INTRODUCTION
This is not a review of the underlying Combat Commander system, which I’ve already covered in my review of CC:Europe (http://www.boardgamegeek.com/thread/157036), but rather a review of the differences between Pacific and the original title and an assessment of the success of these changes. This is primarily because the base gameplay has not changed significantly and is still as exciting and engaging as ever.
FACTIONS
Pacific features 3 factions (Japan, USA, Commonwealth). The USA and the Commonwealth play pretty close to the way they do in Europe/Mediterranean – the US has overwhelming firepower but tend to break easily while being hard to polish off whereas the Commonwealth forces (primarily Anzacs and Gurkhas) have the most recovery orders and a lot of Marksmanship actions and a generally steady morale whether broken or not.
Every faction enjoys a new unit type in the Mortar Spotter who can be used to activate multiple mortars at once to hit targets within his LOS, thus indirect mortar fire is now possible unlike in CC:Europe. There are also a few new weapons such as Thompsons (only useful at close range), BARS etc
On the other hand, the Japanese forces are completely different from any other faction that has appeared before in the CC system and are a joy (and a challenge) to master.
The troops themselves tend to have high initial morale but once broken tend to melt quickly. They all have boxed firepower (including leaders and when broken!) which means they are very tough melee combatants. They also have some unusual units such as a treetop sniper unit (in addition to the Sniper event), a 3 Command-Radius Leader (never got to play with him though) and a Hero with a range of 0 but a boxed firepower of 4 (he seems to be carrying a very big sword)!
Their deck features a ton of Advance orders and Ambush and Bayonet actions (adds +2 to melee rolls) which make them a real risk to get near. Instead of Command Confusion cards they have the “Charge” order which can only be used when they are in Banzai posture (it otherwise acts as a dud card like Command Confusion). 993
When in <PERSON> posture, your hand is reduced to 3 cards, but when playing a charge order you can activate all your units for move orders (although all unactivated enemy units are activated for OP Fire!). Also, any casualties go on to the next space of the time track to simulate this human wave style of offense.
Incidentally, Japanese forces never surrender. You will literally have to kill them all to win a game before time runs out.
Unlike the allies, they can use an advance order to move between caves situated on a map which can really make your forces flexible (for example, you can set up a first line of defense but rapidly move your forces to a safer position if need be, and once the enemy has passed by a cave, either come up in their rear or try to get a few units off the enemy map edge for some quick victory points).
Finally, they can also place units (either prior to setup or in game) into one of three infiltrate boxes, which then have the possibility of being moved onto the board at some point during the game as the result of an infiltrate order – possibly even right on top of enemy units for a nasty surprise!
NEW ORDERS/ACTIONS
There are several new orders in the game which change it quite a bit from Europe.
First of all there are Asset Request/Asset Denied orders. Asset request allows you to do a number of things such as fix broken weapons, attempt to secure artillery (or activate it if you already have it), utilise aircraft, fire flares in night scenarios etc. The Asset Denied order basically does the opposite (breaking enemy weapons or artillery radios, sending their aircraft off the map etc). Unlike in CC:E, it is now possible to destroy enemy weapons in one fell blow by discarding two Asset Denied orders at once which is rather annoying and I must admit I’m not a huge fan as losing a heavy MG, for example, early on in this way with no chance of recovery can be devastating.
There is also a Reconnoiter order that allows you to look at the top card of the deck and either place it in your hand, discard it or return it to the deck (useful if it’s a high number and you’re about to attack, for example). Unfortunately this wasn’t as useful as it seemed as you have to activate a leader within line of sight of the enemy to utilise it, which often means you then can’t take advantage of the flexibility the card gives you as with your leader already activated in can be difficult to then activate a decent fire group.
Finally there are the formerly mentioned Infiltrate and Charge orders exclusive to the Japanese. 449