giveaways yet because we're going to give away a $50 store gift certificate from the Noble Knight sponsorship.
- So, I'm curious how many of you out there that play board war games and watch these videos uh do miniatures combat as well.
References (from this video)
- solo-focused with a robust solitaire engine
- high-quality, large counters and thematic components
- modular map setup (three maps plus bridge expansion) with scalable footprint
- historically grounded seven scenarios and a clear scenario book
- compatibility with volumes 1–2 rules while remaining standalone
- production quality and future-proof plan (volume 4 rule consolidation)
- steep learning curve due to the density of rules and dual-card mechanisms
- no actual dynamic campaign in this volume despite box promises
- complexity can be intimidating for new players to the system
- requires significant table space for maps, counters, and markers
- tactical, soldier-level urban combat with individual soldiers, vehicles, and support weapons
- Arnhem, Netherlands, World War II, Operation Market Garden; urban combat between British forces and German defenders
- solo AI-driven encounters with scenario-based play; historical grounding; cards and orders drive action
- Combat Volume 1
- Combat Volume 2
- SPI sniper game
Mechanics (from transcript analysis)
- action set for individual soldiers — Actions include run, gun, aimed fire, suppressive fire, reload, charge, sprint, hide, rally, sneak, etc.
- AI-driven German operations — A solitaire AI procedure governs German actions using its own deck and decision framework
- cards for initiative and events — Two decks (friendly and enemy) determine initiative and can be used to trigger events or resolve wounds
- combat diversity and equipment — Includes tanks, anti-tank guns, mortars, offboard artillery, grenades, smoke, and even an umbrella as a memorable item
- counters and markers — Counters represent individual soldiers and vehicles; large counters are visually emphasized; marker sheets support gameplay
- impulse-based turns — A sequence of impulses within each turn governs how orders are executed, with leaders issuing plans to coordinate teams
- initiative and orders via two card decks — Each turn, the player uses a card to determine the order of team actions and to trigger events; events can swing battles in real time through discards
- Line of Sight — Terrain and LOS shape combat outcomes; urban map with multi-story structures and varied line-of-sight considerations
- line of sight, terrain, and visibility — Terrain and LOS shape combat outcomes; urban map with multi-story structures and varied line-of-sight considerations
- maps and footprint management — Three large maps plus a bridge expansion; scenarios footprint uses two maps at most; footprint remains manageable
- morale and wounds — Morale states influence soldier behavior; wounds affect combat effectiveness and outcomes
Video topics + discussion points
Quotes (from this video)
- This is truly a tactical scale.
- I really like the look of these big counters.
- three maps and a bridge extension.
- This is a solo game only. An AI procedure will guide the Germans in the scenarios.
- For a solitaire rating, well, that's a full 10 out of 10.
- I'm very curious to see how all this comes together.