boardgamevideo
  • Trending
  • Videos
  • Games
  • Channels
  • Lists
  • Shorts

Explore

  • Home
  • Trending
  • Channels
  • Videos
  • Games
  • Lists
  • Shorts
  • Conventions
  • Year in Review

Browse by type

  • Reviews
  • How to play
  • Playthroughs
  • Unboxing
  • Top 100 lists
  • Featured videos
  • Trending this week
  • Rising games
  • Games with fresh review perspectives

Information

  • About
  • Contact
  • Terms & Conditions
  • Privacy Policy

© 2022–2026 BoardGameVideo.com

Powered by BGG
  • Videos
  • Trending
  • Shorts
  • Channels
  • Games
  • Lists
Combat Commander: Pacific

Combat Commander: Pacific

2008·John Foley, Chad Jensen, Kai Jensen

Videos
8
Creators
5

Mainly playthroughs. Combat Commander: Pacific is covered on BoardGameVideo.com by 5 recorded sessions and 3 unboxings.

2 players
180 min
Heavy weight: Expect a long teach

From BoardGameGeek

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 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") 220x 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 sheets 2x 1-sided 8.5 x 11 generic player aid sheets 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.

Combat Commander: Pacific

Which Combat Commander: Pacific video should I watch?

Combat Commander: Pacific has 8 videos from 5 creators: 5 playthroughs and 3 unboxings. They date from 2022 to September 2026.

If you like it, try Combat Commander: Europe, Dominant Species: Marine, Downfall: Conquest of the Third Reich, 1942-1945 and Fighting Formations: Grossdeutschland Motorized Infantry Division, also by Chad Jensen.

All videos

Combat Commander: Pacific - Scenario C - Ichiki AttacksPlaythrough2:06:33

Combat Commander: Pacific - Scenario C - Ichiki Attacks

Patrick's Tactics & Tutorials

Patrick's Tactics & Tutorials

Combat Commander: Pacific - Scenario F - as US - AARPlaythrough22:02

Combat Commander: Pacific - Scenario F - as US - AAR

Nathan Wailes Gaming

Nathan Wailes Gaming

Combat Commander: Pacific | Unboxing & OverviewUnboxing20:35

Combat Commander: Pacific | Unboxing & Overview

The Boardgames Chronicle

The Boardgames Chronicle

COMBAT COMMANDER PACIFIC Re-Boxing / COMPONENT OVERVIEWUnboxing6:11

COMBAT COMMANDER PACIFIC Re-Boxing / COMPONENT OVERVIEW

Legendary Tactics

Legendary Tactics

Combat Commander: Pacific - Scenario E - West Tank BarrierPlaythrough1:37:23

Combat Commander: Pacific - Scenario E - West Tank Barrier

Patrick's Tactics & Tutorials

Patrick's Tactics & Tutorials

Combat Commander: Pacific - Learning as we go - First scenarioPlaythrough24:21

Combat Commander: Pacific - Learning as we go - First scenario

Nathan Wailes Gaming

Nathan Wailes Gaming

Combat Commander: Pacific - Scenario L - Slopes of HellPlaythrough1:21:02

Combat Commander: Pacific - Scenario L - Slopes of Hell

Patrick's Tactics & Tutorials

Patrick's Tactics & Tutorials

Unboxing Combat Commander PacificUnboxing18:28

Unboxing Combat Commander Pacific

PhoenixKnight

PhoenixKnight

Creators who cover this

All channels
Patrick's Tactics & Tutorials
Patrick's Tactics & Tutorials
3 videos of this game
Nathan Wailes Gaming
Nathan Wailes Gaming
2 videos of this game
Legendary Tactics
Legendary Tactics
1 video of this game
PhoenixKnight
PhoenixKnight
1 video of this game
The Boardgames Chronicle
The Boardgames Chronicle
1 video of this game

Games like this

All games

Combat Commander: Europe

2006·Chad Jensen

Videos
80
Creators
33
Mainly playthroughs

2 players·60 - 180 min·Heavy weight

Dominant Species: Marine

2021·Chad Jensen

Videos
44
Creators
31
Mainly reviews

2 - 4 players·90 - 150 min·Heavy weight

Downfall: Conquest of the Third Reich, 1942-1945

2023·John H. Butterfield, Chad Jensen

Videos
28
Creators
19
Mainly unboxings and playthroughs

2 players·360 - 720 min·Medium weight

Fighting Formations: Grossdeutschland Motorized Infantry Division

2011·Chad Jensen

Videos
20
Creators
2
Playthroughs

2 players·180 min·Heavy weight

About Combat Commander: Pacific

From BoardGameGeek:

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 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") 220x 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 sheets 2x 1-sided 8.5 x 11 generic player aid sheets 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.

Designers

John Foley, Chad Jensen, Kai Jensen

Artists

Lee Brimmicombe-Wood, Chad Jensen, Rodger B. MacGowan, Leland Myrick, Mark Simonitch

Publisher

Devir

Categories

WargameWorld War II

Mechanics

Card-DrivenHex GridLine of SightCampaign Game
View on BoardGameGeek ›
Home
Games
Combat Commander: Pacific
cached: 28181