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RESERVA COMBAT COMMANDER ADVERSARY

PRECIO ESPECIAL DE PREPEDIDO PARA LOS PRIMEROS 10 PEDIDOS

PRODUCTO EN PREPEDIDO. FECHA ESTIMADA DE DISPONIBILIDAD PROPORCIONADA POR EL DISTRIBUIDOR: VERANO 2027. ESTA FECHA DEPENDE DEL FABRICANTE Y DEL DISTRIBUIDOR, Y PUEDE SUFRIR MODIFICACIONES

El precio original era: 125,00€.El precio actual es: 99,00€. IVA incl.

Descripción

Combat Commander: Adversary is a solo system that allows a human player to fight their way through any of the 24 scenarios provided with the 20th Anniversary Edition of Combat Commander against a completely automated opponent – the adversary. (The adversary works just as well with all previous editions of Combat Commander: Europe and Combat Commander: Mediterranean.)

Through a combination of control logic and guided randomness, the adversary sets up its own forces (on any map you throw at it), activates units, determines targets, advances into melees, rushes towards objectives, and certainly won’t hesitate to interrupt your turn with opportunity fire or the play of an inconvenient wire.

The system was designed with a care towards maintaining the ebb and flow – the feel – of a typical CC engagement: simple action resolutions and quick turnarounds, with surprises galore. The adversary acts logically, implementing tactics that produce results without turning into a predictable automaton. Underestimate that guy at your own peril.

The beating heart of Combat Commander has always been the Fate Deck, and this addition to the game proves no different. The adversary sits at the table (on the table, if we’re getting technical) with one of six nation-specific Fate Decks of 72 tarot-sized cards, making it possible for you to face not only an American or British adversary, but also a French adversaire, a German Widersacher, a Russian противник, or an Italian avversario.


Six Sample Cards for Combat Commander: Adversary (not final art)

Not only does the adversary adopt a different play style according to its nationality and the Fate Deck on which it runs, it also prioritizes different battlefield elements depending on its posture and the game state. So while you can expect the adversary to display a penchant for forming fire groups while on the attack (and, conversely, prefer to fire individual units in the role of the defender), you can’t take anything for granted.

GHOST IN THE MACHINE

Flip the top card of the adversary deck: If the Order is applicable – according to a specific set of conditions – place it in the green row of the adversary playmat and resolve that Order (see below). If, on the other hand, the Order is not applicable, then place it in the red row of the playmat and do nothing. Keep revealing cards and resolving Orders until a) the green row holds a number of cards equal to the adversary’s Order limit, or b) you’ve placed on both rows of the playmat a total number of cards equal to the adversary’s hand size – at which point the adversary’s turn is over. Wipe the playmat clean of any cards and other military detritus, and let the human player take a shot. (I mean, you could conceivably watch two adversaries go at each other for a while, but product enjoyment is not currently being tested within those parameters.)

The adversary will never discard per se, but it sometimes spends an entire turn unable to play any Order, hence doing nothing – which, for all intents and purposes, achieves the same effect. And yes, that’s when you whip out a Hidden Unit or Demolitions, and catch the adversary with its mechanical pants down.


Playmat for Combat Commander: Adversary (not final art)

Once an Order is in play, unit activation (if required, of course) always follows the same path: Reveal an additional adversary card and look at the stack of gray boxes under the ‘Ordered Unit(s)’ header. The criteria found in the box that corresponds to the Order under consideration (Advance, Fire or Move) are then fed into a simple flowchart that sets one or more units in action, often forming groups under a Leader’s command.

Now take a look at the colored box matching the adversary’s posture – red for Attack, yellow for Recon, blue for Defend – on the played Order card: those criteria are in turn fed into their own flowchart in order to yield a destination or a target. As with most solo systems, flowcharts quickly become second nature over repeated plays and familiarity with the game itself.

Other Orders are handled in a similar manner, with the simpler ones, such as Recover and Rout, requiring no more than an ordered sequence of resolution.

When it comes to Actions, the system affords the adversary several ‘reaction windows.’ Those are specific moments (including when a player unit is moving…) at which the fighting is paused and the top adversary card revealed. If the Action listed on that card applies to the situation, it is implemented and the next adversary card is revealed, and so on, until an Action is revealed that is not applicable – at which time the reaction window closes and regular play resumes.

Itching for more? The adversary system dovetails into the Combat Commander random scenario generator without a snag, promising endless action against a tireless opponent.

Highlights:

  • Fully automated opponent for solitaire play, with fast resolution of adversary turns
  • Adversary able to make full use of hidden objectives and reactions like op fire and hidden mines
  • Setup options: either let the adversary make its own decisions, or use one of the predetermined “quick setups” provided for each scenario
  • Scenario special rules adapted to the adversary
  • Compatible with the RSG!

Components:

  • Six tarot-sized decks of 72 cards each: one for every nation in the Combat Commander 20th Anniversary Edition
  • Twenty-four 8.5”x11” double-sided Horizon Charts
  • Four 8.5”x11” double-sided player aid cards
  • One 8.5”x22” adversary playmat
  • Two wooden Focus cylinders
  • Twenty-four wooden marker cubes
  • One half counter sheet
  • One rulebook
  • One 2.5″ box with insert

Time scale: Several minutes per turn
Map scale: 30 meters per hex
Unit scale: Squads, Fire Teams, and Leaders
Game length: 1-3 hours
Players: 1

El precio original era: 125,00€.El precio actual es: 99,00€. IVA incl.

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