Combat Commander: Europe – C3i #27 Scenarios
Combat Commander: Europe – C3i #27 Scenarios Rulebook
Table of Contents
Table of Contents
Scenario 117: Avanti Tridentina, Avanti!
Year Marker: 1943
Victory Point Marker: 1 (Axis side)
Time / Sudden Death Markers: 3 / 9
Troop Quality / Order Limit: Axis — Elite / 2²; Allies — Line / 3
Posture: Axis — Recon²; Allies — Recon
Initiative: Allies
Objective Chits: Open — P; Axis — random; Allies — random
Objective Control: Axis — 3 and 4; Allies — 1 and 2
Set Up: Axis — last; 4 hexes deep. Allies — first; 5 hexes deep¹
Surrender Markers: Axis — 10; Allies — 10
First Turn: Axis
Italian Forces (Elements of Val Chiese Bn., 6th Alpine Regt., Tridentina Alpine Div.; Axis)
- Lt. Visconti, leader (printed: 9 / leader 2 / 2 1 6), x1
- Lt. Pani, leader (printed: 9 / leader 1 / 1 1 6), x1
- Bersaglieri (printed: 8 / 5 4 5), x8
- Weapon (printed: 8 / 1 1 4), x1
- Medium MG (printed: 6 / 10 -1), x2
- Light MG (printed: 3 / 6 -), x3
Stragglers (on Time Track: space 6; Axis)
- Cpl. Aprile, leader (printed: 6 / leader 1 / 1 1 6), x1
- Blackshirt (printed: 6 / 4 3 3), x4
- Weapon (printed: 8 / 1 1 4), x1
- Light MG (printed: 3 / 6 -), x1
Russian Forces (Elements of the 6th Army; Allies)
- Lt. Gulkevich, leader (printed: 9 / leader 1 / 1 1 6), x1
- Sgt. Kovalev, leader (printed: 8 / leader 2 / 2 1 6), x1
- Rifle (printed: 8 / 5 3 4), x7
- Militia (printed: 7 / 5 2 3), x3
- Line (printed: 7 / 3 2 4), x1
- Weapon (printed: 9 / 2 1 4), x1
- Medium MG (printed: 6 / 10 -2), x1
- Light MG (printed: 3 / 6 -), x3
- Light Mortar (printed: 6 / 2-14 -1), x1
Special Rules:
- BLOCKING POSITION: Allied units may also set up in hexes F4, G3, and G4.
- STRAGGLERS: When these units enter the map increase the Axis Order Limit to 3 and change the Axis Posture to Attack.
- DEEP WINTER: Water is frozen over: treat all water hexes as Open Ground instead.
- FROZEN WEAPONS: Axis weapons break during a Fire Attack if the roll is "doubles". This is cumulative with the effects of a Sustained Fire action [A41] and Jammed! Triggers.
Scenario 118: No. 4 Commando
Year Marker: 1942
Victory Point Marker: 0
Time / Sudden Death Markers: 0 / 6
Troop Quality / Order Limit: Axis — Line / 2; Allies — Elite / 4
Posture: Axis — Defend; Allies — Attack
Initiative: Allies
Objective Chits: Open — V; Axis — random⁴; Allies — random⁴
Objective Control: Axis — all; Allies — none
Set Up: Axis — first; 12 hexes deep. Allies — last; 3 hexes deep
Surrender Markers: Axis — 11; Allies — 9
First Turn: Allies
German Forces (Axis)
- Sgt. Biermann, leader (printed: 8 / leader 1 / 1 1 6), x1
- Volksgrenadier (printed: 7 / 5 4 4), x4
- Conscript (printed: 6 / 5 3 3), x5
- Line (printed: 7 / 3 3 4), x2
- Heavy MG (printed: 8 / 16 -1), x1
- Light MG (printed: 4 / 8 -), x1
- Medium Mortar (printed: 9 / 3-16 -3), x1
- Wire (-1), x5 (the counter's lower printed values are partly obscured on the scan; see Transcription Notes)
- Trench (4 Cover), x5
- Foxholes (3 Cover), x3
Reinforcements³ (German Forces; see Special Rules 3)
- Cpl. Rattenhaus, leader (printed: 7 / leader 1 / 1 1 6), x1
- Cpl. Winkler, leader (printed: 6 / leader 1 / 1 1 6), x1
British Forces (Allies)
- Lt. Forbes, leader (printed: 9 / leader 2 / 2 1 6), x1
- Sgt. Hawes, leader (printed: 8 / leader 1 / 1 1 6), x1
- Guards (printed: 7 / 5 5 5), x2
- Airborne (printed: 8 / 6 4 5), x2
- Elite (printed: 7 / 4 4 5), x1
- Light MG (printed: 3 / 7 -), x2
- Light Mortar (printed: 5 / 2-11 -1), x1
- Satchel Charge (printed: 12 / 1 -), x1
Second Wave² (Allies; see Special Rules 2)
- Lt. Lyndhurst, leader (printed: 9 / leader 1 / 1 1 6), x1
- Sgt. Percival, leader (printed: 8 / leader 2 / 2 1 6), x1
- Guards (printed: 7 / 5 5 5), x3
- Airborne (printed: 8 / 6 4 5), x1
- Weapon (printed: 8 / 2 2 4), x1
- Light MG (printed: 3 / 7 -), x2
- Light Mortar (printed: 5 / 2-11 -1), x1
- Flamethrower (printed: 11 / 1 -), x1
Special Rules:
- PRE-DAWN LANDINGS: During Turns 0 and 1 there exists a hindrance equal to the range between the closest firer/spotter and the target hex.
- SECOND WAVE: Place the Allied Second Wave on the 2 space of the Time Track. When these units enter play determine their entry location by revealing the top Allied card and consulting the white die only: 1 = I1-M1; 2 = A1-E1; 3 = A1-A5; 4 = A5-A9; 5 = C10-G10; 6 = I10-M10.
- OFF DUTY LEADERS: Axis player places one of his Reinforcements on space 1 of the Time Track, the other on space 2. When these leaders enter play they may be placed with any friendly unit.
- PRIMARY OBJECTIVE: Do not add Objective chit W to the draw cup. Neither side may gain Exit VPs.
Scenario 119: Sky Fall
Year Marker: 1944
Victory Point Marker: 0²
Time / Sudden Death Markers: 0 / 7
Troop Quality / Order Limit: Axis — Green / 3; Allies — Line / 4
Posture: Axis — Attack; Allies — Attack
Initiative: Axis
Objective Chits: Open — none⁸; Axis — none; Allies — none
Objective Control: Axis — 1 and 2; Allies — 3, 4 and 5
Set Up: Axis — last³. Allies — first³
Surrender: 10 (German column; no Partisan value is printed)
First Turn: Allies
German Forces (Elements of the La Reole Garrison and Gironde Feldgendarmerie; Axis)
- Sgt. Benzing, leader (printed: 8 / leader 2 / 2 1 6), x1
- Cpl. Rattenhaus, leader (printed: 7 / leader 1 / 1 1 6), x1
- Volksgrenadier (printed: 7 / 5 4 4), x6
- Conscript (printed: 6 / 5 3 3), x3
- Heavy MG (printed: 8 / 16 -1), x1
- Light MG (printed: 4 / 8 -), x3
Reinforcements (German Forces; Time Track: space 3)
- Sgt. Pfeiffer, leader (printed: 8 / leader 1 / 1 1 6), x1
- Volksgrenadier (printed: 7 / 5 4 4), x2
- Weapon (printed: 8 / 2 2 4), x1
- Light Mortar (printed: 6 / 2-13 -2), x1
Partisan Forces (Elements of the de Lorette and de Couthures Maquis; Allies)
- Maria, leader (printed: 10 / leader 1 / 1 5 6), x1
- Viktor, leader (printed: 9 / leader 1 / 1 4 6), x1
- Josef, leader (printed: 8 / leader 0 / 1 6 6), x1
- Troop (printed: 7 / 4 3 3), x8
- Section (printed: 7 / 3 3 4), x2
- Crew (printed: 7 / 2 4 5), x2
- Weapon [random] (printed: ? ? ?), x5
- Sighting (yellow "?" counter), x3
Containers⁴,⁵,⁶,⁷ (Allies; CONTROL-design markers, shown as two blocks of three)
- Container, x3
- Container, x3
Special Rules:
- VALLEY FLOOR: All Hills are ignored. Treat the Stream as a Gully instead.
- STORMY NIGHT: As long as the Time marker occupies the 0, 1 or 2 space, the following rules apply: 1) There exists a hindrance of X, where X is the range between the nearest firing unit and the target hex; 2) the MP cost to enter a hex is increased by 1 and Partisans can't use circled movement; and 3) a Partisan leader can't activate friendly units more than 5 hexes away.
- THINGS THAT GO BUMP IN THE NIGHT: Partisans set up in any Woods hexes. Axis units set up in any of the following hexes: A1, A5, D1, D2, E1, E3, F1, F2, G1, G2.
- AIRDROP CONTAINERS: [NOTE: These markers represent the containers of supplies airdropped for the Maquis.] After setup but prior to drawing opening hands the Partisan player takes the first three Container markers, shuffles his Fate deck, reveals three random hexes, and places one Container in or adjacent to each hex. The Axis player repeats this process for the other three Containers. Containers can't be placed in an occupied hex nor any hex lettered M, N or O; If unable to place a Container due to these restrictions, reveal new random hexes until a placement is legal. Reshuffle Fate decks prior to drawing opening hands.
- PICKING THEM UP: Any unit with at least three silhouettes activated for a Move order may spend its first MP to "equip" a Container in its hex. Partisan units lose any circled movement benefits while equipped with a Container. The Partisan player receives 4 VPs for each Container he exits off his friendly board edge. Command and Control events [E49] earn a player 1 VP for each of his units equipped with a Container.
- DESTROYING THE EVIDENCE: A non-broken Axis unit activated for a Fire order may, instead of firing, opt to eliminate a Container in the same hex and gain the Axis player 4 VPs.
- TOO HEAVY: A routing unit must drop any equipped Container in its starting hex.
Card note: The card also prints "All Partisan rules [R1–R15] are in effect."
Scenario 120: Deadly Convoy
Year Marker: 1944
Victory Point Marker: 0
Time / Sudden Death Markers: 2 / 9⁶
Troop Quality / Order Limit: Axis — Line / 2; Allies — Line / 3
Posture: Axis — Defend; Allies — Attack
Initiative: Allies
Objective Chits: Open — none; Axis — none; Allies — none
Objective Control: Axis — 1; Allies — none
Set Up: Axis — first¹. Allies — last²
Surrender: 6 (German column; no Partisan value is printed)
First Turn: Allies
German Forces (Elements of the Bordeaux area Kriegsmarine; Axis)
- Sgt. Pfeiffer, leader (printed: 8 / leader 1 / 1 1 6), x1
- Opl. Rattenhaus, leader (printed: 7 / leader 1 / 1 1 6), x1
- Rifle (printed: 7 / 5 5 4), x5
- Weapon (printed: 8 / 2 2 4), x2
- Light MG (printed: 4 / 8 -), x2
- Trucks¹,² (CONTROL-design counter), x5
Partisan Forces (Elements of the Jolit Blaye FFI; Allies)
- Viktor, leader (printed: 9 / leader 1 / 1 4 6), x1
- Josef, leader (printed: 8 / leader 0 / 1 6 6), x1
- Troop (printed: 7 / 4 3 3), x3
- Section (printed: 7 / 3 3 4), x2
- Crew (printed: 7 / 2 4 5), x2
- Light MG (printed: 3 / 6 -), x4
- Yellow "?" counter (label partly obscured on the scan), x1
Special Rules:
- CONVOY: Place the five "Trucks" in hexes I3, J3, J4, K5 and L5. The Axis player sets up in any of those five hexes.
- OPEL BLITZ: [NOTE: The five American Control markers represent Opel Blitz trucks – the transports for the convoy.] Trucks provide a cover of 1 and a hindrance of 1. A Fire Attack Total of 18 or more targeting a truck's hex will set the truck aflame: (1) Any units in the hex make Fire Defense rolls with the cover set to zero; (2) replace the Control marker with a Blaze marker [E46].
- AMBUSH: Allied units set up in any hexes that are neither with or adjacent to an Axis unit.
- ESCAPE: Axis units that voluntarily exit the map are returned to the counter mix instead of being placed on the Time Track.
- PRIMARY OBJECTIVE: Strategic Objective and Mission Objective events have no effect.
- HIDE AND SEEK: Immediately upon reaching Sudden Death, the Axis player gains 2 VPs for each friendly squad and 1 VP for each friendly team that is both within the command radius of a friendly leader and which occupies a building free of Partisan units.
Card note: The card also prints "All Partisan rules [R1–R15] are in effect."
Transcription Notes
- The four card scans are in the reverse of their scenario order: the first scan is Scenario 120, the last is Scenario 117. They are presented here in ascending order.
- Superscript numbers on the cards (for example "last¹", "random⁴", "9⁶", "Trucks¹,²") are printed references to the numbered Special Rules of the same scenario, or to footnotes the card prints without the footnote text. They are kept as printed.
- The "Scenario design by" credit lines and the C3i/RBM copyright and printing line are attribution and are not transcribed.
- The scans are low resolution. One counter label is not fully legible: the Scenario 120 yellow "?" counter, whose first letter is obscured by the counter's symbol. It reads as "…ighting", most likely "Sighting" as on the Scenario 119 counter; it is transcribed here as a yellow "?" counter with no label.
- Scenario 118 Wire counter: the printed "-1" is legible; the lower line of values is partly obscured on the scan and is not transcribed beyond the legible "-1 … A".
- Scenario 119 Light Mortar reads "6 2-13 -2"; the range separator is small on the scan and is read as a dash.
- The map diagrams and the counter art are not reproduced.