Overview

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.

Scenario Design… Troop Quality

Tuesday, March 22nd, 2011

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…)

How Do I… Use Hex Maps

Thursday, March 10th, 2011

To play either the Combat Cards or the Fantasy Cards on a hex based map is very simple. In the either game, you take the shortest side and use that distance as your Very Long distance for the game. Half of that distance is the Long range, and so on. Well, instead of measuring that distance in inches or centimeters, you will simply measure it in terms of hexes.

Now some things do need a little tweaking to work, but they are very minor. When doing the math to determine distances, keep all the fractions as you half each distance. Then, when everything has been calculated, round any fractions to the nearest whole hex (up or down as appropriate). (more…)

How Do I… Match Unit to Model

Thursday, March 3rd, 2011

A frequent dilemma that comes up for players as they prepare their forces for battle is how to classify a particular model for the upcoming battle. Should it be an Armored Unit? What about a Behemoth? If it is light in armor and weaponry, should it instead be a Recon Unit? While there is no easy answer for this, there are a couple of perspectives to keep in mind.

First, remember that your force is structured around the units, not the models. The model simply serves to remind the players of what unit it is for this battle. So if your army has four Armored Units in it, it really doesn’t matter if you are going to use a German Panzer III or Panzer IV tank model to represent them. The important thing is that you chose models that will help you remember what the unit is supposed to be – there is nothing more frustrating than to lose a game because you used armored car models to represent Armored Units, but forgot that during the game and instead used them as Recon Units. (more…)