https://www.booyakajuice.com/collections/all.atom booyakajuice 2020-01-17T05:28:36-05:00 booyakajuice 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/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