Combat Commander Rules TOC

Each hex of a Combat Commander map measures approximately 100 feet across (30
meters or so). Each complete player Turn represents an arbitrary segment of game Time with each measure of game Time abstractly representing several minutes of real time. Each unit in the game is approximated as either a single Leader, a 5-man Team, or a 10-man Squad. Radios and individual Weapons (at least those larger than a BAR, rifle or pistol) are represented by their own counters.

Table of Contents

Introduction
Game Scale
Contents
Glossary
Components
1 The Fate Cards
2 The Maps
3 The Units
4 The Track Display
Core Rules
5 Sequence of Play
6 Game Time
7 Victory Conditions
8 Stacking
9 Initiative
10 Line of Sight
11 Weapons
12 Radios
13 Suppression Orders
O15 Pass (discard)
O16 Advance
O17 Artillery Denied
O18 Artillery Request
O19 Command Confusion
O20 Fire
O21 Move
O22 Recover
O23 Rout
Actions
Events
Terrain
Fortifications
Credits
Index back cover

Rules TOC