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Combat COMMANDER

vol.

4 Resistance!

playbook
G a me De sig n by C had Je n se n

Table of Contents
Partisan Leader Table . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Partisan Fortification OBs . . . . . . . . . . . . . . . . . . . . . . 2
Random Scenario Generator Update . . . . . . . . . . . . . . . 3
New Rules
R1 Partisan Faction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
R2 Partisan Unit Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
R3 Partisan Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
R4 Partisan Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
R5 Irregular Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
R6 Sewers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
R7 Sighting Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

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R8 Infiltrate Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
R9 Muster Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
R10 Knife Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
R11 No Quarter Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
R12 Trap Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
R13 Inexperience Event . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
R14 Patriotism Event . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
R15 Stealth Event . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Design & Development Notes . . . . . . . . . . . . . . . . . . . . . 9


Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

back cover

Card Manifest & Point Values . . . . . . . . . . .

back cover

GMT1113

PARTISAN LEADER TABLE

ComBAT Commander: Resistance Playbook

Introduction
Combat Commander: Resistance! (CC:R) expands
upon CC:Europe and CC:Mediterranean by adding
partisans and their war behind the front lines. This
fourth volume of the Combat Commander series features special rules and components for fighting with
Partisan forces against the Axis nations of Europe.
CC:R is not a standalone game: it requires ownership of
both CC:E and CC:M to play.

Contents
Combat Commander: Resistance! includes:

Roll
0
1
2
3
4
5
6

Nina, Local Hero

Modifiers
vs. Italy

-1

Dimitri
Nikolai
Mikhail
Katrina
Yevgeny
Vassili

3 back-printed 17 x 22 game maps (6 maps total)


6 double-sided scenario cards (12 scenarios total)
1 sheet of die-cut counters
55 cards
this 10-page Playbook

PARTISAN FORTIFICATION OBs


Pic

Type

HASTY MINEFIELD
9x Mines (6-Firepower)

VP Cost
6

BARBED WIRE
9x

Wire

ENTRENCHMENTS
3x

Foxholes

TRENCH LINE
3x

Trench

STRONGPOINT
1x

Page 2

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Bunker + Trench

Example (cont.): The point value of this force would be 14


VPstwo Leaders at 2 VPs each and ten non-Leaders at 1
VP a piece.

Random Scenario Update


Assignment

Step 5 Order of Bat tle

The Partisan faction doesnt have an Order of Battle Table.


Instead, OB selection during step 5 is performed as follows:
1) The Axis player selects his OB from those available on his
Order of Battle Table. He informs his opponent of his choice.
2) The Partisan player makes an OB Roll by revealing the
top card of his shuffled Fate Deck. He multiplies the roll by
6 (resulting in a number between 12 and 72). He then selects
for his OB any combination of Partisan units totaling exactly
that many silhouettes, with two restrictions:
No Leaders may be chosen; and
At least half the silhouettes must be comprised of Troop
units [R2].
3) The Partisan player notes which of the two dice on the OB
Roll was the highest: this is how many weapons he draws at
random for inclusion in his OB [R4].
4) The Partisan player notes which of the two dice on the OB
Roll was the lowest: this is how many Leaders he will receive during step 6 of the RSG process.
InitiativeThe Initiative value of a Partisan OB is always 14.
Point ValueThe Point Value of a Partisan OB is equal to:
the
the

number of Leaders allotted, x2: plus


number of non-Leader units selected.

Example: The German player decides to play a Rifle Detachment, informing the Partisan player of his choice. The
Partisan player then makes his OB Roll and gets 25. The
sum (7) is multiplied by 6 to arrive at 42: this is the number
of silhouettes his initial force must be made up of, with at
least 21 of these silhouettes comprised of Troops. He selects
6 Troops (the minimum), 2 Gangs and 2 Sections for a total
of 42 silhouettes on 10 non-Leader units. The higher of the
two dice was 5 so the Partisan player blindly draws a total
of five weapons from the draw cup and places them with his
starting forces. The lower of the two dice on the OB Roll was
2 so thats how many Leaders he will acquire during step 6.

Step 6 Leaders

The Partisan player uses the Partisan Leader Table (shown on


the facing page). The number of Leaders he receives is determined by the OB Roll, above.
S t e p 7 S u p p o r t R o ll s

Partisans have no Support Table. Instead, if the Partisan player


is allowed a Support Roll during step 7 of the RSG he instead
draws the top card of his Force Deck [R1]. He may purchase
either, both or neither of the units shown on the Force card, and
in any quantity desired subject to the limits of the counter mix.
Step 8 Order Limit

In a random scenario, the Partisan players Order Limit is always set to the following:
Order
Order
Order

Limit of 2 if Defender
Limit of 3 if on Recon
Limit of 4 if Attacker.

Step 9 For tifications

A Partisan player assigned the Defense Posture must purchase


his fortifications from the Partisan Fortification OBs (shown on
the facing page) rather than from amongst the Fortification OBs
found in the CC:E/CC:M playbooks.
S t e p 11 R a d i o s

There are no Partisan Radios so, if on the Attack, they must skip
step 11.1 of the RSG in the CC:Mediterranean playbook.
S t e p s 10 -13 S i g h t i n g M a r k e r s

In a random scenario, the Partisan player automatically receives


a specific number of Sighting markers [R7] as follows:
2
3
4

if Defender
if on Recon
if Attacker.

He may purchase an additional 2, 4, 6 or 8 Sighting markers at


a cost of 1, 2, 3 or 4 victory points, respectively (half a point
each).

ComBAT Commander: Resistance Playbook

When using the Random Scenario Generator (RSG) and the


year is 1942 or later, a player assigned both the Russian faction
and Line quality may instead choose to play the Partisans. This
decision must be made at the end of step 3 before Objective chits
are drawn in step 4. If he does, that player permanently changes
his nationality from Russia to Partisan (troop quality remains Line). From this point forward, he will utilize Partisan
cards, pieces and tables rather than those used for Russia. The
RSG then proceeds as normal except as amended below.

Sighting markers are placed on the map anywhere within his


given setup area at the same time he sets up his starting units.
S t e p 15 C a r d s

The Partisan hand size is one less than normal, so they will draw
only 3, 4 or 5 cards (instead of 4, 5 or 6) depending on their
Posture.

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Page 3

New Rules

ComBAT Commander: Resistance Playbook

The following rules are in effect for any scenario whether published or randomly created in which the Allied player
commands the new Partisan faction. If so, they are to be used in conjunction with any other special rules that particular
scenario may have: though, when a conflict arises, those scenario special rules will override what is written here.

R 1. Par t isa n Fac t ion

R 1.3 D i s c a r d Re q ui r e m e n t

The Partisan faction has a discard capability of All. What this


means is that, if the Partisan player announces no Orders on his
Turn, he must discard every card in his hand.

Force Deck

The Partisan faction has no


Support Table; instead it has
a 19-card Force Deck. Prior
to every scenario, the Partisan
player shuffles his Force Deck
and places it on the table to
form a face-down draw pile.
Whenever the Partisan player
announces an Infiltrate order
[R8] (or would otherwise get
to make a roll on a Support
Table, like during step 7 of the
Random Scenario Generator)
he reveals the top card of his
Force Deck and selects from
the two units shown there.
He also reveals a Force card
whenever one of his units
with circled Morale is breaking [R3.2]. Revealed cards are
placed face-up into a discard
pile. If the draw deck ever
empties, reshuffle the discard
pile to form a new face-down
draw pile. Cards comprising
the Force Deck are not Fate
cards and are never considered to occupy a players
hand.

R 1. 4 S u r r e n d e r L e v el

The Partisan faction does not use a Surrender marker, and thus
will never lose the game by surrendering [6.3, first condition].

Partisan Force Card

with
random
(1 VP)

Infiltrate:
Disperse:
(2 VP)

card PF-16

Partisans use a 36-card Fate Deck as opposed to the 72-card


deck used by the other faction. Despite its diminutive size, it
functions as a normal Fate Deck for all rules purposes.

A Partisan player has a hand size one less than normal. Thus:
Defender 3 cards
Recon 4 cards
Attacker 5 cards

Page 4

R 1.6 V P Val u e s

All Partisan units are worth 1 VP each when eliminated or when


voluntarily exited off the map (yes, even the hero).

R 1.1 F a t e D e c k

R 1. 2 H a n d Si z e

R 1.5 Rein f o r c e m e n t s

Partisans entering the map from the Time Track do so at Sighting


markers rather than along their friendly board edge [R7.2.2].

Infiltrate:

R 2. Par t isa n Uni t s t ruc t ur e


Partisan units are structured differently
than units of the other six factions: they lack
regular squads and teams. Partisans instead
have five non-Leader unit types of varying
size (and thus different stacking values) to
represent their main fighting forces:
Gang 6 partisan icons
Band 5 partisan icons
Troop 4 partisan icons
Section 3 partisan icons
Crew 2 partisan icons

Any reference to a squad or team on a


card or in a rule will never apply to a Partisan
unit. The unusual size arrangement of the
Partisan faction mainly helps to facilitate
the functions of these units circled Morale
[R3.2] and Muster capability [R9].
And for reasons of flavor and aesthetics,
Partisan leaders are identified by common
names rather than by military rank.

2011 GMT Games, LLC

Band

5 2 2

R 3. Par t isa n S tat s

Many Partisan units have a circled Morale and/or a circled


Movement number. Most Partisan Leaders also have a new
Leadership stat in place of the normal Command stat.

Most Partisan Leaders have a new stat called


Katrina
8
Leadership. Leadership only ever appears on a
1
units unbroken side (in the same spot on the coun1 4 5
ter where its Command would be) and is identified
by a number inside an eye. Leadership functions
identically to Command in every way with one exception: during
unit activation, Leadership has no set radius [3.3.1.1]. Instead,
when an (unbroken) Partisan leader with Leadership is activated
it may activate all, some or none of the friendly non-Leader units
within its LOS to perform the same Order/Op Fire.

R 3.2 C ircl e d M oral e

Circled Morale appears on the back (broken) side


Section
6
of all non-Leader Partisan units. Whenever a broken unit with circled Morale would break again,
1 1 2
the Partisan player must reveal and discard the
top card of his Force Deck and reference the bottom unit on that card (the one below the barbed wire):
1) Casualties If the referenced unit is the same size or larger
than the breaking unit that is, it has the same number of
or more partisan icons the breaking unit is eliminated as
normal.
2) DisperseIf the referenced unit is smaller than the breaking unit that is, it has fewer partisan icons the breaking
unit is replaced with that smaller unit (if one is available in
the countermix) instead of being eliminated.
So a broken Troop (4 icons) that breaks could possibly be
replaced with a broken Section (3 icons), Crew (2 icons) or
specific Leader from the countermix instead of being eliminated. If none were available in the countermix to replace it,
the Troop would be eliminated normally.
If replaced, the breaking unit is placed back into the countermix
instead of onto the Casualty Track. The replacement unit enters play broken. If there was a weapon, Suppressed or Veteran
marker on the replaced unit, the replacement unit retains the
marker. Also, the replacement unit is treated as being the same
unit from which it was createdso if the replaced unit had been
activated previously that same turn, the replacement unit is considered to have been activated as well, and any pending results
against the replaced unit (such as having to become Suppressed)
will immediately affect the replacement unit.

A unit with a circled Movement number treats all


Gang
7
in-hex Terrain as if it had a normal Move Cost of
1. Also, such a unit ignores the normal Move
6 2 1
Cost of all hexside Terrain i.e., Fences, Hedges
and Walls and does not pay +1 MP to Move
uphill. Cliffs (having no normal Move Cost) affect Partisan
units normally.
This is not to imply that a Partisan unit is some sort of superman possessing superior strength, stamina or agility over
his Axis counterpart. It instead is meant to portray their likely
intimate familiarity with the local terrain.
Heav y Weapons

All circled Movement bonuses cease as long as the unit is carrying a Weapon with a detrimental Movement modifier.
So a Gang circled Movement of 1 carrying a Heavy MG
would be unable to Move (it could still Advance out of its hex,
of course, or take advantage of a Stealth event).

R 4. Par t isa n W e apons

Prior to the start of any scenario involving Partisan


forces, the following Partisan weapons (28 yellow
counters in total) should be placed into an opaque
container such as a clean, dry coffee cup so that
they may be drawn at random as needed:
8 Molotov Cocktails (from CC:Mediterranean)
12 Light MGs
3 Medium MGs
1 Heavy MG
1 Light Mortar
1 French 75
2 Satchel Charges
Partisans will not usually be assigned specific weapons as is the
case with other factions. Instead, Partisan forces will often be
assigned a certain number of random weapons: prior to setup, the
Partisan player will draw this many weapons at random from the
draw cup and use what he gets. Any random weapons acquired by
the Partisan player during play will also be drawn from this pool.

2011 GMT Games, LLC

ComBAT Commander: Resistance Playbook

R 3.1 L e ad e rship

R 3.3 C ircl e d M ov e m e n t

Page 5

R 5. Irr e gular M e l e e

R 5. 2.3 M ele e Re s ul t

Whenever the Allied player is commanding Partisan forces,


melee is no longer immediate. Instead, the following section
replaces rule O16.4 in its entirety.

Eliminate all units belonging to the side with the lower Melee
Total. In case of a tie, both sides are eliminated unless one player
began the melee in a Bunker [F101] or Pillbox [F104], in which
case only the other side is eliminated.

ComBAT Commander: Resistance Playbook

R 5.1 M e l e e M ar k e rs

Whenever a hex contains units of both sides, immediately place a Melee marker in the hex if one
is not already present. A Melee marker makes the
hex it occupies a melee hex. A melee hex has two
effects:

R 6. S e w e rs
R 6.1 S e w e r E n t ra n c e s

Units

and weapons in a melee hex cannot fire (they otherwise


function normally).

melee hex cant be the target of a Fire Attack, nor can an


SR be placed in or adjacent to one (a melee hex could still
be affected by artillery if the SR subsequently drifted into or
adjacent to it).

Whenever a melee hex ceases to contain units of both sides,


remove the Melee marker. The hex immediately ceases to be a
melee hex.

R 5.2 R e solvin g M e l e e

At the beginning of the Axis players turn only; never the


Partisan players turn a melee ensues in every melee hex. If
there is more than one melee hex, the Axis player selects the
order in which they will be resolved, one at a time.

R 5. 2.1 M ele e S t r e n g t h

In each melee, after both players have played and resolved any
Ambush actions [A25], each adds up the current FP of each of
his remaining units not Weapons in the melee hex. To this
total is added +1 for each of those units with a boxed FP to arrive
at his Melee FP.
If, due to Ambush actions, one or both sides have no units remaining in the hex, the melee ends with no further effect.

R 5. 2. 2 M ele e Roll

The Partisan player adds his Melee FP to a die roll to arrive at


his Melee Total. Then the Axis player adds his Melee FP to a
die roll to arrive at his Melee Total.
The rolls while ostensibly simultaneous are staggered in
order to facilitate triggers and possible use of the Initiative
after the first roll. Also note that both players Melee FPs are
locked in just prior to the Partisan Melee roll, even if a trigger
during that roll alters the composition of one or both sides.

If a scenario special rule instructs the players to


place one or more Sewer Entrance markers on the
map, the following rules are in effect for each hex
so designated (only). A hex containing a Sewer
Entrance is deemed a Sewer hex, or just Sewer. Sewers are
neither Fortification nor Terrain.

R 6.2 Trav e rsin g S e w e rs

Any number of Partisan units (only; no other nationality may


utilize sewers) activated for an Advance Order (only; never
Move) while in a Sewer hex may attempt to advance directly
to any other Sewer hex on the map, even if not adjacent. To do
so, the Partisan player indicates to his opponent how many of
his activated units in a Sewer hex will make the attempt and
which Sewer hex is the intended ending point of the advance.
The Partisan player then makes a Sewer Roll:
the result is doubles, the Axis player chooses a
Sewer hex other than the one being vacated. The Partisan
player then chooses one or more of the following:

LOSTIf

places any number of his designated units into the chosen


Sewer hex; or
places any number of his designated units on the next
space of the Time Track. Note: If the last Partisan unit on
the map is removed in this way, it is considered a voluntary exit for purposes of rule 6.3 in the basic rulebook.
SUCCESSIf

the result is not doubles, the sewer advance is


successful and the advancing Partisan units are placed in the
intended Sewer hex.

Weapons with a negative movement modifier cannot be taken


into Sewers. Any unit possessing such a weapon can use Sewers
only if it first voluntarily eliminates the weapon.

R 6.3 S e w e r Elimi n at io n

If a Blaze marker is placed in a Sewer hex, permanently remove


that Sewer Entrance marker from the map.

If, due to a trigger during a Melee Roll, one or both sides have no
units remaining in the hex, the melee ends with no further effect.

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2011 GMT Games, LLC

R 7. sI GH T ING m A R KE RS

Sighting markers represent possible locations of


hidden Partisan units. Sighting markers are neither
units nor weapons and are not affected by fire attacks, enemy units, etc.

R 8. Infilt rat e Ord e r

Sighting

R 7.1 P lac e m e n t

R 7.2 e ff e c t s
R 7. 2.1 Si g h t in g M a r k e r M o v e m e n t

Every time either player reveals a random hex due to a die trigger, the Partisan player must move any one Sighting marker
already on the map into, or adjacent to, that random hex.

R 7. 2. 2 P a r t i s a n Rein f o r c e m e n t s

Whenever one or more Partisan units enter the map as reinforcements [6.1.2, step 5] the Partisan player performs the following
steps in the order given:
a) Place the reinforcements in any hex(es) containing a Sighting marker (instead of having to place them along the
players friendly board edge, as normal). Stacking limits
must be observed, so if there are not enough Sighting hexes
to accommodate all arriving Partisan units the excess are
forfeited and put back in the countermix. If there are no
Sighting markers on the map, all incoming reinforcements
are forfeited.
b) Remove from the map one Sighting marker from every hex
into which at least one Partisan reinforcement was placed.
Put removed Sighting markers back in the countermix.

After paying the victory point cost of the order, the Partisan
player chooses to do one of the following:
place
place

a Sighting marker on map [R8.1]; or


a reinforcement unit on the Time Track [R8.2].

R 8.1 P lac e S i gh t in g M ar k e r

When an Infiltrate order is announced and the Sighting marker


option is chosen, the Partisan player places a new Sighting
marker in or adjacent to any hex containing a Partisan unit. If all
available Sighting markers are already on the map, this option
cannot be chosen.

R 8.2 P lac e R e inforc e m e n t s

When an Infiltrate order is announced and the reinforcement


option is chosen, the Partisan player performs the following
steps in the order given:
a) Reveal the top card of his Force Deck [R1].
b) Select one of the two units shown on that card (ignore any
VP cost associated with the unit). If neither unit can be
chosen because theyre not available in the countermix, the
order ends.
c) Place the selected unit (along with its randomly-selected
weapon, if any) into any space of the Time Track. This ends
the order.
This new unit will enter play as a reinforcement [6.1.2, step 5]
if and when the Time marker enters its space.

R 7.3 R e moval

One Sighting marker is removed from the map whenever one


or more Partisan units are placed into its hex as reinforcements
[6.1.2, step 5]. Place the removed Sighting marker back into the
countermix, out of play.

ComBAT Commander: Resistance Playbook

Each scenario will assign the Partisan player a specific number


of Sighting markers (which could be zero). Unless the scenario
special rules say otherwise, Sighting markers are set up on the
map in the same manner as other Partisan forces. New Sighting
markers may also be gained during the course of play via the
Infiltrate order [R8].

When an Infiltrate order is announced, the Partisan player loses


(spends) an amount of victory points equal to the number identifier of that particular order 0, 1, 2 or 3 as shown on the card
itself. No unit is activated during an Infiltrate order.

For those readers familiar with the Sighting markers in


CC:Pacific, note that these work quite a bit differently.

2011 GMT Games, LLC

Page 7

R 9. M us t e r Orde r

R 11. No Quar t e r A c t io n

Mustering is a mechanism by which a specific Partisan unit


forms up into a slightly larger unit. This is most often useful
when a higher firepower is desired over mobility.

ComBAT Commander: Resistance Playbook

When a Muster order is given the Partisan player activates a


single, unbroken unit (only). The unit must be of the same type
Band, Troop, Section or Crew as that listed on the order itself.

R 9.1 M us t e rin g

The Partisan player removes the activated unit from the map,
placing it back in the countermix. He then places the next largest Partisan unit from the countermix into that hex.
So an unbroken Crew is always replaced with a Section; a
Section with a Troop; a Troop with a Band; and a Band with
a Gang.
In the unlikely event that the next largest unit isnt currently
available in the countermix, no replacement unit is received.

As an addendum to rule A38, the German No Quarter action


can also be played against a Partisan opponent.

R 12. Trap A c t io n

Trap may only be played just after one or more enemy units
Move or Advance into a hex. That hex cannot be Water Terrain
nor already contain a Fortification of any type.
EffectThe Partisan player chooses to do one of the following:
place

a Mines marker into that hex then immediately make a


Mine Attack [F103.2] against each of those moving/advancing
units; or

place

a Wire marker into that hex.

Note that Trap may be played regardless of the Partisan


players Posture, not just when on the defense.

In which case you shouldnt have played the order.


If there was a weapon, Suppressed or Veteran marker on the
removed unit, the replacement unit retains the marker. The replacement unit is considered to have been activated for the turn.
Design Note: When a unit Musters it is assumed to be forming
a more effective fighting unit by ostensibly incorporating a
straggler or two in order to fill the ranksmaybe even some
of those same men rendered temporarily combat ineffective
due to the reduction in size of a broken unit earlier in the
game. Mustering can also represent the sudden acquisition
of a captured weapon or two, an influx of ammunition, or
something as simple as bravado or a sudden surge of zeal
amongst those who were until now timidly holding the rear.

R 13. In e x p e rie n c e Ev e n t

When this Event occurs, the Partisan player must discard every
card currently in his hand.

R 14. Pat rio t ism Ev e n t

When this Event occurs, the Partisan player Rallies [3.2.5] one
of his broken units, if any. If he does, he places a Veteran marker
on that unit if it doesnt already have one [E44.1].

R 15. S t e alt h Ev e n t
R 10. K nif e A c t ion

Knife may only be played immediately prior to the Partisan


player making a Melee Roll.

When this event occurs, the Partisan player may select one of
his units or Sighting markers on the map. If he does, he removes
that unit/marker from the hex that it occupies and places it into
an adjacent hex. A unit cannot be placed into an impassable hex
in this manner (such as a Blaze).

EffectIncrease the Melee Roll by +1. Immediately after the


conclusion of the Melee, if at least one participating Partisan
unit survived, the Partisan player draws a card.
Like all modification-type Actions, Knife is cumulativeso if
multiple Knife Actions were played and the Partisan player
won the Melee, multiple cards would be drawn.

Page 8

2011 GMT Games, LLC

Design & Development Notes


by John Foley

Since Chads design is centrally about the narrative experience of combat, we had to spend time carefully thinking about
how to support his new work with a telling narrative in scenario
form. Resistance against oppression takes many forms, all of
which are noble and necessary but some forms of resistance
focus so much on the action of the individual that a general
force-on-force simulation is not appropriate. Research showed
that we could classify the forms of armed resistance as follows:
Raids

(to secure food coupons or gain or destroy documents);

Temporary

Liberation of Areas (as shown by famous uprisings, many of which involved terrible retribution);

Guerilla

Warfare (to destroy critical transportation junctions


and facilities, especially railroads and bridges);

Espionage

and Forgery (among the more exotic of the notable


operations);

Political

Resistance (the most common mode available to the


people at large);

Hiding

and Breakouts (of objects and/or persons of great political or military value or of evacuation of trapped forces).

From a design perspective, the game engine is not able to represent some of these types of resistance in a form that provides
two players the opportunity to explore unit tactics and command
in some kind of meaningful way. This leaves us with looking at
situations where temporary liberation of areas, guerilla warfare
and (in the case of trapped forces) breakouts with detachment
and company-sized forces are involved.
A most sensitive subject faced us next, which is that given
practical limits for what a module should contain in size and
cost we had to make choices about which resistance forces
to represent. Moreover, we care deeply about finding the actual ground where the actions occurred (thus the new maps are

historically accurate), which sometimes made it not possible to


represent a historical action (if we had no way to locate the action properly). We made the scenario choices as follows.
First, we needed some scenarios that fundamentally could
test and validate the design. These were the earliest scenarios
used while the system underwent its gestation. Since the partisan forces in the system are nearly conventional, it stands to
reason that the best test of the design would show itself by using
Partisan, Soviet, Greek and French resistance forces.
Second, we knew that there would be an interest to see how
the conventional representation of irregular forces (for example,
CC:Es scenario #7) compares against the new (and unconventional) representation of these same forces. Thus two of the
scenarios revisit previously published scenarios expressly to enable you to do this comparison, while also enjoying the tactical
challenges.
Third, and the hardest choice perhaps, was to reveal instances
of the various different types of armed resistance while yet delivering a coherent narrative. We found that in keeping with
the central narrative vision of Combat Commander the great
Enemy Offensives (Yugoslav Partisans against German and
Chetnik forces) delivered a variety of situations and revealed
the narrative arc of resistance, from the very desperate to the
very well-planned.
Lastly, we thought that it was worthwhile to display some of
the key technical methods in the warfare, which you will find in
scenarios emphasizing the Partisan response to suppression and
extermination (the bell), the German response to resistance
(the cauldron), and shared military operations with resistance
forces and commandos.
Picking twelve situations to accomplish these goals and showcase the insights designed by Chad necessarily left many worthy
resistance efforts for a later date. We hope youll understand the
reasons behind our choices and we do look forward to representing the noteworthy resistance efforts of other peoples.

ComBAT Commander: Resistance Playbook

The greatest resistance effort (in size, success and variety of


operations and purposes) against the Axis powers occurred in
Europe. From a design perspective, the partisan module elevates
these efforts practically to the level of an additional conventional fighting force in the series. Chad did not, however, produce
a conventional force with weak stats and some unusual capabilities. Instead, he did two difficult things: (1) he completely
reframed the structure of unit hierarchy and unit force capability (which you will discover greatly changes how you use units
in the game) and (2) thoroughly integrated this new structure
inside the common central engine of Combat Commander. You
are given something that you will know how to move around
the field of battle rather quickly only to discover that you have
in your hands a strikingly unique force. The effect for players
(so far) is to intensify the experience of Chads original design.

Finally, since this module requires that an irregular force


(introduced later in time) works properly against standard
forces (previously designed), we had to have the best possible
testing. Over years, Chad and Kai perfected the design through
extensive testing. Then, for this game, Kai led one of the most
superior testing teams weve ever experienced. When you read
the names of the testers on the back page of this booklet, know
that you are looking at one of the most dedicated and valuable
groups of people in the hobby. They had a significant and positive impact in the quality of what you now have in your hands.

2011 GMT Games, LLC

Page 9

Scenario Design Point Values

Advance ........................................
Artillery Denied
........................
Command Confusion ................
Fire........................................................
Infiltrate ........................................
Move ................................................
Muster ................................................
Recover
........................................
Rout ................................................

5
4
1
7
4
5
4
4
2

ACTIONS
Ambush ........................................
Assault Fire
................................
Command Confusion ................
Concealment ................................
Crossfire ........................................
Demolitions
................................
[Opportunity] Fire ........................
Hand Grenades
........................
Knife ................................................
Marksmanship ................................
No Quarter........................................
Smoke Grenades ........................
Spray Fire ........................................
Sustained Fire ................................
Trap ................................................

3
1
4
4
4
1
7
4
3
2
3
1
1
3
2

Dimitri ........................................
Georgi ........................................
Josef ........................................
Katrina ........................................
Maria ........................................
Mikhail ........................................
Nadia ........................................
Nikolai ........................................
Vassili ........................................
Viktor ........................................
Yevgeny ................................
Yuri
........................................

229
288
236
221
257
191
211
205
202
238
207
218

................

263

Nina, Local Hero


OTHER

Gang ................................................ 89
Band ................................................ 80
Troop ................................................ 72
Section ................................................ 68
Crew ................................................ 67
random weapon

........................ 42

Sighting marker

........................ 50

Game Design Chad Jensen

EVENTS
Battlefield Integrity
................
Breeze ................................................
Hero ................................................
Inexperience ................................
Interdiction
................................
Interrogation ................................
Malfunction
................................
Medic ................................................
Mission Objective ........................
Patriotism ........................................
Reconnaissance
........................
Sappers
........................................
Scrounge ........................................
Stealth ................................................
Suppressing Fire ........................

2
6
2
7
1
2
1
1
1
2
2
2
2
4
1

TRIGGERS
Event ................................................ 3
Jammed ........................................ 4
Sniper ................................................ 5

Developer Kai Jensen


Series Developer John A Foley
Art Director & Packaging Design Rodger
MacGowan
Counters Lee Brimmicombe-Wood, Rodger
MacGowan and Chad Jensen

CREDITS

Partisan Fate Deck

ORDERS

LEADERS

Cards Chad Jensen and Mark Simonitch


Maps Leland Myrick and Chad Jensen
Playbook & Scenario Layout Chad Jensen
Play Testers Mark Beyak, Richard
Pardoe, Cindy Nowak, Brice Feal, Bryan
Collars, Markus Klaas, Justin Rice,
Beetlejuice, Dave Stiffler, John Leggat
and John Vogel
Production Coordinator Tony Curtis
Producers Gene Billingsley, Tony Curtis,
Andy Lewis, Rodger MacGowan and Mark
Simonitch

GMT Games, LLC

P.O. Box 1308, Hanford, CA 93232-1308

www.GMTGames.com

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