Beruflich Dokumente
Kultur Dokumente
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
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
back cover
back cover
GMT1113
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
Modifiers
vs. Italy
-1
Dimitri
Nikolai
Mikhail
Katrina
Yevgeny
Vassili
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
Bunker + Trench
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
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.
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
if Defender
if on Recon
if Attacker.
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.
Page 3
New Rules
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 1.3 D i s c a r d Re q ui r e m e n t
Force Deck
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].
with
random
(1 VP)
Infiltrate:
Disperse:
(2 VP)
card PF-16
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
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
Infiltrate:
Band
5 2 2
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 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
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.
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
R 5.2 R e solvin g M e l e e
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
LOSTIf
R 6.3 S e w e r Elimi n at io n
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.
Page 6
R 7. sI GH T ING m A R KE RS
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
R 8.1 P lac e S i gh t in g M ar k e r
R 7.3 R e moval
Page 7
R 9. M us t e r Orde r
R 11. No Quar t e r A c t io n
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.
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
place
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.
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
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).
Page 8
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
Temporary
Liberation of Areas (as shown by famous uprisings, many of which involved terrible retribution);
Guerilla
Espionage
Political
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
Page 9
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
Gang ................................................ 89
Band ................................................ 80
Troop ................................................ 72
Section ................................................ 68
Crew ................................................ 67
random weapon
........................ 42
Sighting marker
........................ 50
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
CREDITS
ORDERS
LEADERS
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