Combat Command
Combat Command
was one of the first titles released by
SPI in their line of
Strategy & Tactics magazine games. The game was intended as
a Western Front follow up to the popular PanzerBlitz. The
Designer's Notes of CC noted that
PanzerBlitz (published by Avalon
Hill) proved to be a very popular game. It was complex, but most
people were enthusiastic about its apparent realism and
authenticity. In point of fact, PanzerBlitz was not all that
realistic or authentic. The game did have its good points. That it
moved at all was a credit to its play-mechanics. What was lacking
was an awareness, and implementation, of some of the more critical
aspects of small unit operations. Chief among these aspects is the
"confusion factor", which becomes nearly decisive at the platoon
level. Other aspects left untreated in PanzerBlitz were the
near simultaneity of action and reaction at that scale, as well as a
more realistic handling of combined arms coordination.1
Dunnigan conceded in
his notes that not all the problems with PanzerBlitz,
including others he did not mention, were rectified with Combat
Command, but that he felt a change in scale (to include
company-sized units) and movement mechanics changed the basic game
into a simpler, easier one. He also concluded in his notes that work
continued on even better game mechanics and systems as research
continued into the best way to portray combat at the platoon level.
Combat Command
was one of the earliest tactical board wargames in the history of
the genre:
Almost all of (the numerous new tactical
game systems of the early 1970s) were designed by Dunnigan and SPI.
They included Grunt (1971), which depicted the ongoing war in
Vietnam on the platoon level; (and) Combat Command (1972),
which was supposed to be the Western Front sequel to PanzerBlitz,
but failed to generate much excitement (change of scale hurting
it most)...2
By 1973, Dunnigan was
declaring the PanzerBlitz/Combat Command (and Red
Star/White Star, which followed it and took platoon-level
armoured warfare games into the contemporary era) series of games
obsolete. Avalon Hill, on the other hand, felt the PanzerBlitz
rules were worth working with, and developed Panzer Leader
for release in 1974.
A thumbnail review in issue 7 of Moves
described the game as follows:
...a tactical game based on
American-German conflict in France in 1944. The game system used is
taken from AH's PanzerBlitz...There are, however, some
significant changes. The scale is changed, so that now one hex
equals 750 meters instead of 250. Now both sides can maintain units
in the same hex, a device which can result in forgetting where your
troops are if you are careless. The other important new devices are
the addition of the retreat to the possible results of combat, the
new ability to combine platoons into companies, and the addition of
a zone of control rule which prevents units from moving across the
front of an enemy with impunity. Several procedures are happily
simplified with Combat Command and the board is much more
realistic than the PanzerBlitz board. The six scenarios furnished with
the game will probably cause great rage and frustration. It may be
possible for the offensive to win in one of the scenarios, but I am
not sure yet. I am fairly sure that the rest are hopeless, if
interesting. It would be well to proceed to the realm of inventing
your own situations as rapidly as possible.3
Articles
Moves |
No. 2 |
Apr 1972 |
► "Bibliography: The American Army
in Europe 1944-45" (Historical) |
No. 7 |
Feb 1973 |
► "A Guide to
Conflict Simulation Games and Periodicals" by
George Phillies and Martin Campion (Review) |
No. 8 |
Apr/May 1973 |
► "Armor/Infantry: Another Factor
in Tactical Simulations" by Jerrold Thomas (Variant) |
No. 9 |
Jun/Jul 1973 |
► Errata: Combat Command |
Strategy & Tactics |
No. 30 |
Jan 1972 |
►"The Organization of
the U.S. Army Europe, 1944-1945" by Guy
Ferraiolo (Historical) |
Fire &
Movement |
No. 65 |
Opr-May 1990 |
►"World War II
Anthology: Chapter 4: The Western Front" by
Jeff Petraska (Review) |
Panzerfaust |
No. 55 |
|
►"Panzerblitz & Combat
Command: Incompatible Brothers" by Paul
Mills (Review) |
Spartan Simulation
Gaming Journal |
No. 3 |
|
►"Combat Command
Review" by Norman Beveridge Jr. (Review) |
Outposts |
No. 2 |
|
► "Normandy: Omaha Beach 6 June
1944: A New Scenario for Combat Command" by
Rich Meehan (Scenario) |
No. 3 |
|
► "Tactical Air Support" by John
Garrett (Variant) |
Notes
-
Designer's Notes. Dunnigan's reference to
"confusion factor" would later by codified in the hobby press
for well and for good as "fog of war.
-
MacGowan, Rodger
B. "20 Years Later and 10 Years After Squad Leader" (F&M Special
Report: History of Tactical Games.)
Fire &
Movement Magazine Number 53 (May-Jun 1987)
-
"List of War Games",
Moves, Issue
Nr. 7
|
Combat Command |
Developer: |
James F. Dunnigan (Game
Design); Redmond A. Simonsen, John Young, Robert Champer
(Rules Construction and Testing) |
Publisher: |
SPI |
Date
of Release: |
1972 |
Scale: |
Platoon/Company level |
Players: |
2 |
Campaign Type: |
None |
Components: |
► unmounted 28" x 22" map
► concertina folded rule sheet
► 200 1/2" counters |
Add-ons: |
none |
|
|