How Combat Commander Teaches Tactical Uncertainty
Question: What does Combat Commander's card-driven system model that other tactical games miss?
Approach: Compared Combat Commander to other squad-level games (ASL, Conflict of Heroes) focusing on how uncertainty and friction are represented.
Findings: The card-driven system creates real fog of war: you can't execute your perfect plan because you don't have the cards. This models command friction better than deterministic activations.
Most tactical wargames let you do whatever you want on your turn, limited only by action points or movement allowances. Combat Commander says 'not so fast.'
You draw cards that determine what you can do. Maybe you want to fire, but you drew movement cards. Maybe you need to rally, but all you have is artillery.
This is brilliant design. It models the friction of war: plans falling apart, improvisation under pressure, making do with what you have instead of what you wanted.