How to Play

Combat Commander: Europe

2-2 players 60-180 min 8.0 Board Game Geek Rating

This tactical WWII infantry combat game pits Axis against Allied forces using card-driven mechanics. Players use "Fate" cards from their hands to activate units for movement, combat, and special actions. Victory comes from destroying enemy forces, controlling objective markers, and positioning units strategically across the European battlefield maps.

Published 2006

Combat Commander: Europe

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Draw smoke chits randomly
When playing Smoke Grenades action, draw the Smoke chit randomly, look at it, THEN place it on the board
2
Understand unit types
Identify which units have BOXED Fire Power (can be used for Assault Fire) versus regular fire power
3
Identify ordnance weapons
Note that Satchel Charges and Mortars are ordnance (require roll to hit), while Molotov Cocktails are NOT ordnance

On Your Turn

What you can do during your turn.

1
Activate units for actions
Choose a stack or group of units to activate for either Move or Fire
2
Play Assault Fire action
After playing this action, fire any units with BOXED Fire Power that were activated to Move as ONE fire attack
3
Restrict ordnance during Assault Fire
If moving units include any Ordnance, only ONE ordnance unit may fire (and no other units), and they must roll to hit first
4
Use Satchel Charges carefully
Roll to hit when using; if you roll a 1, the attack misses but the Satchel Charge is not consumed; once any Fire Attack roll is made, place the SC on the casualty track
5
Calculate Mortar attacks
Check range, roll to hit (multiply 2 dice), then apply Fire Attack value if hit is achieved
6
Adjust for height advantage
Subtract 1 FP if target hex is at higher elevation than firing piece; add 1 FP if target hex is at lower elevation
7
Account for smoke in LOS
Add smoke value to the required roll to hit (e.g., Smoke -3 in LOS increases to-hit requirement by 3)
8
Combine Fire Groups
Add firepower values together with leader bonuses for combined attacks (e.g., 6 MC + 1 SMG + 1 WT + 1 LMG + 2 Leader = 11 FP)
9
Use Molotov Cocktails in groups
Since they are not ordnance, they may form part of a Fire Group and be used for Assault Fire actions
10
Apply Molotov special rules
Remember they reduce opponent's Cover to 0 and are removed to the casualty track after firing
11
Benefit from leader range bonus
Leaders can extend weapon range (e.g., Molotov Cocktail gains 3 range due to leader bonus)

Winning

How to claim victory.

1
Track casualties
Place eliminated units and expended single-use weapons (Satchel Charges, Molotov Cocktails) on the casualty track
2
Achieve scenario objectives
Victory conditions are determined by the specific scenario being played (not specified in this rules excerpt)

watch & Learn

Let the pros teach you with these top videos.

Combat Commander: Europe // En bon québécois

Combat Commander: Europe // En bon québécois

Instructional

(1156) Combat Commander: Europe - unboxing (PL)

(1156) Combat Commander: Europe - unboxing (PL)

Unboxing

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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