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Livret De Regles ______1 COMBAT COMMANDER : PACIFIQUEPACIFIQUE–––– LIVRET DE REGLES ______________________________________________________ 1 LIVRET DE REGLES Un Jeu de Chad Jensen TABLE DES MATIERES COMBAT COMMANDER : PACIFIQUEPACIFIQUE–––– LIVRET DE REGLES ______________________________________________________ 2 INTRODUCTION TABLE DES MATIERES « C’était une sorte de combat rusé et sournois CC : E—CC : P Différences ..................................................................................... 3 qui n’a jamais ressemblé aux opérations Matériel ..................................................................................................................... 4 massives et orageuses d’Europe, où des Echelle du Jeu ........................................................................................................... 4 bataillons de chars étaient lancés contre Glossaire.................................................................................................................... 4 d’autres bataillons de chars et des armées de la taille de la population d’une ville Règles de Base—Matériel ........................................................................................ 5 bougeaient et manoeuvraient lourdement. Le 1 Cartes Destin................................................................................................... 5 Pacifique était une guerre différente. » 2 Cartes .............................................................................................................. 6 —Général Robert L. Eichelberger 3 Unités .............................................................................................................. 7 4 Marqueurs ....................................................................................................... 8 Combat Commander : vol. III – Pacifique 5 Armes.............................................................................................................. 9 (CC : P) est un jeu piloté par des cartes 6 Radios ............................................................................................................. 9 simulant le combat d’infanterie tactique 7 Fusées Eclairantes ........................................................................................... 9 pendant la 2 ème Guerre Mondiale en Asie du 8 Aviation........................................................................................................... 9 sud-est et dans les îles du Pacifique. Dans ce troisième volume utilisable seul de la série 9 Marqueurs de Repérage................................................................................... 9 Combat Commander , l’un des joueurs prend 10 Carte d’Initiative ........................................................................................... 10 le rôle du Japon tandis que l’autre joueur prend 11 La Fiche de Compteurs ................................................................................. 10 le rôle des Alliés, Commonwealth du Règles de Base—Mécanismes ................................................................................ 11 Pacifique et les Etats-Unis. Les joueurs 12 Séquence de Jeu ............................................................................................ 11 joueront chacun leur tour une ou plusieurs 13 Ecoulement du Temps................................................................................... 11 cartes de leur main afin d’activer leurs unités 14 Conditions de Victoire .................................................................................. 12 sur la carte pour leur faire effectuer diverses 15 Empilement ................................................................................................... 13 activités militaires. 16 Ligne de Vue (LDV) ..................................................................................... 13 Les joueurs essaieront d’atteindre la victoire 17 Posture........................................................................................................... 14 en déplaçant leurs Unités de combat sur la 18 Nuit ............................................................................................................... 14 carte pour attaquer les unités de l’adversaire et 19 Mêlée............................................................................................................. 15 occuper autant d’objectifs que possible. Le Ordres (O20).......................................................................................................... 15 degré de réussite ou d’échec d’un joueur est O21. Passer (défausse)........................................................................................ 16 mesuré par les pions objectifs spécifiques au scénario, la destruction des unités ennemies, et O22. Progression................................................................................................. 16 en faisant sortir des unités amies par le bord de O23. Matériel Refusé.......................................................................................... 16 carte de l’adversaire. O24. Matériel Demandé...................................................................................... 16 O25. Charge........................................................................................................ 18 Chaque mesure de temps du jeu est divisée en O26. Problèmes de Commandement................................................................... 18 un nombre variable de tours de joueur. Lors de O27. Tir .............................................................................................................. 18 chaque tour, la séquence de jeu est fluide – le O28. Infiltration ................................................................................................... ²9 joueur actif donne des ordres et les deux O29. Mouvement ................................................................................................ 20 joueurs peuvent entreprendre des actions – en O30. Reconnaissance.......................................................................................... 20 fonction des cartes qu’ils ont en main. Des événements, bons ou mauvais, se produiront à O31. Raviver....................................................................................................... 20 des intervalles aléatoires pour ajouter un peu Actions (A32) ......................................................................................................... 20 de chaos et d’incertitude aux plans parfaits que Liste Alphabétique A33-A48 ..........................................................................20-23 les joueurs auront défini. Evénements (E49).................................................................................................. 23 Asseyez-vous, attachez votre ceinture, Liste Alphabétique E50-E80 ..........................................................................23-26 attention au départ ! Terrain (T81).......................................................................................................... 26 Pour ceux déjà familiarisés avec les règles de Liste Alphabétique T82-T99...........................................................................26-29 base de CC : E , la page suivante contient une Fortifications (F100).............................................................................................. 29 liste des changements entre les précédents Liste Alphabétique F101-F107 ......................................................................29-30 volumes et ce jeu. De cette façon, vous serez Index ........................................................................................................................ 31 capables de vous plonger directement dans le jeu sans avoir à lire l’intégralité de ce livret Crédits ..................................................................................................................... 32 de règles ni de rechercher les différences Décompte des Ordres & Actions ............................................................... livret VO imposées par le changement de théâtre ainsi Sources & suggestions de lectures............................................................Livret VO que par la nature évolutive de la série de jeux Combat Commander . COMBAT COMMANDER : PACIFIQUEPACIFIQUE–––– LIVRET DE REGLES ______________________________________________________ 3 Différences entre CC : Europe et CC : Banzai— Nouvelle posture (Japon uniquement). Panji Caché— Nouvelle action (Japon Pacifique Main de 3 cartes. Utilise le nouvel ordre de uniquement). Peut placer des mines ou des Charge. Les unités éliminées vont sur le Compteur barbelés [A43.3]. de Temps au lieu du Compteur de Pertes [17.2]. Dispersion—Nouveau déclencheur. Retirez un Ligne de Tranchées Cachée— Nouvelle action marqueur de fumigène ou de fusée éclairante de la Invasion—Nouvelle posture. Main de 7 cartes. Le (défenseur uniquement). Place un marqueur de carte. placement se fait à 1 hex de profondeur et de tranchées [A43.5]. nombreuses unités commencent sur le Compteur Déclencheur Panne—Pas dans CC : P de Temps [17.4]. Ecran de Fumée— Nouvelle action. A jouer au début d’un ordre de Mouvement ou de Points de Sortie—Nouvelle caractéristique des Nuit— Nouvelles règles standardisées pour le Progression. Chaque peloton activé place un cartes. Les unités ne peuvent sortir que par les combat de nuit [19]. fumigène [A47]. Points de sortie imprimés sur le bord de carte de leur adversaire. Les PV de sortie sont basés sur la Mêlée— La mêlée se produit maintenant au
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