WW2 DIGITAL TABLETOP Discovery Phase // Why discovery? We're in discovery because we want to build something players actually want and expect — not what we assume. Your feedback shapes what gets made.

Combat
Command

Eight named heroes. Thousands of scenarios. One squad against the war — command them well, or lose them forever.

02 · The Pitch

A Tactical Tabletop Brought To Life.

Combat Command is a turn-based strategy game set in the Second World War — fought across dioramas of bombed cathedrals and shattered hedgerows, with eight named heroes under your command. Move, shoot, suppress, heal: every action costs Action Points from a small pool, every decision matters. Three pillars define what makes it ours.

Pillar 01

Permanent Consequences

Death is permanent. Failure compounds. Each of your eight soldiers is named, leveled, and irreplaceable — lose one and a piece of your squad goes with them. Recruit again, and you might be welcoming a double agent through the door.

Pillar 02

Action-Point Combat

A tight, readable AP economy forces hard, intimate choices. No grand-strategy abstractions — just four soldiers, a shrinking pool of points, and a window of fire that won't stay open long.

Pillar 03

Eight Unique Heroes

The Veteran, the Nurse, the Bomb-maker, the Forger, the Shadow, the Sniper, the Radio-Operator, the Leader. Each carries their own deck — general cards plus specialist cards only they can play — and their own talent tree. No two squads, and no two campaigns, end up the same.

03 · The Vision

Eight Soldiers. One Squad.

You command a small squad of soldiers. Each mission, you pick up to four for the job. The rest aren't idle — you send them on side details to bring back resources, intel, or trouble. You can't change the bigger picture, but you can save lives. Sometimes you have to sacrifice a soldier to win the war.

i.

A Squad Of Eight

You start with a fixed roster of eight soldiers, each with their own deck — general cards (pistol shot, knife, radio call) plus specialist cards only they can play. They are not interchangeable. Losing one is losing a tool you may not get back.

  • The Veterancool head, desctructive cards
  • The Medickeeps the squad alive
  • The Bomb-makerdemolitions, sabotage
  • The Forgerpapers, disguise, lies
  • The Shadowsilent entry, exfiltration
  • The Sniperlong shots, cold patience
  • The Radio-Operatorairdrops, intel, comms
  • The Leaderbuffs, command
ii.

Choose The Four

Briefing arrives. You read the mission. You pick up to four soldiers to send. The rest get an off-the-map detail — scrounge fuel, run a courier route, surveil a depot. They might come back with resources. They might not come back at all.

SabotageAssassinateExfiltrate Plant BugsDirect BombardmentDeliver Arms Blow A V2 PadGet Intel OutBurn A Fuel Depot
iii.

Death Is Permanent. Recruits Aren't Free.

If they die, they're gone. You can recruit replacements along the way — at a cost — but every new face is a small risk: there's always a chance you've taken in a double agent, who'll turn at the worst moment, or empty your cache when you most need it.

iv.

Rank, XP, And Falling

Each soldier levels up through experience. You — the player — also climb in rank: Sergeant, Lieutenant, Captain. Fail too many missions and you fall back down. New recruits can join the squad along the way; some carry skills your roster doesn't yet have.

v.

Between Missions: Return To Basecamp

After every operation you return to Basecamp to plan the next move, equip the survivors, choose the next four, and read what came back from the off-map details. NPCs come and go: contacts, allies, sometimes informants. Then you go back out into it.

"You play to make the squad win, not the soldier. Sometimes you need to sacrifice a soldier to win the war."

04 · Help Us Decide

Should We Build This?

We won't move forward without enough signal. Register your interest, answer a few questions, and you'll directly shape whether — and how — Combat Command gets made. If the interest isn't there, we'll be honest about that too.

Now Discovery & Validation Sharing the concept publicly. Measuring interest. Listening to what excites you and what doesn't land.
If Validated Greenlight Decision If the signal is strong enough, we commit to a small prototype. If it isn't, we'll be transparent and step away.
Later — Maybe Production Only if Phase 2 proves the concept holds up in playable form. No promises, no dates, no pre-orders.
Built for keyboard & mouse
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A Note From Us

This Game May Never Ship — And That's Okay.

Combat Command is currently in discovery. That means we've built a vision, sketched out a world, and now we're asking the most honest question we can: does this resonate with you?

No commitment to build has been made. If the interest is there and the vision holds up, we'll move forward. If it doesn't, we'll learn from it and take that knowledge into whatever comes next.

By registering interest or filling out our form, you're not pre-ordering a game — you're helping a studio understand what kind of games are worth making. That input is genuinely valuable to us, and we don't take it lightly.

The Combat Command team
Register Your Interest