Manual

Combat Command is Boku Strategy Games World War II operational game. strategy games played warfare on a hex playing field with turn-based game play utilizing company-sized units. Game design aspects include turn phases, combat resolution, unit design, scenarios and artificial intelligence.

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sabre1
Posts: 1922
Joined: Wed Aug 15, 2001 8:00 am
Location: CA

RE: Manual

Post by sabre1 »

Still love the game. It's simpler to figure out than, hmmmm, say, ATG. I know, not apples to apples, but I'm just tired of playing games that require above a 6th grade thinking level.

Where's Slitherine when you need them.

Love this game, really do, and especially with what JMass is doing for it. Let's not forget all the love Obsolete devoted to this title, so thanks to the both of you.

Now if we can just get this PBEM bug nailed down, pretty please.
Combat Command Matrix Edition Company, The Forgotten Few
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Obsolete
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RE: Manual

Post by Obsolete »

What I'm having to come to terms with is why I can't move a unit off the front line ... even when only one hex is bordering on an enemy held hex.

Just one bordering hex will do that (friction). When you are in an enemy's E-ZoC it's not so easy to just pull out and not expect major reprecussions. What you can do is either try to pull off a successful withdraw, or you could INFILTRATE, which is really moving from one E-ZoC into an adjacant E-ZoC, which also is not very easy.

If you can't beat up against and PRY that enemy lose, you could still disrupt him enough that he does lose his ZoC which would let you escape without hassal.

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King-Tigers don't let Tiger-I's get over-run.
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