https://www.booyakajuice.com/collections/all.atom booyakajuice 2020-01-17T05:29:47-05:00 booyakajuice https://www.booyakajuice.com/products/4426936451123 2020-01-17T05:29:47-05:00 2020-01-17T05:29:47-05:00 Combat Commander: Battle Pack #5 – Fall of the West Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 28.95

Designer Bryan Collars
John Foley
Publisher GMT Games
Players 2
Playing Time 150 mins
Suggested Age 12 and up
Expansion For Combat Commander: Europe
Combat Commander: Mediterranean

Combat Commander: Battle Pack #5 – Fall of the West is the fifth themed collection of scenarios for use with the Combat Commander series of games. The theme of this Battle Pack shifts to actions in France, Belgium and Norway from late April to June 1940, looking at critical moments in this brief span where the forces of both sides tested each other sorely. To reflect this, the scenario special rules are designed to make the Allied Minor hand exhibit flexibility (which was demonstrated whenever higher echelon interference was reduced). CC–Fall of the West features twelve new scenarios printed on cardstock as well as ten new maps.

Special experimental AFV Rules are featured in four of the scenarios where tanks are facing infantry in settings that reveal how the doctrines, armaments and countermeasures were still early in development. While unfettered races by companies of tanks across the countryside remain a landmark image of the blitzkrieg, we found many instances of a more tentative level of engagement, suitable for our attempt at capturing an unusual element in the CC scope – TANKS!
The new maps depict specific locations in France, Belgium and Norway, which have been located and specifically verified (from the sky, maps and in texts). The player will discover the actual names of roads and other terrain features as a reminder of the reality of the events.
The scenarios included in CC–Fall of the West are:


74 – “Sturmgruppe Granit” starts with the daring glider landings on top of Fort Eben Emael and serves as the opening to the Fall of the West, 10 May 1940;
75 – “Sturmgruppe Beton” set near Maastricht, Belgium with another element of the glider landings facing fierce counterattack by Belgian forces , 10 May 1940;
76 – “A Most Gallant Dirty Little Imp”, set at the Dyle River, Belgium, featuring heroic leadership by the first winner of the Victoria Cross in WW2, 15 May 1940;
77 – “The Crucible of Fire” set at Petegem, Belgium, during the early tactical withdrawal of the BEF – features the Bren Carrier, 21 May 1940;
78 – “By These Deeds They Shall Be Known” set in Cassel, France during the desperate rearguard work by the BEF to protect the Port of Dunkirk, 27 May 1940;
79 – “Battering Ram at Kvam” set in the Gudbrandsdal Valley in Norway with valiant British defenders facing heavy German assault by tanks and bombers, 26 April 1940;
80 – “Bitter Isthmus” set at the French frontier town of Monthermé, showing that locally the French were equal to the test set before them, 14 May 1940;
81 – “The Bottleneck” set near Sedan, France in a fluid seesaw moment during the swift German advance – features the FCM 36, 14 May 1940;
82 – “Hidden Guns Lash Out” set at the outskirts of Gembloux, France, where defiant, capable defenders held off a major German assault – features the PzKfw III, 14 June 1940;
83 – “Thrust in the Dust” covers the zenith of the heroic French anti-tank defense of Gembloux, facing waves of German armor, 15 June 1940;
84 – “Seize the Canal” set at Château-Porcien, France on the River Aisne, with a heavy urban assault by German forces seeking to breech the river line, 9 June 1940;
85 – “The Striking Hammer” features a major armored counterattack against the German-held positions at Perthes, France – features the Char B1bis, 10 June 1940;


NOTE: CC–Fall of the West is not a complete game and requires ownership of Combat Commander: Europe and Combat Commander: Mediterranean to play.
Designed by John A. Foley and Bryan Collars
Developed by Bryan Collars

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2-Players-Only Age_9+ Arrival-Apr 6 2022 Arrival-Aug 26 2023 Arrival-Jul 15 2023 Availability_In Stock BGG-Set Category_Wargames Google-True INV-0-L INV-C Non-TCG Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220221 Restock-20230604 Restock-20230806 Year Published_2010s https://www.booyakajuice.com/products/4426936451123 Default Title 28.95 1308-19 1094
https://www.booyakajuice.com/products/4426935566387 2020-01-17T05:28:36-05:00 2020-01-17T05:28:36-05:00 Combat Commander: Battle Pack #4 – New Guinea (2nd Printing) Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 24.95

Designer John H. Butterfield
Bryan Collars
John Foley
Mark Herman
Kai Jensen
Andy Maly
Volko Ruhnke
Publisher GMT Games
Players 2
Playing Time 180 mins
Suggested Age 12 and up
Expansion For Combat Commander: Pacific
Honors 2011 Charles S. Roberts Best Expansion or Supplement for an Existing Game Nominee

Combat Commander: Battle Pack #4 - New Guinea is the fourth themed collection of scenarios for use with the Combat Commander series of games. The theme of this fourth Battle Pack shifts to the actions in New Guinea from January 1942 through July 1944, following the major campaign phases with characteristic actions. CC -New Guinea features fourteen new scenarios printed on cardstock as well as six new maps.

Rules relevant to the characteristic fighting in the coastal jungle versus the highlands are included as needed for each scenario, without the need of an additional rule booklet. A number of unusual, creative special scenario rules cover the unique situations represented, including Air Supply, Barge Landing, Canebreak and Coastal Jungle, Emplaced M3 Tanks, Joint Allied Operations including the Papuan Infantry Battalion, Patrol Dogs, Swamp Holes and Swamp Forest.

The new maps depict specific locations in New Guinea: the beachhead at the base of Mt Vulcan across from Rabaul, the village of Oivi, a high-mountain ridge overlooking Eora Creek, a strongpoint on the Soputa-Sanananda Road, the edge of the airstrip at Wau, and one of the crossings of the Driniumor River near the Afua Trail.


The scenarios included in CC–New Guinea are:

* M1 – “Rabaul Rousers” set at the base of Mt Vulcan on Simpson Bay across from the town of Rabaul, with a Japanese barge landing against Australian defenses at night, 23 January 1942;

* M2 – “The Gloomy Forest” set at the village of Oivi, with Australians and Papuans of Maroubra Force facing the rapidly moving Yokohama Advance Party, 26 July 1942;

* M3 – “Rebuked at Rabi”, set at Milne Bay, with an SNLF attack against Australian units, 3 September 1942;

* M4 – “Templeton’s Crossing” set at a heavily-contested crossing of Eora Creek high in the Stanleys, 17 October 1942;

* M5 – “Blind Man’s Bluff” set along one of the high ridges above the treacherous Eora Creek, with intermingled combatants, 28 October 1942;

* M6 – “Breakout” set at Gorari after the fall of Kokoda to the Australians, with a desperate banzai action, 11 November 1942;

* M7 – “The Butcher’s Bill” set on the Soputa-Sanananda Road, with US forces entering the conflict in horrific swamp forest, 10 December 1942;

* M8 – “Closing Outer Camp” set at Buna station, with Australian units using M3 tanks to eradicate the defenders, 18 December 1942;

* M9 – “Wau Me Worry” set at the Wau air strip (with active landing operations during the action), with Australian defenders facing a desperate attack, 31 January 1943;

* M10 – “Bulolo River Bridge” set outside the outpost at Wau, with patrols of both sides (including Japanese Patrol Dogs) attempting to use the same bridge at cross-purposes, 30 January 1943;

* M11 – “Shattered Bobdubi” set during the advance upon Salamua, with Australian units driving upon a Japanese base camp set in the kunai-covered heights of the interior, 30 June 1943;

* M12 – “Scarlet Beach” set at the mouth of the Song River near Finschhafen, with a Japanese barge landing at night against combined Australian and US defenders, 17 October 1943;

* M13 – “Bad Dreams” set on the Driniumor River, featuring the heroic stand of an unknown US BAR operator facing a hastily prepared Japanese night charge, 10 July 1944; and

* M14 – “Encirclement of Troop C” set on the Driniumor River, featuring a Troop of US Cavalry trying to stave off being surrounded by Japanese units that had surprised them by walking casually into their positions, 21 July 1944.

NOTE: CC–New Guinea is not a complete game and requires ownership of Combat Commander: Pacific to play.

Designed by John Foley

Developed by Kai Jensen

Additional scenario designs in this fourth Pack are courtesy of John Butterfield, Bryan Collars, Mark Herman, Andrew Maly and Volko Ruhnke.

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2-Players-Only Age_9+ Arrival-Apr 25 2023 Arrival-Apr 28 2024 Arrival-Dec 25 2022 Arrival-Jan 13 2023 Arrival-Jun 2 2022 Arrival-Nov 2 2023 Availability_In Stock BGG-Set Category_Wargames Google-True INV-0-L INV-C Non-TCG Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220213 Restock-20220428 Restock-20221127 Restock-20221227 Restock-20230326 Restock-20231009 Restock-20240310 Year Published_2010s https://www.booyakajuice.com/products/4426935566387 Default Title 24.95 1103-19 943
https://www.booyakajuice.com/products/4426935173171 2020-01-17T05:27:14-05:00 2020-01-17T05:27:14-05:00 Combat Commander: Battle Pack #3 – Normandy Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 33.95

Designer John Foley
Publisher GMT Games
Players 2
Playing Time 150 mins
Expansion For Combat Commander: Mediterranean
Combat Commander: Europe
Honors 2010 Charles S. Roberts Best Expansion or Supplement for an Existing Game Winner
2010 Charles S. Roberts Best Expansion or Supplement for an Existing Game Nominee

Combat Commander: Battle Pack #3 -- Normandy is the third themed collection of scenarios for use with the Combat Commander: Europe series of games. The theme of this third Battle Pack shifts to the West Front in June, July and August 1944 as various Allied forces landed on French soil to fight the occupying German forces. CC: Normandy features seventeen new scenarios printed on cardstock -- one of which is a multi-scenario Campaign Game -- as well as eight new maps, added markers necessary for some of the scenarios, and a new feature to the series: a majority of the leader counters represent historical individuals who actually fought in the depicted actions.

COMPONENTS

Four 17"x22" 2-sided, full-color maps
Nine 8.5"x11" 2-sided Scenario Cards
176 die-cut counters
12-page color Play Book
Rules relevant to the characteristic fighting on the invasion beaches and inland bocage are included.

-- Rural Roads and Bocage;
-- Limited Smoke Barrage;
-- Mortar Spotters;
-- Invasion Terrain (Beach, Shingle, Water Barrier, Communication Trench, Hedgehog)
-- Bunker Busting;
-- and Night.

Additional special scenario and campaign rules cover well-known individual features of the fighting such as Widerstandsnests, Casemates, Coastal Batteries, Commando Movement, Cliff Scaling, Bocage Clearing Doctrine, Pre-Registered Mortar Batteries, Armor Support and Air Superiority.

The maps depict specific locations in Normandy: Pegasus Bridge, Pointe du Hoc, Omaha Beach (one directly on the beach at Widerstandsnest 61 and two on the bluffs above the beach, one on the western cliffs and the other on the eastern flank heading towards Cabourg), the villages of Crisbecq and La Madeleine, and finally Sword Beach (at La Brèche d’Hermanville).

The scenarios in CC: Normandy include:

-- "Pegasus Bridge" using an accurate map, with British Airborne units, 6 June 1944;

-- Taking the Point" set at Pointe du Hoc, with US Rangers, 6 June 1944;

-- "Taking the Point (Planned)", revised version allowing players to try the planned assault, 6 June 1944;

-- "Widerstandsnest 61" set at Omaha Beach, with US Army units, 6 June 1944;

-- "Mazed and Confused" set in the communication trench network above Omaha Beach, with US Rangers, 6 June 1944;

-- "This Man Was Good" set in the bluffs above Omaha Beach, with a German Counterattack of US Army units, 6 June 1944;

-- "The Uneasy Wait" set on Sword Beach at Widerstandsnest 20 (codenamed Cod), with British units, 6 June 1944;

-- "The New Highlanders" set at the village of Authie inland from Juno Beach, with Canadian units, 7 June 1944;

-- "Deeds not Words" set at Battery Crisbecq inland from Utah Beach, with US Army units, 8 June 1944;

-- "East by Northwest" set inland in Brittany, with French SAS Commando and FFI units facing Ostruppen (as represented by conscripts with Georgian and Ukrainian leaders), 18 June 1944;

-- "Graveyard of the North Shores" set near the Carpiquet airfield outside Caen, with Canadian units, 4 July 1944;

-- "Bingham Must Hold" set at the village of La Madeleine outside of St Lô, with US Army units, 15 July 1944;

-- "Compagnie Scamaroni" set in Caen at night, with a combined force of Canadian engineers and FFI commandos facing Luftwaffe troops at the opening of Operation Atlantic, 18 July 1944;

-- "Cheux’d Up" depicting action at Cheux during Operation Epsom, with Scottish units, 25 July 1944;

-- "Old Hickory Resolute" set at Mortain, with US Army units facing a German assault that was part of Operation Lüttich, 8 August 1944;

-- "Surrender is out of the Question!", set at the infamous Maczuga Hill depicting the brave night defense by the Polish units of the 1st Armoured Division, 20 August 1944;

-- and the "29, Let’s Go!" multi-scenario Campaign Game recreating eight days (11 July through 18 July 1944) of the 116th Regiment of the 29th Infantry Division’s assault on St. Lô; players are encouraged to see whether they can push the 116th Regiment to reach La Madeleine by 15 July (to match the historical scenario above).

NOTE: CC:Normandy is not a complete game and requires ownership of both Combat Commander:Europe and Combat Commander:Mediterranean to play.

Designed by John Foley
Developed by Kai Jensen

Additional scenario designs in this third Pack are courtesy of John Butterfield, Bryan Collars, Ric Van Dyke, and Volko Ruhnke.

Expands:

Combat Commander: Europe and Combat Commander: Mediterranean (both required)




(7 of 17 scenarios and the campaign in the Normandy Battle Pack can be played without owning CC:Mediterranean)

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2-Players-Only Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-C Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.booyakajuice.com/products/4426935173171 Default Title 33.95 0913-19 1283
https://www.booyakajuice.com/products/565300035635 2018-03-28T19:30:14-04:00 2018-03-28T19:30:14-04:00 Combat Commander: Battle Pack #2 - Stalingrad Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 34.95

Designer John Foley
Chad Jensen
Publisher GMT Games
Players 2
Playtime 120 mins
Expansion For

Combat Commander: Battle Pack #2 – Stalingrad is the second themed collection of scenarios for use with the Combat Commander: Europe series of games. The theme of this second Battle Pack shifts to the East Front in late 1942 as German and Soviet forces clash in and around the vaunted city of Stalingrad. CC–Stalingrad features eleven new scenarios printed on cardstock -- one of which is a new style of multi-scenario Campaign Game -- as well as eight new maps and dozens of new counters. Numerous additional rules relevant to the dense urban fighting characteristic of the struggle for Stalingrad are also included:

Factories;
Urban Snipers;
Ongoing Melee;
Rubble, Debris & Craters;
Underground Sewer Movement;
and the Ampulomet Molotov Launcher.

The scenarios included in CC–Stalingrad are:

“Spartakovka Salient” set at Spartakovka, 23 August 1942;
“Sea Devils” set at the Grain Elevator, 18 September 1942;
“Not One Step Back!” set at Dolgyi Gully, 1 October 1942;
“Fortresses of Blood and Iron” set near the Volga River, 1 October 1942;
“Into the Breach” set at the Barrikady's Great Assembly Hall, 17 October 1942;
“Dom 31” set behind the Barrikady, 27 October 1942;
“The Commissar's House” as fought on 13 November 1942;
“Rumanian Defiance” the battle for Obliskaya Airfield, 29 November 1942;
“Lyudnikov's Island” near the Barrikady Fuel Tank Area, 22 December 1942;
“Stalingrad of the North” set at Veliki Luki, 14 January 1943;
and the “Stand and Die” multi-scenario Campaign Game recreating the see-saw battle for Mamayev Kurgan, late September 1942.

From the cover:

Please Note: CC: Stalingrad Battle Pack Nr2 is NOT a standalone game. You will need to own both CC: Europe and CC: Mediterranean in order to play every scenario; 7 of 11 in the Pack can be played without owning CC: Mediterranean.

Additional scenario designs in this second Pack are courtesy of Mark Kalina, Bryan Collars, Kai Jensen and Will Green.

Expands:

Combat Commander: Europe and Combat Commander: Mediterranean (both required)




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2-Players-Only Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-C Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120 Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20220613 Restock-20230112_Full_Restock Restock-20240526-Long StoreFront-2P Year Published_2000s https://www.booyakajuice.com/products/565300035635 Default Title 34.95 0812-19 1321
https://www.booyakajuice.com/products/298822529 2014-04-26T23:47:04-04:00 2014-04-26T23:47:04-04:00 Combat Commander: Pacific (2nd Printing) Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 82.95

Designer
Publisher GMT Games
Players 2
Playtime 180 mins
Suggested Age 12 and up
Honors
Family Combat Commander: Europe
Expansion Combat Commander: Battle Pack #4 – New Guinea


Combat Commander:Pacific
 is a card-driven board game covering tactical infantry combat in the Pacific Theater of World War II.CC:P's main theme is the addition of three new factions to the Combat Commander family:

  • Imperial Japan
  • the Pacific US - with a strong emphasis on the US Marine Corps
  • the Pacific Commonwealth - focusing on Indian and ANZAC forces

CC:P is a stand alone game in the card-driven Combat Commander game series. While utilizing Combat Commander: Europe's basic rules, CC:P includes numerous rule tweaks and additions in order to more accurately portray tactical warfare as experienced by the participants in and around the Pacific and Indian Oceans. This slightly ramps up the complexity of the Combat Commander series while at the same time imparting a bit more depth and realism. Just a few of the additions include:

Banzai attacks;
BARs and Thompson SMGs;
Beach landings & river crossings;
Hidden movement;
Caves;
Scouts;
Aircraft;
Bayonets;
Mortar spotting;
Treetop snipers;
Reconnoitering.

SCALE: Each hex of a Combat Commander map is roughly 100 feet across (about 30 meters). Each complete Player Turn abstractly represents several seconds of real time. Each complete Game Turn abstractly represents several minutes of real time.

UNITS: Due in part to the unique composition of late-war USMC squads and the imbedding of specialized weapon teams within IJA squads, the units in the game are represented by 4-6 man Teams and 8-13 man Squads. Radios — and individual weapons larger than a pistol or rifle — are represented by their own counters. Individual Aircraft are also represented with their own counters.

VICTORY: Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific Objective chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge.

GAME FLOW: A game of Combat Commander is divided into several Time segments. There is no sequence of play to follow, however: each Time segment is divided into a variable number of Player Turns, each of which may consist of one or more Fate Card "Orders" conducted by the active player. Fate Card "Actions" may generally be conducted by either player at any time. "Events" and die roll "Triggers" — both good and bad — will occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.

CC:P includes twelve maps featuring terrain specific to the PTO.

CC:P's playbook includes:

  • twelve scenarios.
  • Pacific version of the Random Scenario Generator utilizing the new maps and nationalities. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations.
  • section detailing the differences between CC:P and Combat Commander's first two volumes in order that players familiar with those earlier games can jump right into their first scenario with minimal rules reading.
  • examples of play.
  • Design & Development notes as well as numerous play hints.

Components:

  • 352x large counters (5/8")
  • 280x small counters (1/2")
  • 216x 2.5 x 3.5 cards
  • 6x 2-sided 17 x 22 maps (twelve maps in total)
  • 3x 2-sided 8.5 x 11 nation-specific player aid cards
  • 2x 1-sided 8.5 x 11 generic player aid cards
  • 1x 32-page Rulebook
  • 1x 32-page Playbook
  • 1x Track Display

NOTE: Combat Commander:Pacific is a stand-alone game. You do NOT need to own any other Combat Commander game in order to play it, though familiarity with the system would be a plus.

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2-Players-Only Age_9+ Arrival-Dec 3 2022 Arrival-Sept 22 2022 Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 100 BoardGameGeek Rank_Top 200 BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-0-L INV-C Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20221030 Restock-20221205 Restock-20240526-Long Year Published_2000s https://www.booyakajuice.com/products/298822529 Default Title 82.95 0811-19 3135