برچسب: Commander

  • Can I use Brokers Hideout with a Simic Commander?


    Can I include the card Brokers Hideout in a commander deck, where the commander does not have a white color identity? For example Zimone, Mystery Unraveler

    I know that I cannot include Plains cards in the deck, but as Plains have color identity white, does that word appearing the card text prevent me from including Brokers Hideout in my deck?



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  • For Everything There is a Season: The Origin Story of Combat Commander: Vietnam – InsideGMT


    Note: All of the images depicting game components in this article show early concept or playtest art.

    A Time to Plant.

    It was 18(!!) years ago that Chad and I started talking about designing a Combat Commander: Vietnam game together. Of course, Chad was the master crafter of Combat Commander and knew the CC design a bazillion times better than I did, but he didn’t really know anything about Vietnam. I probably know more about that war/period than I know about any other in military history, and I love Combat Commander, so a co-design with Chad and myself seemed like a good fit. But we both were really busy with other projects, so we decided to work on CC: Vietnam in the margins, not caring if it took even a decade to get to our game tables in finished form.

    So we went slowly but had a ton of great conversations as we crafted the project—and I learned even MORE about the genius of Chad Jensen when he sent me his master CC spreadsheets to adapt for CC: Vietnam. Wow. Over time, we honed the design document, unit spreadsheets, and scenario scope, and I finally put together a very ugly test CC: Vietnam map that we used to maneuver and “fight” our imaginary battles. Here you can see both that original map and Chad’s enormously better version of that map at right, which depicts mountainous jungle terrain that we envisioned as a base map for an “Assault on a US Fire Base” scenario, Marine defenses of a hilltop position, and US assaults (mini-Hamburger Hills) on dug in NVA/PLF forces.

    Gene’s playtest map (left) vs. Chad’s playtest map (right). Yeah, I know… 😊

    As most of you know, Chad’s design plate was continually busy during those years. There wasn’t a time I can remember when Chad didn’t have a couple games on our P500 list and a few more in his head. Here’s an ad we did back around 2015 that showed just a few of the Family Games that Chad had completed or in the works:

    So Chad was busy. And starting around 2014, I got into serious development and testing on the game I’d wanted to do forever, Mr. President. So both of our design time for CC: Vietnam was minimal, but we kept honing the design document and both thought it was coming together and that we’d do it “someday.”

    A Time to Weep. 

    Sadly, we were wrong. Even 5 ½ years later, I still have trouble thinking and talking about that incredibly heart-wrenching period of Chad’s sickness and passing. I lost a good friend, Kai lost the love of her life, and the gaming world lost an absolute rock star designer. So gaming-wise inside GMT, everything Chad-related just stopped while we all grieved his passing. 

    A Time to Build Up.

    Probably a year later, allowing some time to pass and the hard edges of grief to soften a bit so we could get through a phone conversation without crying, Kai and I began to talk about finishing Chad’s unfinished or unpublished designs. And he had a bunch of them. Honestly, I didn’t think at that point that CC: Vietnam would be one of them because, frankly, I didn’t want to design it without Chad (and there was STILL Mr. President dominating my design time). And so we did other games instead—games that either Kai or I had a team in place or recruited to finish. Of all those games we talked about and have worked on, I’m especially happy that John Butterfield volunteered to finish Downfall with Kai. And it won the CSR Game of the Year last year! What a tribute to Chad, and to John, a forever friend to Chad and Kai.

    In 2022, Kai and I began to seriously discuss the Combat Commander series and agreed to create an Anniversary Edition of the CC: Europe/CC: Med. games which was packaged as Chad originally intended, in one big box. And we had designers ask us about taking the CC game to other theatres and periods. But no movement for CC: Vietnam. Until there WAS!!!

    A Time to Seek.

    Two of our newer GMT designers whose work I’m really excited about are Non-Breaking Space (NB) and Stephen Rangazas. NB created Cross Bronx Expressway (nearing heading to the printer now) and Stephen designed The British Way. Both have other designs on P500 now and also on the design table. Well, in the fall of 2023, NB came to our Weekend at the Warehouse and showed a couple games to Jason, Kai, Rachel, Mike Bertucelli, and me. I liked his games, but more importantly, I liked HIM. After the weekend, we were all excited about working with NB—I heard several “he fits with us” comments (and he DOES!)—on various projects. And Stephen’s The British Way and The Guerrilla Generation demonstrated both his design skill and the depth of research that he puts into game design. I was particularly impressed with the way he engages with customers online: he communicates clearly and humbly and is open to feedback and other interpretations while being committed to making the best product that he can. 

    So, at that warehouse meeting, being really impressed with NB, I mentioned in passing that I’d really love to find a team to get the Combat Commander: Vietnam project moving forward. NB surprised us with “I need to make a phone call.” That call was to Stephen (they often work together in a design partnership). NB has since told me that it was Stephen’s background in Vietnam research that prompted the call. Stephen’s design of Sovereign of Discord, the expansion to our hit COIN game Fire in the Lake, already benefited from his depth of knowledge (and I would note here that your work has to be pretty impressive to get Mark and Volko to sign off on doing an expansion for one of their best-selling games!). After the call, NB told us something along the lines of “We’re interested, but it’s a divergence from the path we are on right now. So we need to take some time to think about it and discuss it in depth before we give you an answer.”

    Fast forward to January of 2024. NB contacted me and Jason and let us know that he and Stephen were definitely interested in working on a Combat Commander: Vietnam game! We had an online meeting a week later where they walked us through a slide show of how they intended to move forward with the design, assuming we approved it. Here are a few of the slides from that meeting:

    Stephen and NB’s scoping of the Factions that they proposed including in the game.
    NB and Stephen’s early overview of Faction Deck Force Composition and Timelines

    It was a really good meeting. We had a lot of questions, and NB and Stephen answered them with skill, honesty, and transparency and were not shy to share what their research showed. I liked that when they hadn’t figured something out yet, they said so. It was clear to me that they had the chops to research, design, and deliver a new Combat Commander: Vietnam that aligned with Chad’s and my vision for the game but was not limited by it. I left that meeting IMPRESSED. And we gave them the go ahead to push forward into the “create the physical game” stage, which they proposed to have to show us by the Fall 2024 Weekend at the Warehouse.

    A Time to Dance.

    We didn’t hear much from Stephen and NB from January to September. We just left them alone, knowing that what they were creating was a huge task. Occasionally they’d have a question, but mostly they just worked away on their own, sculpting what we all hoped would become a masterpiece.

    Then, just before the Weekend at the Warehouse, NB sent us the image below and told us he’d have the playtest kit ready for the Weekend. We were so excited!

    At the Weekend, we were all really happy about where the design was and ready to move forward to getting it ready for P500. I was thinking it might be ready to go on the P500 list in a year. Then NB said, “Please give us a deadline. We work better that way.” So I said, “April 2025.” NB didn’t blink, so that was our target date.

    Then, in January, Stephen and NB informed us that they had EIGHT maps (pictured below) they were now testing on and anticipated they’d double that within a month. 

    They also included a Map of Vietnam with a Scenario and Reference guide for all the planned Battles (below). 

    And then they COMPLETELY blew me away. They built a campaign system! WHAT??!!??

    Campaign Scenario Generator (left) and the CC: V scenario it generated (right)

    They then noted that they thought they’d be ready for a MARCH P500 addition instead of April. Looking at the quality and completeness of their work (I’ve shown just a fraction here), I had no problem giving them the March slot. So here we are, with Combat Commander: Vietnam hitting the P500 list with this week’s customer newsletter. I hope you’ll order yours now!

    I hope this article gives you all some insight into how Combat Commander: Vietnam has come to exist. What a long journey this has been. I am HUGELY excited about what NB and Stephen have created and how they’ve taken Chad’s system and our vision and combined it with their own research and added so much that we probably wouldn’t ever have thought of. I still can’t believe we’re going to have a Campaign System for CC: Vietnam!!!!!!

    I believe (and hope) that the Combat Commander community will be blown away by how cool this game is and by the amount of value they’re going to get in this big box of Combat Commander love. And I know Chad would be SO happy to see this game that we planted the seeds for finally come to fruition. As with everything in the Combat Commander world, every time I play this, I’ll be thinking of Chad. And I’ll always be thankful that NB and Stephen took up this challenge and have honored Chad with the care, attention to detail, and general awesomeness that they’ve created for us to enjoy as we play Combat Commander: Vietnam.

    – Gene




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  • Capturing the Core of the Combat Commander System – InsideGMT


    While the game comes with 12 scenarios, there is also a 2-page roll-your-own scenario system that will generate a HISTORICAL situation in about 5 minutes, after which both players secretly choose from one of many historical forces of platoon-to-company size with which to fight.

    -Chad Jensen on Combat Commander: Europe (2006)

    Magical Realism

    The premise of Combat Commander’s Random Scenario Generator teeters close to absurd for a board wargame. Not Campaign for North Africa absurd where you’re tracking pasta rations, but “is that even possible” absurd. Random variables that generate plausible wargame scenarios across the breadth of World War II sounds like magical thinking. The number of permutations that can be generated from the variables of the RSG are astronomical. Just the two Allies and their troop quality, across the five years in the base Europe box, has tens of thousands of combinations. Balancing the outputs, so that a high percentage of the generated scenarios exist within a margin of error for fidelity sounds impossible. Yet, you roll one up and the evidence is right there waiting to be played. Magical. I became obsessed with that magic, and as I studied it I soon found Chad’s secret – research and data. Understanding how this data bridged the gap between history and the model, was central to our design process for Combat Commander: Vietnam

    Orders of Battle and Support Tables from Combat Commander: Europe

    Wargame systems are notoriously data driven. Variables on counters placed in hexes with scale measurements and visual references for terrain with modifying effects. Detailed play sequences, with phases referring to one or more charts to resolve actions with sub sequences. Where Combat Commander differs is that the majority of charts in the game are for the Orders of Battle (OoB) and Support. In other words, the tables are focused on the receipt of units and their weapons, not about their use. 

    A design decision Chad made was to put most of the actionable data onto the unit counters and in the fate decks. Many mistake this shift to card driven mechanics as an abstraction that might reduce the game’s fidelity. Yet these asymmetric decks pack more faction and game data across their card counts than you would find in most of the tables and charts from other wargames.  They also keep the games flowing smoothly, the actions immediately resolved, with little need to consult a table to determine a result. The heavy lifting of the design is not in the play itself but rather how each game is set up. Becoming a strong Combat Commander player includes understanding how setup impacts play. This is taken one step further with the RSG, which includes scenario as well as unit set up. For Combat Commander: Vietnam we wanted to provide a similar level of agency for players, grounded in the history, but balanced by their choices. 

    Page from the RSG rules in Combat Commander: Europe

    The Balancing Act

    To shape the balance of the RSG system, Chad provides agency in the setup process. Players are able to build formations with a bid for initiative balanced against available support weapons and fortifications. Playing through the RSG and having to make these decisions takes practice but it is where the model reveals itself. With experience, players will find the fidelity of the scenarios they generate increase. This comes from an increased understanding of the Orders of Battle and Support tables, and their competitive values in various situations. That they map closely to their historical values for the theater and period generated reinforces the decision space of a historical company commander, and we wanted to take the same approach with Combat Commander: Vietnam.

    The first two volumes of Combat Commander, Europe and Mediterranean, were originally designed as one box, a point stressed to us by Kai Jensen when we first started working on Combat Commander: Vietnam. In order for the system to work across multiple years and areas, all of the faction data had to be balanced against each other, which meant that they all had to be designed at once (the following volume Pacific, redesigned the system to account for the additional theater). The primary reason for this was the central role the RSG system had on the whole design. Even some designed scenarios are balanced against what the RSG might generate.  

    This is a testament to just how powerful Chad’s design approach was. By putting so much of his research and data into getting the variables of the RSG system right, he designed a sandbox from which any WWII engagement at the tactical level could be modeled and validated. Appreciative of this, our first goal for Combat Commander: Vietnam was to build from the premise and design an RSG system that could generate scenarios for any region, with historical combatants, across the 15 years of the Indochina conflict. If we got the RSG right it would mean we could design and validate scenarios for any engagement at the game’s scale. 

    Anderson, Arnsten, and Averch, Insurgent Organization and Operations (August 1967).

    We went through a number of iterations for the Order of Battle tables for Combat Commander: Vietnam, sourcing documentation of the force composition and weapons across the factions. Translating this data to unit values on the OoB formed the basis of the RSG system. As we started working on building out the maps for the base game, pulling from the 1:50,000 scale maps used during the conflict, we could immediately check the composition of forces from the primary sources against how they would be represented by the RSG. After months of iterations we started to find the magic.

    Orders of Battle with Support Tables from the Combat Commander: Vietnam Playtest Kit

    Campaign for Randomness

    As the map count for Combat Commander: Vietnam increased and we continued playing RSG scenarios across them, something started to feel missing. In isolation the playthroughs gave a decent overview of the types of small-scale engagements seen across the conflict, but, without the context to really place where and how they fit into the broader war effort. To provide that context, we had to bring something completely new to the Combat Commander system.

    When it comes to military operations, the easiest way to provide context is to go up in scale, and understand the significance of an engagement to the higher command. Combat Commander was originally called Company Commander in reference to the scale it models. Going up from the company is the battalion. We posited that if Combat Commander: Vietnam players could play a series of connected games as a battalion campaign it would contextualize the choices made in the individual engagements to better understand why fighting in Vietnam was so different. 

    Records of an ANZAC Battalion’s Operations. The Combat Commander: Vietnam Campaign system is built to represent this level of operation.

    Campaigns have been in Combat Commander since John Foley introduced them in the second battle pack. To this point however they have primarily been a way of sequencing scenarios, both designed and randomly generated, to play in a historical succession. This allowed players to fight out multiple days of battle in Normandy or Stalingrad to great effect. Yet, these campaigns have only existed as add ons, not parts of the core rules. The last challenge we gave ourselves with the Combat Commander: Vietnam design was to build out a campaign system that was a part of the core. This meant expanding the system to be able to generate random campaigns across the factions, for any region, at any time during the conflict. 

    Composing the large battles are any number of small fights, little connected, and sometimes at cross-purposes one with the other. Each is local and limited in the feelings of the men who engage. Company fights company, platoon goes against platoon. How the regiment or brigade fared as a whole is something that has to be computed later.

    -S.L.A. Marshall, Battles in the Monsoon (1967)

    From the Combat Commander: Vietnam core box, using the Random Campaign Generator (RCG), players will be able to generate an area of responsibility for a battalion commander over a month-long operation as a campaign. The perspective provided by this form of play contextualizes the individual engagements in a way that allows players to experience the decision space of Vietnam at the tactical level with the context to understand the implications of their decisions operationally. 

    Campaign Map showing a Free World Forces Battalion operating in a relatively remote, Communist controlled area of II Corps.

    With the RCG system in place we are also able to design historical campaigns which allow players to replay known operations. So much of the research that went into the design captured primary accounts from all sides including their operational maps. The campaign framework is a direct reflection of this, with the historical campaigns providing the decision space of their historic counterparts. 

    What will come in the base box for Combat Commander: Vietnam will be all of the things players already love about the system. 24 scenarios that can be set up at any time for a dynamic game full of the flavor but grounded in the historical realities of the conflict. The RSG system will expand the scenario potential from those base maps increasing replayability. The amount of variety you will get playing one off scenarios will be satisfying to system veterans and newcomers alike. 

    The Hurricane II, FFV Magazine, May 1967

    For those looking to form a better understanding of the war and how it progressed over time, Combat Commander: Vietnam’s Random Campaign Generator will prove to be the central experience. Playing campaigns with a single faction will provide a deeper understanding of their strengths and weaknesses. Across multiple campaigns you can see how their capabilities changed over time. Explore how the terrain in the different corps zones affected how formations operated. With the historic campaigns you can face the decisions of your historic counterparts. 

    All of this has been done in an effort to make Combat Commander: Vietnam the most comprehensive tactical wargame experience on the conflict. It gives players infinite replayability with the opportunity to enrich their understanding of the challenges faced by all sides during the war. Even more, all parts of the design are fully extensible which means future battle packs and expansions will provide even broader coverage. For anyone looking to immerse themselves in the Vietnam Experience, this is the starting point. 


    Previous Article: For Everything There is a Season: The Origin Story of Combat Commander: Vietnam



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