The Tactical Assault: Combat Cards™ are a fun and innovative way to fight combined arms battles on the tabletop battlefield. The Combat Cards are designed to bring all of the detailed elements of land warfare – including the fog of war – to the tabletop in a narrative card-driven format that is easy to play yet full of challenges. To be successful you must be creative in your strategies, flexible in your tactics and attentive to the ever changing battlefield.
The key to the Combat Cards is the way in which they simulate every commander’s struggle with maximizing the use of their available assets in the face of the multitude of hazards, delays and other challenges on the battlefield. The Combat Cards integrate all of this in a fast and easy to use system that challenges players to balance the need for careful planning with a willingness to take risks and seize upon sudden opportunities.
The Combat Cards can be utilized for just about any modern historical period, starting with the 20th century, as well as any science fiction setting. They can be used with any scale of miniatures, any sized battlefield and for any size of battle – ranging from the smallest skirmish action all the way up to massive operational level maneuvers.
Archive of all ‘Scenario Design…’ Articles
Point Scenarios are scenarios designed around a theme, objective or battlefield test with the intent of challenging players to select the optimal force, within certain parameters, to succeed in the scenario. In other words, building a force for the scenario is essentially part of the scenario’s challenge.
To set up a Point Scenario, you first have to decide what is it about the scenario that will make it different and fun to play. Is there a unique battlefield condition that will add a new challenge (e.g. fog, night time, etc.)? Is there a unique layout to the battlefield that will pose a particular obstacle (e.g. fighting on a volcano, in a swamp, on a small island, etc.)? Is there something about the forces being used that make it a unique challenge (e.g. no Aerial units allowed due to weather, all units move at half speed due to heavy mud, etc.)? (more…)
When designing scenarios, the question often comes up of how to reflect of training, experience leadership and other intangible qualities of a fighting force on the battlefield. In the Combat Cards, there is a very simple and easy mechanism for doing this – the Command Unit. The ability of Command Units to pass Actions along to other nearby units determines how efficiently cards can be played during the battle. This affect on efficiency can be used to elevate units to an elite status for a given scenario, or to downgrade them to a poorly led force. (more…)