Home Forums WWII Combat Patrol: WWII Will be Released Soon

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  • #33026
    Buck Surdu
    Participant

    Combat Patrol: WWII Advertisement

    After three years of development, I am about to release Combat Patrol: WWII (TM) featuring the G.A.M.E.R.(TM) system and the Double Random Activation (TM) mechanism.  The cards and rules will be available through DriveThru soon, probably the first week in November.  The cards are done, and I have gotten my proof copies from DriveThru (they look terrific!), but I am doing a final edit on the rule book.
    <p class=”paragraph_style_10″>In developing <span class=”style_6″>Combat Patrol</span>(TM) I developed the <span class=”style_6″>G.A.M.E.R.(TM) </span>“engine.”  Key features of the engine are:</p>

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      <p class=”paragraph_style_11″>The Double Random Activation(TM) mechanism provides the unpredictability and drama of card-based activation without the drawbacks. This activation mechanism was originally developed for Battles by <span class=”style_6″>GASLIGHT</span> and was refined during the development of <span class=”style_6″>Look, Sarge, No Charts</span> titles.  The mechanism uses cards for activation but ensures that multiple players are acting at the same time.</p>

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      <p class=”paragraph_style_11″>No big yellow or pink chart cards cluttering up your beautiful gaming tables.  Each player needs one or two 3″x5″ cards with the information about his units, including their weapons and equipment.   Other than those, there are no chart cards.  The back of these unit records includes the modifiers for hand-to-hand combat and terrain effects on movement.  After a game or two, players rarely need to refer to these, so two unit records can be taped back to back for even less clutter.</p>

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      <p class=”paragraph_style_11″>Combat resolution is resolved by flipping cards.  Players read different sections of the cards in the Action Deck depending on what they are trying to do:  shooting, resolving hits, “rolling” to penetrate enemy vehicles, hand-to-hand combat, movement, and morale.  In development, I took a series of charts and then broke them apart to fit on an Action Deck of 50 cards.  Flipping a card is essentially the same as rolling a die and looking up the result on a table.  The difference is that you don’t have to do all that table look up.  Flip a card and determine whether you got a hit.  If so, flip the next card to see which target figure was hit, how severely, and whether he is protected by cover.</p>

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      <p class=”paragraph_style_11″>Cover is represented explicitly.  Instead of cover providing a negative modifier to hit, if you get a hit, when you flip the next card in the Action Deck, you look for cover icons.  If the target figure is in the type of cover indicated on the card, instead of being wounded or incapacitate he ducks back behind cover and is stunned.  While the use of cover as a to-hit modifier and the process in <span class=”style_6″>Combat Patrol</span>(TM) can be mathematically equivalent, there is something intuitively appealing to knowing that the window sill deflected that round that would have otherwise hit your figure.  In play tests, this explicit representation of cover has made players make better use of cover while maneuvering their squads.</p>

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      <p class=”paragraph_style_11″>Messy “opportunity fire” rules are replaced by a simple reaction mechanism.</p>

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      <p class=”paragraph_style_11″><span class=”Bullet”>•</span>Somewhat randomized movement speeds based on the <span class=”style_7″>Guts</span>level of the unit or its leader.</p>

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      <p class=”paragraph_style_11″>The <span class=”style_6″>G.A.M.E.R.(TM) </span>engine name is an acronym for the attributes which describe figures in <span class=”style_6″>Combat Patrol(TM)</span>: Guts (morale), Accuracy (shooting), Melee (hand-to-hand combat), Endurance (how many wounds a figure can take), and Reaction.  The game master can “sculpt” a unit to fit a historical scenario.</p>

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      <p class=”paragraph_style_11″>Playable on multiple levels of resolution.  At the lowest level, all the figures in a unit have the same attributes.  At the highest level, each figure can have different attributes.  The levels of resolution can be mixed so that the Commando unit has more detail than the installation security personnel.  This allows games that have a historical feel as well as those with a more cinematic feel.</p>

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      <p class=”paragraph_style_11″>Rules for replacements of personnel and equipment between scenarios enable players to represent mini-campaigns.</p>

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      <p class=”paragraph_style_11″>Ground scale is 1 inch = 5 yards, pretty close to the scale of the 28mm figures I used in play testing.</p>

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      <p class=”paragraph_style_11″>The basic rules are just <span class=”style_7″>eight</span> pages!  And that includes several pictorial examples of firing and grenade resolution that fill almost a full page themselves.</p>

    Watch for the announcement that the game is ready for purchase!

    #33044
    Olaf Meys
    Participant

    It might be a good game, but as I dislike card-driven games, it’s a pass for me.

    http://mainly28s.com
    wargames review site...

    #33049
    Buck Surdu
    Participant

    Perhaps you just haven’t played a GOOD card-driven game.  

    #33119
    Olaf Meys
    Participant

    Definitely not, and I’ve not seen one that’s changed my mind yet.

    http://mainly28s.com
    wargames review site...

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