NEW SCENARIOS FOR COMBAT COMMAND
by
Alan R. Arvold
The following scenarios were submitted
to SPI almost 30 years
ago shortly after the game came out.
Unfortunately SPI never
published them. So here they are for
all to see.
Scenario 7: US/German Armored
Engagement
25 December 1944
The Battle of Celles: During the
Battle of the Bulge on this day
the Germans made their greatest
penetration into Allied
territory. The spearheading division
of the German drive was the
2nd Panzer Division. The Americans
sent the 2nd Armored Division
to stop the drive and to turn the tide
of the battle. Here
elements of both divisions meet and
engage in heavy combat.
Battlefield: Whole mapsheet.
Order of Battle:
United States: Fifteen M-4 (AP), Five
M-4a (AP), three M-10 (AP),
two M-18 (AP), one M-36, four M-5
(AP), one M-24 (AP),
two 105mm AH (HE), six M-7 (HE), three
M-8 (AP),
twenty Armored Infantry (RF), three
Engineer (RF),
four Observers, twenty-eight Halftrack
(RF),
six 57mm Anti-Tank (AP), six 81mm
Mortar (HE).
German: Nine Pz IV (AP), eight Pz V
(AP), three Pz VIa (AP),
four SG III (AP), three Wespe (HE),
two Armored Car (AP),
twelve Infantry (RF), five Sub Machine
Gun (RF),
two Engineer (RF), two Observer, seven
Halftrack (RF),
three 81mm Mortar (HE), two 75mm
Anti-Tank (AP),
One 120mm Mortar (HE), twelve Truck.
Germans move first and enter the east
side of the board. The
Americans move second and enter the
northwest corner of the
board.
Game Length: 20 Turns.
Victory Conditions:
The Germans win if they can trace a
road from the east side of
the board to the northwest corner of
the board free of enemy
units and their zones of control by
the end of the game.
The Americans win by preventing the
German victory conditions.
Scenario 8: US Relief Action
26 December 1944
The Relief of Bastogne: During the
Battle of the Bulge American
forces in the town of Bastogne were
surrounded. The US 4th
Armored Division was sent to break the
siege and relieve the
town. Here elements of CCR, 4th
Armored Division attempt to break
through to Bastogne.
Battlefield: Entire mapsheet.
Orders of Battle:
United States: Eight M-4 (AP), two
M-4a (AP), two M-5 (AP),
one M-24 (AP), one 105mm AH (HE), two
M-7 (HE),
ten Armored Infantry (RF), three
Engineer (RF), two Observers,
three 57mm Anti-Tank (AP), three 81mm
Mortar (HE),
fifteen Halftrack (RF), one Infantry
(RF).
Germans: Nine Infantry (RF), one
Engineer (RF),
two 75mm Anti-Tank (AP), two 81mm
Mortar (HE),
one 120mm Mortar (HE), two 20mm Flak
(HE), two SG III (AP).
Americans set up one Infantry and one
Engineer inside town 2. The
rest of the American force moves first
and enters on the southern
edge of the board. The Germans set up
their units anywhere on the
board except within two hexes of town
2.
Special Rules: Town 1 does not exist
in this scenario. Treat the
hexes of town 1 as roads on clear
terrain.
Game Length: 15 Turns.
Victory Conditions:
The Americans win if they can trace a
road from the southern edge
of the board to town 2 free of German
units and their zones of
control.
The Germans win by preventing the
American victory conditions.
Scenario 9: US Armored Assault
7 March 1945
The Capture of the Remagan Bridge:
During the Allies wild dash to
the Rhine River, they usually found
the bridges across the river
blown up. But at the town of Remagan
they found a bridge still
standing. Here elements of the US 9th
Armored Division catch the
Germans trying to blow up the bridge.
Battlefield: Eastern half of mapsheet.
Order of Battle:
United States: Eight M-4 (AP), two
M-4a (AP), two M-5 (AP),
one M-24 (AP), one M-26 (AP), one
105mm AH (HE), one AAHT (HE),
ten Armored Infantry (RF), two Engineer
(RF), two Observer,
two 81mm Mortar (HE), two HMG (RF),
thriteen Halftrack (RF).
German: Three Infantry (RF), one
Engineer (RF),
one Submachine Gun (RF), three 20mm AA
(HE),
two 75mm Anti-Tank (AP), one 88mm
Anti-Tank (AP),
two 81mm Mortar (HE), one 120mm Mortar
(HE).
Germans set up first anyhwere on the
battlefield. The Americans
move first and enter anywhere along
the west edge of the
battlefield.
Special Rules: Consider all fords and
bridges over the river to
be destroyed except for the bridge on
the northeast corner of
town 4. To destroy the bridge the
Germans must have their
Engineer unit next to the bridge.
During the German offensive
fire phase the German player rolls one
die. A result of one means
that the bridge is destroyed, a result
of two means that the
bridge is damaged, and any other
result means no effect. The
German player keeps rolling each turn
until the bridge is
destoyed. The German player can not
start rolling for destruction
of the bridge until the Americans have
at least one unit within
five hexes of town 4. A damaged bridge
may only be crossed by
Class 2 units. Once a bridge is
damaged, any further damaged
results are counted as no effect. The
German Engineer unit must
be undispersed when attempting to blow
the bridge. When an
American Engineer unit crosses over
the bridge before it is
destroyed, the bridge is considered to
be disarmed of its
explosive charges and can no longer be
blown up.
Game Length: 12 Turns.
Victory Conditions:
The Americans win if they capture the
bridge and get at least
five units across the bridge to the
east side of the river.
The Germans win if they destroy the
bridge or failing in that,
keep the number of American units on
the east side of the river
to less than five units.