Watch “CC:BOT - Solo AI for Combat Commander || gameplay overview,” a how-to-play guide for Combat Commander: Europe from ones upon a game on BoardGameVideo.
Description provided by ones upon a game on YouTube:
Some gamers believe that you CAN'T possibly play Combat Commander solo. As my late father always told us "Can't never could." So while many of us (who recognized the superiority of Chad Jensen's premier WW2 Tactical Wargame) did in fact manage to play the game solo with no hindrances at all (except of course the ones on the battlefield), it's quite possible that there COULD be a better way to do it...
And now there most certainly is. James Watton of Rising Sun Studios has come up with an ingenious system for an AI CC:BOT to play against and keep some of the mystery in the game.
How does it work? Join me as I demonstrate how to setup the CC:BOT for a game and how a typical AI turn plays out.
LINKS
CC:BOT Information: https://risingsunstudios.co.uk/products/cc-bot
Publisher Page: https://risingsunstudios.co.uk
ones upon a game covers board games from a (mostly) solitaire perspective.
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Mainly playthroughs. Combat Commander: Europe is covered on BoardGameVideo.com by 14 reviews, 20 how-to-play guides, 39 recorded sessions, and 7 other videos.
2 players
60 - 180 min
Heavy weight: Expect a long teach
About Combat Commander: Europe, from BoardGameGeek:
Combat Commander: Europe is a card-driven board game covering tactical infantry combat in the European Theater of World War II. One player takes the role of the Axis (Germany) while another player commands the Allies (America or Russia). These two players will take turns playing one or more “Fate” cards from their hands in order to activate their units on the mapboard for various military functions.
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.
A game of Combat Commander is divided into several measures of Game Time. 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" - both good and bad - will occur at random intervals to add a bit of chaos and uncertainty to each player's perfect plan.
SCALE: Each hex of a Combat Commander map is roughly 100 feet of distance (about 30 meters). Each complete Player Phase abstractly represents several seconds of real time. Each complete measure of Game Time abstractly represents several minutes of real time.
Each unit in the game is approximated as either a single Leader, a 5-man Team, or a 10-man Squad. Radios - and individual weapons larger than a pistol, rifle or BAR - are represented by their own counters.
Designer
Chad Jensen
Artists
Lee Brimmicombe-Wood, Chad Jensen, Rodger B. MacGowan, Leland Myrick, Mark Simonitch