
- BGG rank
- BGG #16,353
- BGG rating
- 6.3
Patrol!: Man-to-Man Combat in the 20th Century
- 1–3 players
- 240 min
- Complexity 3.3/5
- 1974

1972
Rules assistance for Combat Command: Tactical Armored Warfare, France 1944
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
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Answers come from the official rulebook, with the page to check.
Combat Command: Tactical Armored Warfare, France 1944 is a board game released in 1972 for 2 players, 120 minutes per game, and ages 12 and up. It was designed by Jim Dunnigan and its main mechanics are Dice Rolling, Grid Movement, and Hexagon Grid.
Strategy & Tactics magazine #30. Time Scale: ? day per turn Map Scale: .75 km per hex Unit Scale: Platoon/Company After SPI sold their groundbreaking Eastern Front wargame, PanzerBlitz, to Avalon Hill, designer James F. Dunnigan turned his eye to the Western Front. Combat Command was described as "Platoon-Company Level Combat, France 1944". From the Design Notes: "PanzerBlitz (published by Avalon Hill) proved to be a very popular game. It was complex, but most people were enthusiastic about its apparent realism and authenticity. In point of fact, PanzerBlitz was not all that realistic or authentic. The game did have its good points. That it moved at all was a credit to its play-mechanics. What was lacking was an awareness, and implementation, of some of the more critical aspects of small unit operations. Chief among these aspects is the "confusion factor", which becomes nearly decisive at the platoon level. Other aspects left untreated in PanzerBlitz were the near simultaneity of action and reaction at that scale, as well as a more realistic handling of combined arms coordination. Not all of these problems (nor others unmentioned) have been solved in Combat Command. By merely changing the cale and some of the combat and movement mechanics, we have introduced more change in the game than these innovations themselves suggest. One rather obvious result is that the game is simpler, easier to play. This is essential for any game. Too much time spent on the mechanics makes the simulation more of an exercise than a game. The game-system for platoon level simulation as it now stands in Combat Command is not yet perfect. But we do feel it's superior to the system we first introduced in Tactical Game 3 and PanzerBlitz. We are working on still better game-systems for this scale of operations. When we finish them, we'll publish them!" The Combat Command game system was quickly discarded as the seventies saw SPI release a string of "new and improved" tactical wargame systems.
Combat Command: Tactical Armored Warfare, France 1944 supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Combat Command: Tactical Armored Warfare, France 1944 is 120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Combat Command: Tactical Armored Warfare, France 1944 for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Combat Command: Tactical Armored Warfare, France 1944 has a complexity rating of 2.2 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Combat Command: Tactical Armored Warfare, France 1944 belongs to these categories: Wargame and World War II. Its main mechanics are Dice Rolling, Grid Movement, and Hexagon Grid. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Combat Command: Tactical Armored Warfare, France 1944 are: Jim Dunnigan. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Combat Command: Tactical Armored Warfare, France 1944 as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.