combat commanderpacific carddriven board game cover tactical infantry combat pacific theater world war ii ccp main theme addition new faction combat commander family imperial japan pacific strong emphasis marine corps pacific commonwealth focus indian anzac forcesccp stand game carddriven combat commander game series utilize combat commander europe basic rule ccp include numerous rule tweak addition order accurately portray tactical warfare experience participant pacific indian ocean slightly ramp complexity combat commander series time impart bit depth realism addition includebanzai attacksbar thompson smgsbeach landing amp river crossingshidden movementcavesscoutsaircraftbayonetsmortar spottingtreetop snipersreconnoiteringscale hex combat commander map roughly foot meter complete player turn abstractly represent second real time complete game turn abstractly represent minute real timeunit unique composition latewar usmc squad imbedding specialized weapon team ija squad unit game represent man team man squad radio mdash individual weapon large rifle mdash represent counter individual aircraft represent countersvictory player attempt achieve victory move combat unit game map attack opponentrsquos combat unit occupy objective possible degree player succeed fail measure scenariorsquo specific objective chit destruction enemy unit exiting friendly unit opponentrsquos board edgegame flow game combat commander divide time segment sequence play follow time segment divide variable number player turn consist fate card quotordersquot conduct active player fate card quotactionsquot generally conduct player time quoteventsquot die roll quottriggersquot mdash good bad mdash occur random interval add bit chaos uncertainty playerrsquo perfect planccp include map feature terrain specific ptoccps playbook include scenario pacific version random scenario generator utilize new map nationality random scenario system provide unending variety map configuration force structure combat situation section detail difference ccp combat commander volume order player familiar early game jump right scenario minimal rule read example play design amp development note numerous play hintscomponent x large counter quot x small counter quot x x card x side x map map total x side x nationspecific player aid sheet x side x generic player aid sheet x page rulebook x page playbook x track displaynote combat commanderpacific standalone game need combat commander game order play familiarity system plus
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Chad Jensen, Low-Exp Designer
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