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Tactical Commander

A board game by
Publisher: Trafalgar Editions
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Tactical Commander
The game can be ordered, but we do not have any information about it.
Retail price: 78,95€ 71,05€
IT Free
Description Description

TACTICAL COMMANDER is a card-based wargame designed to simulate WWII battles at battalion level, with players taking command of a number of companies on the battlefield.

The TACTICAL COMMANDER system combines the excitement of traditional wargames with the ease of play benefits of card games. The system offers a wide range of possibilities both for simulating historical engagements as well as creating any number of hypothetical battles.

About the project:

TACTICAL COMMANDER is a game system that will surprise you because it combines the emotion of a traditional wargame with the uncertainty, surprise and speed of games based on cards.

TACTICAL COMMANDER is the first game series, based on battles on the Eastern Front in WWII.

Understanding the strengths and weaknesses of your cards units and manage your supplies and use the action cards is essential if you are to act effectively and destroy or disable the enemy.


 

Box


 


 

* Box: Size 32x22x6cm, full-colour and top quality

* 60 German Cards

* 60 Russian Cards

* 80 Action Cards

* 3 Marker Sheets: turn, organization, morale, combat, etc.

* 1 Tactical Maps size A4 in full colour.

* 2 Help Tables size A5

* 1 Rulebook

* 2 Scenarios.

* 4  6-sided dice.

The characteristics of each combat unit are depicted via the information on their associated card.

These cards are not Units but actions that are carried out against the enemy, either for defense or to generate a random event.

The different phases of the Play Sequence are detailed below:

1. Initiative.

Both players roll 1d6 to determine who wins the Initiativeand is therefore the first to play (if there is a tie the dice are rolled again). 

2. Reorganization Phase: there are different sections to this phase:

 2.1 Replacement and Discards: First, Unit and Action cards are drawn according to the following provision: each turn (regardless of the number of Unit and Action cards that were discarded or played in the previous turn)only a maximum of 2 Unit cards can be replaced plus as many Action cards as are necessary to return their number to 5.

 2.2 Administrative Phase: during the administrative phase, the following tasks are carried out:

     - Updated General Records Table (Turn, Supply Points (SP) and Command Points (CP)).

     - Flip of Disruption markers.

     - Flip of Operational Movement markers.

     - Rally.

     - Unblocking.

     - Call to the artillery.

     - Disengage Units in Close Combat.

     - Vehícle Recovery.

3. Air Phase (and AA Fire): in this phase, both players carry out all AA and Air Combats. Combat takes place simultaneously, starting with the player who won the Initiative. Units located in a hex with a Forest cannot be Attacked by Aircraft.

4. Artillery Phase: in this phase, both players carry out all Artillery Combats simultaneously, starting with the player who won the Initiative.

5. Movement Phase: units in Vanguard can move around the tactical map. Each hex represents about 150 metres and the cost to move a Section or Company from one hex to an adjacent hex is one Movement point. The cost of movement can be modified according to the rules explained in the Terrain and Weather Effects section. The player who has the initiative chooses whether to move first or second. A unit’s movement value is marked on each unit's card.

6. Ground Combat Phase: In this phase both players carry out all Ground Combats. Each Combat takes place simultaneously, starting with the Attack declarations of the player who won the Initiative. Then, the other player declares their Attacks.

* For 2 players

* Recommended Age: 14+

* Time: 30-90 minutes

* Complexity: Medium

 

Additional information Additional information
Mechanics:
Categories:
Alternative names:
This was seen 5 times
Description Description

TACTICAL COMMANDER is a card-based wargame designed to simulate WWII battles at battalion level, with players taking command of a number of companies on the battlefield.

The TACTICAL COMMANDER system combines the excitement of traditional wargames with the ease of play benefits of card games. The system offers a wide range of possibilities both for simulating historical engagements as well as creating any number of hypothetical battles.

About the project:

TACTICAL COMMANDER is a game system that will surprise you because it combines the emotion of a traditional wargame with the uncertainty, surprise and speed of games based on cards.

TACTICAL COMMANDER is the first game series, based on battles on the Eastern Front in WWII.

Understanding the strengths and weaknesses of your cards units and manage your supplies and use the action cards is essential if you are to act effectively and destroy or disable the enemy.


 

Box


 


 

* Box: Size 32x22x6cm, full-colour and top quality

* 60 German Cards

* 60 Russian Cards

* 80 Action Cards

* 3 Marker Sheets: turn, organization, morale, combat, etc.

* 1 Tactical Maps size A4 in full colour.

* 2 Help Tables size A5

* 1 Rulebook

* 2 Scenarios.

* 4  6-sided dice.

The characteristics of each combat unit are depicted via the information on their associated card.

These cards are not Units but actions that are carried out against the enemy, either for defense or to generate a random event.

The different phases of the Play Sequence are detailed below:

1. Initiative.

Both players roll 1d6 to determine who wins the Initiativeand is therefore the first to play (if there is a tie the dice are rolled again). 

2. Reorganization Phase: there are different sections to this phase:

 2.1 Replacement and Discards: First, Unit and Action cards are drawn according to the following provision: each turn (regardless of the number of Unit and Action cards that were discarded or played in the previous turn)only a maximum of 2 Unit cards can be replaced plus as many Action cards as are necessary to return their number to 5.

 2.2 Administrative Phase: during the administrative phase, the following tasks are carried out:

     - Updated General Records Table (Turn, Supply Points (SP) and Command Points (CP)).

     - Flip of Disruption markers.

     - Flip of Operational Movement markers.

     - Rally.

     - Unblocking.

     - Call to the artillery.

     - Disengage Units in Close Combat.

     - Vehícle Recovery.

3. Air Phase (and AA Fire): in this phase, both players carry out all AA and Air Combats. Combat takes place simultaneously, starting with the player who won the Initiative. Units located in a hex with a Forest cannot be Attacked by Aircraft.

4. Artillery Phase: in this phase, both players carry out all Artillery Combats simultaneously, starting with the player who won the Initiative.

5. Movement Phase: units in Vanguard can move around the tactical map. Each hex represents about 150 metres and the cost to move a Section or Company from one hex to an adjacent hex is one Movement point. The cost of movement can be modified according to the rules explained in the Terrain and Weather Effects section. The player who has the initiative chooses whether to move first or second. A unit’s movement value is marked on each unit's card.

6. Ground Combat Phase: In this phase both players carry out all Ground Combats. Each Combat takes place simultaneously, starting with the Attack declarations of the player who won the Initiative. Then, the other player declares their Attacks.

* For 2 players

* Recommended Age: 14+

* Time: 30-90 minutes

* Complexity: Medium

 

Additional information Additional information
Mechanics:
Categories:
Alternative names:
This was seen 5 times