|
About the games: Combat! is a series of board games representing the key combat
zones of famous battles of the 20th Century. Each game comes
complete with everything you need to experience a bit of the
hell of modern warfare. Once you've learned the basics of the
system, ALL of these battles open up to you, to see the inside
of the fighting in places like Iwo Jima, Kursk, Bastogne,
Arnhem, Normandy, Pork Chop Hill, El Alamein.
The Combat! Game System has a mission - making
tactical level gaming more accurate, less difficult AND less
expensive.
- Easy and inexpensive to get started - everything
you need to play is in the box!
- Low intensity, plain language rules - there
is only one rulebook.
- The right blend of interesting detail, or
chrome - Lt. Wallace lives to fight another day...
- Fascinating battles - what if the Red Devils
had held out for one more day in Arnhem?
This is the system you can actually carry
out to your shiny new convertible in one hand... no loading dock
required!
Module 1: Combat! Normandy - The paratroopers of the 82nd Airborne vs. local
German units in Normandy meets that requirement. Not incidentally,
this is the same focus (and the same battle) taken by the renowned
film 'Saving Private Ryan'.
Combat! Diary - learn
more about the battle and the game system in our magazine dedicated
to Combat! Articles on how to, descriptions of weapons, historical
pieces on the units that fought the same battles you're engaged
in. Issue 1 - Normandy; Issue 2 - Stalingrad + upgrade chatter
and letters to the editor + Pointe du Hoc. April 2001.
Module 2: Combat!
Stalingrad sends you into the
firestorm of factory fighting in Russia in 1942. The battlefield
is a grim but fascinating reproduction of the Dzerhezinsky
Tractor Works, a massive factory complex featuring massive
building torn to shreds by incessant bombardment and fierce fighting.
Module 3: Combat! Pointe du Hoc pits the 2nd Ranger Battalion against nazi troops
in the Bocage. No beach landing here, we take the action from
the push for the laterel road, to the German counterattacks and
the final Ranger relief. INCLUDES COMPLETE COMBAT! NORMANDY UPGRADE.
April 2001.
Module 3: Combat! Kursk I takes you to the Psel River for the Waffen SS vs.
Soviet Guards action in the form of tank warfare in open, hilly
terrain north of the village of Krasny-Oktabyr. This is Tigers
vs. T-34's and SU 152's in playable time. Realistic Soviet tank
tactics portrayed. Shturmoviks overhead. Wow! May 2001.
Module 3: Combat! Arnhem will take you back to the exciting days of September,
1944, when it seemed a final dramatic airborne operation could
help swiftly end the war. Now the British 'Red Devil' parachute
troops have captured the Arnhem bridge over the Rhine and must
hold until relieved. The most accurate Arnhem map ever produced
with the help of Dutch experts. May 2001.
Battlefield horizon? We
have 'marching orders' to move forward on the double with the
following battles:
| France 1940 -Char B1 bis vs. Grossdeutschland troopers |
Bastogne
- The Red Devils hold out at the famous Arnhem Bridge |
| Dog Green - Can you say 'Bloody Omaha'? |
Jerusalem - 1948 Israeli War of Independence |
| Wake Island - U.S.M.C. and the famous battle |
Kursk
- Ponyri anyone? |
| Anzio -
Beach landing behind German lines |
Iwo Jima
- the Marines in the Meatgrinder - name your piece |
| Okinawa - The US Army in a cataclysmic 1945 battle |
Guadalcanal - 1942, the pivotal jungle battle |
What's next
for Combat?
It's all coming together and you've been a
HUGE part of it with your feedback. Please cast
your vote here to let us know which of the battles listed
above you'd like to see on your gaming table next. If you don't
see your favorite listed above, send us your idea! Drop us a
line and make your influence count.
Read a response by designer Ray Tapio on the
issue of Combat! and tank warfare in pdf
format.
|
The Maps: Combat!
includes detailed, well-researched maps that customers have used
on their own tours of the battlefields. We seek to transport
the gamer back to battlefields that are quite literal representations
of their former selves, right down to the last farmhouse and
church steeple. This has been no small effort. Combat! battlefields
in Normandy, Arnhem and other points of interest have been toured
extensively on foot by researchers, veterans have been consulted,
and locals from mayors to homeowners have been brought in to
the 'game'. We're after the elusive 'feel' of the tactical level
battlefield.
The Key Decisions: By
presenting a limited combined arms order of battle for both sides
its easier to meet the goal of teaching newcomers to play Combat!
quickly and well. The basics of "Tanks-Men-Guns", the
crux of World War II-style warfare, can be taught using these
limited forces. Larger, more varied orders of battle present
larger command and control challenges. But all success will come
from a mastery of the basic concepts of commanding the Tanks-Men-Guns.
Your Command: Picture
if you will yourself in the role of platoon leader, striving
to get your men or tanks onto their objective. Enemy action and
random events are intervening. You, the platoon leader, are reacting.
The challenge is to provide functionality to simulate this process
without a burdensome set of rules. Command control is an intrinsic
part of the play of Combat! Units in Combat! support each other,
as in reality, through proximity and various leaders, such as
NCOs.
The Turns: Combat!
is played in a streamlined set of three phases. The game does
not qualify as an EYE-GO-YOU-GO game as the two phases in each
turn; Command Phase and Fire & Movement Phase. All involve
both players. Initiative is determined every turn, and may shift
from one side to the next during the course of play. Players
switch back and forth taking one or a few 'impulses' each to
move and fire. The result is a chess-like give and take that
pits players against each other both squad-to-squad and force-to-force.
You have to win the little battles, impulse by impulse, to win
the complete firefight.
Solitaire: Solitaire
play is also an important assumption in the Combat! rules. The
rules-set was designed with a nod to the reality that many gamers
spend at least part of their time enjoying a game by pushing
the counters around on their own. One needs not gather up another
player, or take the time to travel to a gaming event to enjoy
Combat!
Your troops: You
are not overwhelmed with too many different game pieces to learn.
Still, the full array of WWII weapons are represented. The units
are individual squads, weapons crews, leaders, support weapons,
Jeeps and tanks. In Combat! Normandy, the American player can
wield a force including .30 caliber machine-guns, Bazookas, 57mm
anti-tank guns and M4A1 Sherman tanks. The German player receives
game pieces for squads, 7.62mm machine-guns, 75mm infantry guns,
50mm anti-tank guns, PSW 222 armored cars, and captured French
tanks pressed into German service. Both combatants also receive
artillery and mortar support. For Stalingrad we add a full Russian
order of battle, plus German Stukas, assault guns and flamethrowers,
to name a few.
Dice & Odds: Combat!
uses two ten-sided dice to generate results from 1-10 and from
1-100. Rolling a 1 or 100 always means something special is happening!
Percentages and "how many chances in 10" rolls make
it easy to understand the odds of the certain things happening.
Advising the infantry 'commander' that laying fire from his 30
cal. machine-gun has a fifteen percent chance of getting the
other guy out from his positions in the woods makes it crystal
clear. During play, your units have a simple percentage chance
to perform the various combat tasks at hand...
Scale: The scale
of Combat! is 50 yards per hex. The time frame represented by
an average Combat! turn is just a few minutes, depending on how
much activity takes place in a given turn. The game's firefights
range from just a few of these turns, representing very short,
intense actions, to much longer, larger firefights representing
set-piece assaults, resolved down to the last room of close combat.
Fire Data: The
data on the Firepower Tables came from years of detailed ballistic
analysis, including unpublished government sources and others
such as the analysis of US Army Firepower Scores. Using these
many sources of data, we prepared our Firepower Table, noting
the relative lethality of indirect fire, airstrikes, and mines
of the AP and AT variety. From the raw data we crunched the numbers
down to be relative to the average squad/AFV/gun.
|