Combat Commander: Pacific is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II. CC:P‘s main theme is the addition of three new factions to the Combat Commander family:
- Imperial Japan
- the Pacific US – with a strong emphasis on the US Marine Corps
- the Pacific Commonwealth – focusing on Indian and ANZAC forces
CC:P is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe‘s basic rules, CC:P includes numerous rule tweaks and additions in order to more accurately portray tactical warfare as experienced by the participants in and around the Pacific and Indian Oceans. This slightly ramps up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism.
-Grant
Thank you guys for doing this! I am great fun of Combat Commander and once we finish the European campaign with Dave, I hope to jump to Pacific.
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And this one I actually have the game in question!
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It’s a great one!
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One day I’ll even get it played on the table.
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It has been a while since I have played through the scenarios of the CC Pacific module and the New Guinea expansion. Looking back over my notes from play, I recall the rules segment that disappointed me was the Banzai and Charge rules [CC:P 17.2, O.25].
A Banzai attack was described as an effort to hurl a mass of screaming, fanatical attackers onto the guns of a defender, overwhelm the defensive fire, close with the enemy, and overrun his position.
When the O.25 Charge order is played, the Japanese player is not required to attack anyone; he can remove Suppression markers, rally broken units and simply move to a better location. When an attack will actually be made, the units are selected and the mass of screaming attackers begin their assault – one-at-a-time (unless stacked in the same hex) [CC:P O29.2].
So much for massed attackers. Moreover, any defender with an LOS to the attacking unit can now Op Fire as each attacker moves into a new hex – single attackers are not likely to overwhelm any defensive firepower. Finally, the surviving attacker – if any – moves adjacent to the target hex – and stops [CC:P O29.4 first bullet].
So, I began tinkering with the rules to improve the Banzai experience while remaining within the basic game system.
At the heart of my house rules is an alternative form of movement: The Bonzai Movement Phase (BMP). Unabashedly taken from Squad Leader, it is a form of movement in which multiple units in different locations coordinate their movement advancing together a single hex closer to the target each successive phase.
After all attacking units have expended MP in this phase, the defender now plays a hidden fortification Action and/or Op Fires [CC:P O25.2].
This cycle is repeated until the attacker(s) is adjacent to the defender; in the next movement phase the attacker(s) move (not Advance) into the defender’s hex and again take Op Fire. If a Banzai attacker remains, a Melee counter is placed on the hex to be resolved in the next Allied turn [CC:P 19].
My actual set of rules is a bit more detailed than here, but they did work well for me.
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This review is by far the best video of CC.Pacific — as always thank you for honest overview and opinions. Especially Grant who has put on the record which he prefers more- CC Europe or CC Pacific. Excellent.
Also, this video is Not listed under VIDEOS on BGG, and it needs to be. Perhaps that’s why it’s been 12 years between reprints… 😉
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