CORE SET COMMANDERS

Commander cards bring a new, unique type of game play for each faction. Each commander comes with a personalized set of tactics and pay-per-use upgrades that only they can access. See Bottom of Page for Commander Errata.

US Faction core

US Core 1 - Recon Support Company
Changes made 11/17/2020 - Priest Call-In requires Tier 3 Building.
US Core 2 - Ranger Company
Changes Made 11/17/2020 - Priest requires Tier 3 Building.
Hit the Dirt Clarification: This ability may not be used inside a building
US Core 3 - Armor Company
Changes Made 11/17/2020 - Veteran Wolverines require Tier 3 Building.
US Core 4 - Mechanized Company
US Core 5 - Airborne Company
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British Faction cORE

British Core 1 - Advanced Emplacements
Counter Battery also affects the OKW Stuka.
British Core 2 - Commando Regiment
Changes Made 11/17/2020 - Staghound requires Tier 2 Building.
British Core 3 - Lend Lease Assault Tact
Changes Made 11/17/2020 - Staghounds require Tier 2 Building.
British Core 4 - Royal Engineer Regiment
Royal Engineers retain the upgrade options of an Infantry Section.
British Core 5 - Special Weapons Regimen
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German Faction CORE

German Core 1 - Jaeger Infantry Doctrine
German Core 2 - Spearhead Doctrine
German Core 3 - Mechanized Doctrine
Changes Made 11/17/2020 - Sd.Kfz 222 requires Tier 2 Building.
German Core 4 - Festung Armor Doctrine
German Core 5 - Panzer Korp Doctrine
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Soviet Faction CORE

Soviet Core 1 - Assault Tactics
Soviet Core 2 - Elite Artillery Tactics.
Soviet Core 3 - NKVD Disruption Tactics.
Forward HQ ability can only be applied to destructible structures, not indestructible bunkers nor the Cathedral. The Fear Propaganda ability is used during the Maneuver Phase on the player's turn.
Soviet Core 4 - Ranged Tactics
Soviet Core 5 - Conscript Support Tactic
Hit the Dirt Clarification: This ability may not be used in a building
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OKW Commanders

Oberkommando West Faction commander cards, including the German Elite, boosting your mobility and damage.

OKW 1 - Breakthrough Doctrine
Sturm Offizier Ability can be activated
OKW 2 - Elite Armored Doctrine
OKW 3 - Firestorm Doctrine
Changes Made 11/17/2020 - Puma requires Tier 2 Building.
OKW 4 - Scavenge Doctrine
OKW 5 - Fortifications Doctrine
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eLITE cOMMANDERS

Use 16 unique, elite commanders that include all new vehicles and call-ins.

US FACTION ECC

US ECC 1 - Light Cavalry Company
Errata - Stuart fixed arrow corrected to turreted arrow
US ECC 2 - Heavy Calvary Company
US ECC 3 - Tactical Support Company
US-ECC-4---Motor-Pool
Errata - The Stuart Tank does not require a building! Stuart fixed arrow corrected to turreted arrow.
Changes Made 11/17/2020 - Typo fixed
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BRITISH FACTION ECC

British ECC 1 - Hammer Doctrine
British ECC 2 - Royal Artillery Regiment
British ECC 3 - Specialized Vehicle Regi
British ECC 4 - Tank Hunter Regiment
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GERMAN FACTION ECC

German ECC 1 - Terror Doctrine
German ECC 2 - Tank Destroyer Doctrine
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SOVIET FACTION ECC

Soviet ECC 1 - Counter Attack Tactics
Soviet ECC 2 - Guards Motor Tactics
Soviet ECC 3 - Urban Defense Tactics
Soviet ECC 4 - Urban Assault Tactics
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OKW FACTION ECC

OKW ECC 1 - Terror Doctrine West
OKW ECC 2 - Tank Destroyer Doctrine West
Changes Made 11/17/2020 - Luchs and Puma require Tier 2 Building. Jagdpanther forward arrow changed.
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Eastern Reinforcements

New units and commanders for the Soviet Faction, including advanced, versatile units.

Soviet FACTION ERP

Soviet ERP 1 - Frontline Tactics
Soviet ERP 2 Heroes of Stalingrad
Soviet ERP 3 Siege Militia
Soviet ERP 4 Frontline Assault
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Pathfinder Pack

Two new unique commanders for the US and Wehrmacht factions that utilize diverse tactics.        

Pathfinder 1 - Assault Support Doctrine.
Pathfinder 2 - Pathfinder Company
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Stug  Assault Pack

Special commanders that bring elite infantry to the gameplay with fresh new upgrades.

StuG 1 - Stug Assault Doctrine
Errata - Cost increased to 3 Manpower.
Changes made 11/17/2020 - Requires Tier 2 Building.
StuG 2 - Stug Tactical Doctrine
Stug 3 - British Special Service Brigade
Stug 4 - Soviet Spetsnaz Brigade
Stug 5 - US Devil's Brigade
The Devils Brigade unit can also enter other obstacles like water and destroyed buildings. Destroyed buildings act identical to regular buildings, even providing heavy cover to the Devils Brigade squad. These units cannot purchase any of the Riflemen upgrades however.
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Commander Errata

Elite Commander Collection

  • US Motor Pool: The Stuart tank does not require a building to spawn and has turreted AP damage. The Calliope's damage is turreted but is missing the correct arrow.

  • Soviet Urban Assault Tactics: The KV-2 Assault Gun has Splash damage but is missing the corresponding symbol.

  • Tank Destroyer Doctrine West: The Jagdpanther has a fixed gun but incorrectly shows a turret. 

​StuG Assault Pack

  • StuG Assault Doctrine: Stormtroopers have 4 health and not 3.

  • StuG Tactics: The StuG costs 3 Manpower, not 2 Manpower.

  • Devil's Brigade: Can move into and through all obstacles except enemy units. For example, water, impassable terrain, and into destroyed buildings. Destroyed buildings act as normal buildings for the Devil's Brigade, including providing them heavy cover. 

 

Commander Clarifications 

Click individual Commander image for clarifications and updates. 

General Commander Card Rule Clarifications and Reminders

1. Commander pay-per-use abilities can only be activated once per round.

 

2. Some unit pay-per-use abilities allow multiple units to activate an ability, in these cases each unit can only activate the ability once. 

3. Vehicle Call-In's from Commander tiers can be purchased multiple times in a round. 

4. Unit Upgrades from Commander tiers are in addition to the units normal upgrade options found on their building board. These upgrades can only be purchased once per unit. 

5. Alternate unit versions found on some Commander Cards retain their original unit's upgrade options unless otherwise specified. (See Royal Engineer Regiment and Devil's Brigade examples below). 

6. REMINDER: Commander abilities never affect allies unless otherwise stated. The exception is indirect effects, for example placing an 'Eye' die for a Recon Plane ability reveals the hex for everyone.  

General Commander Card Rule Clarification Examples

2. Unit pay per use ability: the Mechanized Company's Improved Repair ability allows all Riflemen to pay 1 munitions to gain +1 repair this round. While all Riflemen can choose to purchase this, each one can only do so once per round.

3. Vehicle Call-In's. Access to Sherman Easy Eights is not a pay per use ability; it is a passive purchase option. Multiple Easy Eight Shermans could be purchased in the same round. 

4. Unit Upgrades. The .50 cal Jeeps upgrade is available for purchase by all Jeeps, but each Jeep can only purchase it once. Doing so would not remove any other upgrade options (although in this case Jeeps do not happen to have other upgrades available). 

5. Alternate Unit Versions. Specialized Training, converts Infantry into Royal Engineers with different base stats, but otherwise retain the upgrade options of the Infantry Sections on the building boards. The same goes for the alternate Churchill AVRE version. Note that the Devil's Brigade unit specifically denies them the Riflemen upgrades. 

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Stug 4 - Soviet Spetsnaz Brigade