Overview
Combat Commander: Europe is a card-driven tactical infantry combat wargame set in World War II. One player commands the Axis (Germany) while the other leads the Allies (America or Russia). Players use Fate cards to activate units, resolve combat, and trigger events on hex-based maps. There are no dice; cards drive all randomness. The game features scenarios with different maps, force compositions, and victory conditions.
Components
- Hex map sheets (multiple scenarios)
- Fate card decks (German, American, Russian)
- Unit counters (leaders, squads, teams, weapons)
- Objective markers
- Time track
- VP track
- Terrain overlays
- Various status markers (broken, eliminated, etc.)
Setup
- Select a scenario and set up the designated map.
- Each player takes their faction’s Fate card deck, shuffles it, and draws a starting hand.
- Place units on the map per scenario setup.
- Place objective markers on designated hexes.
- Set the time track and VP markers per scenario.
- Determine initiative per scenario.
Turn Structure
The game does not use traditional alternating turns. Instead, the player with initiative plays cards and takes actions until they choose to pass or play a specific card. Then initiative may shift.
Player Actions (Active Player)
Play Fate cards from hand to:
- Order units (move, fire, advance, etc.)
- Trigger Events (random occurrences from drawn cards)
- Play special actions (ambush, rout, etc.)
After each action, the active player may continue or pass initiative.
Actions
| Order |
Effect |
| Move |
Move activated units up to their movement allowance |
| Fire |
Shoot at enemy units in line of sight; resolve with Fate card draws |
| Advance |
Move into an adjacent hex (including into melee) |
| Rout |
Force broken enemy units to retreat |
| Recover |
Attempt to rally broken friendly units |
| Artillery Request |
Call in off-board artillery support (if available) |
Fire Resolution
- Calculate firepower of attacking units.
- Add terrain modifiers, range modifiers, leadership.
- Draw a Fate card for the attack; compare to defense.
- Results: no effect, suppression, breaking, or elimination.
Melee
When units advance into the same hex as enemy units:
- Both sides total combat values.
- Draw cards and compare.
- Loser’s units are eliminated or broken.
Scoring / Victory Conditions
Victory points are tracked on the VP track throughout the game:
- Eliminating enemy units earns VP.
- Controlling objectives earns VP (checked at certain triggers).
- Events can shift VP.
The game ends when:
- The time track runs out (Sudden Death triggers check each time marker advances).
- One player achieves overwhelming VP advantage.
The player with more VP at game end wins.
Special Rules & Edge Cases
- No dice: All randomness is card-driven. Each Fate card has multiple uses (orders, combat resolution, random events, trigger numbers).
- Events are triggered by specific numbers on drawn cards; they cause unexpected battlefield changes.
- Broken units cannot attack and must retreat; they can be rallied with Recover orders.
- Leader units enhance nearby units’ firepower, morale, and command range.
- Wire, mines, and trenches can be placed as terrain overlays during setup or via events.
- Hand management is critical; discarding and reshuffling can trigger events.
- The Sudden Death mechanism means the exact end time is unpredictable.
- Each faction’s deck has different strengths (e.g., Russian deck has more Fire cards; German deck is more balanced).
Player Reference
| Faction Decks |
Strength |
| German |
Balanced actions |
| American |
Good support, air power |
| Russian |
More fire cards, aggressive |
| Phase Summary |
| Active player plays cards for actions |
| Resolve combat with card draws |
| Check for events on each card drawn |
| Pass initiative or continue |