Skip to main content Skip to search Skip to main navigation
Miniature Market - Go to homepage
More than 30,000 items!
Manufacturer: GMT Games

Combat Commander: Resistance! expands upon CC: Europe and CC: Mediterranean by adding partisans and their war behind the front lines. This fourth volume of the Combat Commander Series features special rules and components for fighting with Partisan forces against the Axis nations of Europe.

The new CC:Resistance! playbook covers the following:

  • Random Scenario Generator update, including the Partisan Leader Table and Fortification OB

  • Definition of the Partisan Faction, its Unit Structure, Stats, and Weapons

  • Rules for Irregular Melee, Sewers, and Sighting Markers

  • New Orders: Infiltrate and Muster

  • New Actions: Knife, No Quarter, and Trap

  • New Events: Inexperience, Patriotism, and Stealth

Contents:
3 Back-Printed Game Maps
1 Partisan Force Deck (19 Cards)
1 Partisan Fate Deck (36 Cards)
1 Countersheet
1 Playbook
6 Double-sided Scenario Cards

Ages: 12+
Players: 2
Game Length: 120 minutes

This is not a stand-alone game. A copy of Combat Commander: Europe and Combat Commander: Mediterranean Expansion are required to play. Both of these titles are included in Combat Commander: 20th Anniversary Edition.

You want to be informed when the price of Combat Commander: Resistance! Expansion (2nd Printing) reaches a certain value? If so, please specify your desired price below.

Required input fields are marked with a *

Unboxing, Live Games, Behind the Scenes and more on our YouTube!

Subscribe to your new favorite channel and never miss an opportunity for more gaming. Get the latest playthroughs, reviews, and epic moments — all in one place, delivered straight to your feed.

Subscribe to our YouTube Channel
Skip product gallery

Related Products

Combat Commander: Mediterranean Expansion (3rd Printing)
Combat Commander: Mediterranean Expansion (3rd Printing)
Combat Commander: Mediterranean (or CC:M) is the sequel to Combat Commander: Europe (CC:E). CC:M's main theme is the addition of three new "nationalities" to the Combat Commander family:  • Britain & the Commonwealth  • France & the Allied Minors  • Italy & the Axis MinorsThis second game in the Combat Commander series includes units, cards, and scenarios depicting the fighting forces of these nations.FATE CARDS: As for Germany, Russia, and America in CC:E, each of the new nationalities has its own 72-card Fate Deck highlighting its historical strengths and weaknesses (marksmanship for the British, giving them fewer shots but of higher quality; a higher likelihood of surrender for broken Italian units; quality Orders, Actions, and Events for the French but saddled with only a "1" discard capability; etc.).CC:M's Playbook includes the following:  • 12 new historical scenarios, each one including at least one of the three new nationalities.  • An updated Random Scenario Generator incorporating the new nationalities and the twelve new maps, as well as allowing for the early years of fighting in 1939 and 1940. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations. Replayability value for Combat Commander gets even better with this new addition to the family.  • A complete manifest of all 432 Fate Cards included in CC:E and CC:M. Number crunchers rejoice!  • Assigned Point Values for all units, weapons, radios and fortifications in CC:E and CC:M, allowing players to easily create their own scenarios and Orders of Battle.  • Additional designer's notes and play hints.  • And more . . .Combat Commander is one of those rare exceptional values in wargaming - one that can be revisited time and time again, each with a new tale to tell.Note on 3rd Printing: This will be identical to the previous printing except that, as usual, we will correct any known errata.Contents:3 Full-color Countersheets6 Double-sided Color Mapsheets (17 x 22in)3 Color Player Aid Cards (8.5 x 11in)220 Playing Cards1 Color Rulebook v1.11 Color PlaybookAges: 12+Players: 2Game Length: 60-180 minutesThis is not a stand-alone game. A copy of Combat Commander: Europe is required to play.
$79.99 $93.00
You Save 13.01 $
Combat Commander: Battle Pack #8 Minor Nations
Combat Commander: Battle Pack #8 Minor Nations
Combat Commander: Battle Pack #8 Minor Nations is for owners of Combat Commander: Europe and Combat Commander: Mediterranean who want the new minor nations counters and scenario pages but don't want to purchase the Combat Commander: Europe/Med. 20th Anniversary Edition.Note: The back of the Battle Pack has incorrect information on Scenario 17 and is missing Scenario 18. The scenario pages included inside the pack are correct. Here is the full list of scenarios: • Scenario 12 - Misty Mountain (Brazil) • Scenario 13 - Tussle at Maleme (New Zealand) • Scenario 14 - At the Crossroads (Poland) • Scenario 15 - Armata Romana (Rumania) • Scenario 17 - Little Stalingrad (Canada) • Scenario 18 - Bridge Hunt (Yugoslavia) • Scenario 19 - Metaxas Season (Greece) • Scenario 20 - A March in December (Finland)Contents:44 Weapon Counters (1/2in)40 Control Markers (1/2in)220 Unit Counters (5/8in)8 Scenario CardsAges: 12+Players: 2Game Length: 60-180 minutesThis is not a stand-alone game. A copy of Combat Commander: Europe and Combat Commander: Mediterranean Expansion are required to play.
$29.99 $35.00
You Save 5.01 $
Next War: Taiwan (2nd Edition)
Next War: Taiwan (2nd Edition)
Next War: Taiwan, the next volume in GMT's series of Next War games and the follow-on to Next War: Korea, allows players to fight a near future war in and around the island of Taiwan. In this sequel, the communist state of China, the PRC, has decided that its time to end the rhetoric and posturing and bring the breakaway republic back into the Socialist Harmonious Society.Due to the nature of the "terrain" surrounding Taiwan, the game features an expanded, yet still abstracted and playable, naval system including submarine threats, ASW, mine warfare, and anti-naval strikes. In addition, rules exist for combining Next War: Taiwan with Next War: Korea to simulate an expanded conflict.Note: the Next War series is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver."Ownership of any other Next War series game is NOT required to play Next War: Taiwan.Note on 2nd Edition: This is a 2nd Edition that incorporates all known errata (where such rules continue to exist), and order of battle updates to represent force changes since the game was originally published in 2014.Contents:1 Operational Map (22 x 34in)1 Map Extension (22 x 17in)1 Strategic Map Display (34 x 22in)4.5 Sheets of 9/16-inch Counters1 Standard & Advanced GAme SEries Rules Booklet1 Game Specific Rules (GSR) Booklet9 Play-aids & Charts2 Ten-sided DiceAges: 14+Players: 2Game Length: 120-480 minutes
$79.99 $93.00
You Save 13.01 $
Combat Commander: Europe (5th Printing)
Combat Commander: Europe (5th Printing)
Combat Commander: Europe is Chad Jensen's award-winning card-driven board game immersing players in tactical infantry combat in the European Theater of World War II. One player takes the role of Germany while another player commands either America or Russia. These two players will take turns playing one or more "Fate" cards from their hands in order to activate units on the mapboard for various military functions.There is no strict sequence of play to follow in Combat Commander; each measure of game Time is divided into a variable number of player Turns, each of which may consist of one or more "Orders" conducted by the active player. "Actions" may generally be conducted by either player at any time. "Events" - both good and bad - will also occur at random intervals to add a bit of chaos and uncertainty to each player's perfect plan.Orders include: Fire, Move, Advance, Recover, Rout, and Artillery functions. Each nationality also has a varying number of Command Confusion Orders which act as duds while in hand.An example of some of the 20 different Actions are:  • Smoke - If a unit with boxed Movement is activated to Move, place Smoke in or adjacent to its hex.  • Hand Grenades - Add +2 when firing at an adjacent hex.  • Dig In - Place foxholes in a friendly hex.An example of some of the 35 different Events are:  • Walking Wounded - Select one eliminated unit. Return that unit to play in a random hex, broken.  • Hero - If not already in play, place your Hero in a friendly hex. Rally one broken unit there.  • Battle Harden - One unit becomes Veteran.Players attempt to achieve victory by moving their combat units across the game map to attack their opponent's combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario's specific Objective chits, the destruction of enemy units, and the exiting of friendly units off the opponent's board edge. Command & Control is extremely important in Combat Commander, being modeled via the "Command" number on Leader units. Command serves both to enhance the abilities of Squads and Teams stacked with the Leader, as well as allowing for multiple activations with a single Order.Combat Commander includes twelve historical scenarios as well as a "roll your own" scenario system that provides an almost unending variety of map configurations, combat situations, and historically-based force structures. Each scenario is played on one of twelve maps, each with a 10x15 hexgrid depicting various terrain at a scale of approximately 100 feet per hex.Replayability for Combat Commander is high. And with Chad's brilliant Random Scenario Generator, it provides unlimited possibilities as far as additional scenarios, maps, units, weapons, and gaming situations are concerned. Add to that a TON of additional content. Over the past decade, we have released sequels and expansions covering the British, French, Italians, the Pacific Theater, the Resistance, even a "what if" expansion on Operation Sea Lion. Because of all of this content and unlimited scenario creation options, Combat Commander is even more than a wonderfully immersive gaming experience. It is also one of those rare exceptional values in wargaming: one featuring so much content and diversity that it can be revisited time and time again, with each game holding a new tale to tell.Note on 5th Printing: This is a straight reprint of the previous edition, with any known errata corrected.Contents:3 Full-color Countersheets6 Color Mapsheets (17 x 22in)4 Color Player Aid Cards (8.5 x 11in)1 Color Track Display (8.5 x 22in)Ages: 14+Players: 2Game Length: 60-180 minutes
$79.99 $93.00
You Save 13.01 $
Combat Commander: 20th Anniversary Edition
Combat Commander: 20th Anniversary Edition
Combat Commander: 20th Anniversary Edition includes all components of the original Combat Commander: Europe, Combat Commander: Mediterranean, and the Battle Pack #8 Minor Nations.Combat Commander: Europe is Chad Jensen's award-winning card-driven board game immersing players in tactical infantry combat in the European Theater of World War II. One player takes the role of Germany while another player commands either America or Russia. These two players will take turns playing one or more "Fate" cards from their hands in order to activate units on the mapboard for various military functions.There is no strict sequence of play to follow in Combat Commander each measure of game Time is divided into a variable number of player Turns, each of which may consist of one or more "Orders" conducted by the active player. “Actions” may generally be conducted by either player at any time. "Events" - both good and bad - will also occur at random intervals to add a bit of chaos and uncertainty to each player's perfect plan.Orders include: Fire, Move, Advance, Recover, Rout, and Artillery functions. Each nationality also has a varying number of Command Confusion Orders which act as duds while in hand.An example of some of the 20 different Actions are: • Smoke - If a unit with boxed Movement is activated to Move, place Smoke in or adjacent to its hex. • Hand Grenades - Add +2 when firing at an adjacent hex. • Dig In - Place foxholes in a friendly hex.An example of some of the 35 different Events are: • Walking Wounded - Select one eliminated unit. Return that unit to play in a random hex, broken. • Hero - If not already in play, place your Hero in a friendly hex. Rally one broken unit there. • Battle Harden - One unit becomes Veteran.Players attempt to achieve victory by moving their combat units across the game map to attack their opponent's combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario's specific Objective chits, the destruction of enemy units, and the exiting of friendly units off the opponent's board edge. Command & Control is extremely important inCombat Commander, being modeled via the “Command” number on Leader units. Command serves both to enhance the abilities of Squads and Teams stacked with the Leader, as well as allowing for multiple activations with a single Order.Contents:7 Full-Color Countersheets12 Double-sided Maps (17 x 22in)8 Color Player Aid Cards (8.5 x 11in)1 Color Track Display (8.5 x 22in)436 Playing Cards1 Color Rule Book1 Color Scenario BookAges: 14+Players: 2Game Length: 60-180 minutes
$138.99 $163.00
You Save 24.01 $
Stalingrad '42 (2nd Edition)
Stalingrad '42 (2nd Edition)
Stalingrad '42 is a division-level game on the Axis 1942 summer offensive towards Stalingrad and the Caucasus. Historically, this epic struggle lasted for 6 months and saw the Axis armies reach the Volga and the Caucasus Mountains. But Soviet resistance stiffened and final victory eluded the German army at Stalingrad and in the Caucasus.The ensuing November Soviet offensive trapped the Wehrmacht's largest army (the 6th) at Stalingrad and marked the beginning of the end for Axis fortunes in WW2.Stalingrad '42 uses the same scale and nearly all the rules of Ukraine '43. Many modifications have been made to improve the system and to show crucial features of the campaign. New rules include leaders, elite panzer divisions, planned operations, hidden Soviet buildup, and Army/Front offensive support.With three maps and low unit density, the game delivers a grand view of the campaign, where decisions about movement and direction of attack have lasting effects that propel or curtail your future strategic plans. The effect is like watching a story unfold and noticing a growing emotional involvement with your forces and plans. In the end, whether in victory or defeat, players of Stalingrad '42 will enjoy an epic gaming experience.Scenarios:  • Campaign Game: June 28th - December 31st (34 turns)  • Case Blue: June - August (14 turns)  • Operation Uranus: November - December (7 turns)  • Introductory Scenario: First 6 turns of Case Blue (uses one only map)  • Battle of the Caucasus: August - November (16 turns) (uses only one map)Little Saturn/Winter Storm adds a 5th scenario covering the period from December 14th through February 5th, 1943. The scenario starts with the Soviets launching a major attack against the Italians along the Don River while Manstein's Operation Winter Storm to relieve Stalingrad is in progress.Note on 2nd Edition: This edition is identical to the 1st Edition, except that any known errata has been corrected. Additionally, all components from Little Saturn/Winter Storm (Stalingrad '42 expansion) are included in this edition.Ages: 14+Players: 2-4Game Length: 120-480 minutes
$74.99 $88.00
You Save 13.01 $
Seljuk: Byzantium Besieged, 1068-1071
Seljuk: Byzantium Besieged, 1068-1071
Constantinople, 1068. Roman Emperor Romanos Diogenes has assumed the imperial throne of the Eastern Roman Empire. Ferocious armies of Seljuk Turks are on the doorstep, ravaging the border cities of the East and sending yearly raids and campaigns into Roman lands. Beset by political intrigue in Constantinople and assuming command of a fragile military, Romanos has only a short time to assemble the largest Roman army in over a century to drive off the forces of the Sultan Alp Arslan before the Empire collapses.Seljuk (Volume VI in Volko Ruhnke's Levy & Campaign series) brings players into the challenges of medieval logistics and maneuver across Asia Minor during the clash between Orthodox Christian and Muslim power in the lead-up to the climactic Battle of Manzikert. Players will assume the role of either the Eastern Romans or Seljuk Turks as they seek to make their mark on this historic land. Asymmetric victory objectives and new and unique additions to the Levy & Campaign system mean a dynamic game of cat and mouse between these two great powers.The Seljuks are on the offensive with vast numbers of Turkic horse, speedy mounted units adept at ranged combat with composite bows. A loose alliance of local vassal states loyal to the Sultan's cause and steppe tribes from central Asia unite under one banner to ravage the Roman state and carry off bounties of loot back to their homelands. The Romans field a much more heavily armored contingent of infantry and mounted Tagmata, but their frontier garrisons, the Themata, are few and not easily replaced. The Romans will have to use these stationary units judiciously to either defend against Seljuk ravaging or protect the walled towns and cities of the Empire from Turkic siege.And both sides have to confront the very real possibility that some of their allied Lords might switch sides. Can one final, epic clash make the Seljuks think twice about conquering Anatolia, or can the Muslim armies of the East win one of their greatest victories and capture the Emperor of the Romans on the field of battle?Contents:1 Map Board (25.5 x 22in)170 Wooden Pieces138 Playing Cards17 Cardboard Lord & Battle Mats3 Full-color Counter Sheets2 Fold-out Player Aid Sheets1 Lords Sticker Sheet2 Screens1 Rules Booklet1 Playbook6 Six-sided DiceAges: 14+Players: 1-2Game Length: 60-480 minutes
$90.99 $107.00
You Save 16.01 $
Aspens: Standard Edition
Aspens: Standard Edition
Aspens is a cozy, yet challenging strategy game for two players. Harness the forces of wind and sun, and carefully balance rapid expansion with sustainable growth, to outwit your opponent and grow the largest, most stunning forest.In Aspens, players compete to grow the largest forest on a shared board - having to balance how much they invest in building their "engine" to increase the odds of generating trees on future turns, with the pressure of needing to expand to claim territory and ultimately be crowned the winner.Players start by seeding and growing a forest space adjacent to each water tile. This is where players determine their initial strategy and appetite for risk. Then play begins.On your turn, you roll the sun die, and both players generate trees for spaces they have grown tall enough to capture the sun. Then you roll the wind die, determining which directions you can grow outward in. The active player then plants their trees, balancing between growing existing spaces up with more trees, or expanding outward from their forests, following the wind. This is the core crux of tough decision making and strategy comes in - balancing future investment with rapid expansion.Play continues until all spaces are claimed, and the player with the most spaces is crowned the winner!Contents:7 Board Tiles4 Water Tiles240 Wooden Tree Pieces2 Cloth Bags1 Sun Die1 Wind Die1 RulebookAges: 10Players: 2 (4 with Deciduous Duos Expansion)Game Length: 30 minutes
$35.99 $39.99
You Save 4.00 $
Aspens: Ancient Artifacts Expansion
Aspens: Ancient Artifacts Expansion
Race to collect ancient artifacts scattered around the forest by growing your forests around them.Each artifact holds the unique power, of one of eight, distinct Ancient Gods - granting the owner a single-use, strategic ability - adding a fundamental twist to the gameplay.Contents:16 Ancient God Cards16 Wooden Relic Discs2 Drought Marker Tiles2 Player Aids1 Drawstring Bag1 RulebookAges: 10+Players: 2Game Length: 30 minutesThis is not a stand-alone game. A copy of Aspens (Standard or Deluxe) is required to play.
$15.99 $19.99
You Save 4.00 $
Aspens: Wild Weather Expansion
Aspens: Wild Weather Expansion
Draft dice-based abilities, and unleash powerful weather effects to reshape the landscape and gain a strategic advantage. Time them just right and you may just pull off a clever move that changes the entire course of the game.Uncover countless new strategies as you find powerful and distinct ways to use each ability, and discover unexpected ways to combine abilities powers for even greater impact.Contents:6 Weather Power Boards6 Weather Dice14 Weather Marker Tiles1 Drawstring Bag2 Player Aids1 RulebookAges: 10+Players: 2Game Length: 30 minutesThis is not a stand-alone game. A copy of Aspens (Standard or Deluxe) is required to play.
$15.99 $19.99
You Save 4.00 $
Aspens: Majestic Marvels Mini Expansion
Aspens: Majestic Marvels Mini Expansion
Compete to capture the stunning marvels within each area of the board, collecting the most Majesty points, and building the most beautiful forest to win.Rethink your strategy in this new game mode with variable scoring that totally changes how you play! With added variable starting setups, every game is totally fresh.Ages: 10+Players: 2Game Length: 30 minutesThis is not a stand-alone game. A copy of Aspens (Standard or Deluxe) is required to play.
$8.97 $9.99
You Save 1.02 $
Cross Bronx Expressway
Cross Bronx Expressway
Cross Bronx Expressway is the third game in the Irregular Conflicts Series. It simulates the socio-economic processes of urban development, and the human costs that result, as a competitive city-builder with collective loss conditions. Players control one of three asymmetric factions working in the South Bronx between 1940 and 2000, pursuing their own goals while cooperating to keep the borough viable.Through a card driven sequence of play, they will work to solve the economic challenges facing the area by building infrastructure and organizations, forming coalitions, mitigating the multitude of issues facing the vulnerable population, and managing resources to stay out of debt. Cross Bronx Expressway offers an engaging way to learn about the recent history of American cities, as exemplified by Jane Jacobs' pivotal work The Death and Life of Great American Cities, simulated through the case study of the South Bronx. Players will experience the conflicting incentives and complex factors shaping urban life, and together determine the fate of the Bronx.The gameplay is driven by a deck of event cards which determines turn order, and then players spend resources to take actions on map spaces. The game ends after the event deck is exhausted, or earlier if certain conditions are met. Players score victory points at regular periods during the game, and the player with the most points at the end of the game wins (unless an auto-loss condition for all players is met).Contents:1 Mounted Game Board (2 x 34in)96 Event Cards24 Position Cards127 Wooden Pieces3 Full-color Countersheets3 Fold-out Player Aid Pamphlets1 Non-Player Aid Sheet1 Custom Six-sided Die1 Rules of Play Booklet3 Orientation Guides1 Historical Record Booklet1 3-inch BoxAges: 14+Players: 1-3Game Length: 90-180 minutes
$68.99 $86.00
You Save 17.01 $