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Combat Commander (CBC) Links Email GM Last updated May 21, 2018
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule GM: Bryan Collars (8th Year)
Round Day Start Time Duration Location
Demo 1 Tu 17 1 Exhibit Annex Table 1
Round 1/4 We 9 3 First Tracks Poolside
Round 2/4 We 12 3 First Tracks Poolside
Round 3/4 We 15 3 First Tracks Poolside
Round 4/4 We 18 3 First Tracks Poolside
Semifinal Fr 12 3 Laurel
Final Fr 15 3 Laurel
2018 Tournament Format  Swiss Elim

Sir, the troops await your Orders! So you think you've got what it takes to be a leader of men. The Combat Commander tournament will give you the opportunity to display your leadership qualities. This year the tourney will explore the bloody fights along the Gothic Line in Northern Italy. French Morracans, British Gurkhas, US Rangers, Oh my! The forces to command or defeat are wide and varied this year. So polish up on that French Deck its in the mix. The CC tournament will feature scenarios from the European Theater for the years 1943-1944. You are in command and the troops await your Orders.

The Swiss Elimination format continues this year. There will be four qualifying Swiss rounds (play in as many or few as you wish, but the less you play, the less your chances to advance) that will advance four players to semi-final Single Elimination play.

Starting with the first round, each match will give players a scenario to play. There will be a different scenario for use in each game of the first round. The scenarios for this year's event are a mix of custom designed and previously published scenarios. This year's event will require the use of CC:E and CC:Med. Any additional components used in the tournament not included in CC:E and CC:Med will be provided by the GM. Tourney participants are encouraged (but not required) to bring other CC components (ie. CC:Pacific, CC:Resistance or Battlepacks).

The tiebreakers for advancement will be as follows:
1) Each tied player will be awarded advancement points for their winning games based upon the following formula:

  • Won as attacker - 2pts
  • Win in a Recon scenario - 1.5pts
  • Won as defender - 1pt
  • Margin of Victory:
    1-3 VPs - 1pt
    4-7 VPs - 2pts
    8-12 VPs - 3pts
    13+ VPs - 4pts
  • Surrender Victory - 3pts (No Margin of Victory points are awarded with a Surrender victory)

The four players with the highest advancement points will advance to the Single Elimination Semi-Final Round.

2) If players remain tied after the calculation of advancement points a coin flip will be used to determine player finishing order.

Additional Prizes: The Champion and runner up will receive an unspecified prizes at the conclusion of the event.

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