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Combat Command 2: Danger Forward has no published cheat codes in the reviewed cheat directory, so the useful answer to “Combat Command 2 cheats” is a command-and-fire-plan guide. You win by keeping companies connected to headquarters, preserving supply, reducing disruption, and combining artillery with coordinated assaults instead of treating guns as a one-click solution. The game is a company-scale, turn-based Second World War wargame on a hex map, so planning several phases ahead matters more than reflexes.
This guide covers the artillery and strategy decisions supported by the period reviews, explains what the available “Not Available” cheat listing actually proves, and flags facts that conflict between sources rather than presenting them as settled.
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Are there any Combat Command 2 cheats?
The reviewed GameGenie listing reports “Game Cheats: Not Available.” That means the directory supplies no cheat codes for Combat Command 2: Danger Forward. It does not prove that every undocumented exploit or development command is impossible, so you should not rely on code lists that claim secret unlocks without a primary source.
In practical terms, the closest thing to a cheat is understanding the information the game gives you before an attack. Keep formations in command, create a favorable disruption state, bring artillery or air support into the plan when available, and cancel attacks whose projected result is poor. Those are mechanics-based tactics, not shortcuts, and scenario conditions can change the best choice.
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GameGenie’s review and cheat page is the source for the “Not Available” listing. Do not download supposed trainers or edit files on the assumption that a code has been verified.
What is Combat Command 2: Danger Forward?
Combat Command 2: Danger Forward is a grand-tactical, turn-based Second World War game by Boku Strategy Games, published by Shrapnel Games and designed by David Erickson, according to COMBATSIM’s review. Units are organized at company scale and fight across hexes representing roughly 500 meters. That scale explains why headquarters, movement corridors and formation timing are as important as individual firepower.
GameSpot describes a PC release with more than 20 scenarios covering Mediterranean and Western Front actions, including amphibious and airborne operations. GameGenie reports 20 scenarios instead, so treat the total as source-dependent rather than a definitive count until an authoritative manual settles it. The game was first released around December 2000, but the reviews disagree on the exact day: GameSpot gives December 17, while COMBATSIM gives December 13.
As Bruce Grey wrote in GameSpot’s review, “Combat Command 2 concentrates on taking the fundamentals of wargaming and making them easy to manipulate in a computer game.” The interface may simplify the fundamentals, but the fundamentals still govern every attack: posture, command, supply, terrain, time of day, weather, entrenchment and troop quality.
How should I plan artillery attacks?
Use artillery to create the conditions for an assault, not as a universal replacement for maneuver. The strongest sequence is to identify the position that must be taken, keep the assault companies linked to their parent headquarters, disrupt the defender with available fire or air support, and then commit an assault when the projected combat result is acceptable.
- Define the objective. Decide whether the hex must be captured, merely suppressed, or bypassed. A defended objective in favorable terrain usually needs a different plan from an exposed screening unit.
- Check command links. Confirm that the companies intended to attack can trace the required friendly-controlled route to their headquarters. If they are out of command, their movement allowance is reduced and coordinated attacks may not work as intended.
- Choose the posture. Direct fire and assault are separate attack modes. Direct fire uses Defend posture; assault uses Attack posture. Set the posture before you spend the turn moving supporting units.
- Prepare the defender. Apply artillery and, where the scenario provides it, air support to weaken or disrupt the target. COMBATSIM reports that artillery-supported assaults can be devastating against a defender that is already disrupted.
- Stage the assault companies. Bring companies from the same parent headquarters into positions where they can support an attack across multiple hexes without breaking command control. Avoid sending one isolated company forward simply because it has movement points left.
- Read the projected result. The game displays a Combat Results Table before resolving an attack. Use it as a decision point: abort an unfavorable attack, improve the posture or support, and try again when the situation changes.
Direct fire is generally light and is less useful against troops dug in on favorable terrain. That does not make it worthless: it can chip away at a position, protect a flank or finish a weakened unit while your main formation prepares an assault. The mistake is expecting direct fire alone to evict a well-entrenched defender.
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Why does disruption matter before an assault?
Disruption reduces a unit’s offensive effectiveness and leaves it more vulnerable to assault. Artillery is therefore most valuable when it changes the defender’s condition before friendly companies close in. If the target remains coherent and strongly positioned, postponing the assault to preserve your formation can be better than trading companies for a low-probability result.
Which posture should I use: Defend, Attack or Reserve?
Posture determines what a unit is trying to do during the turn. Use the game’s displayed combat information and the local situation rather than keeping every company in Attack posture.
| Posture or mode | Best use | Important limitation |
|---|---|---|
| Defend posture with direct fire | Short-range pressure, covering a position or finishing a damaged target | Direct-fire damage is generally light and performs poorly against dug-in defenders in favorable terrain |
| Attack posture with assault | Taking a defended hex after disruption and support have been arranged | Coordination depends on companies sharing a parent HQ and remaining in command control |
| Reserve posture | Recovering badly disrupted units away from the front | A reserve unit is not contributing the same forward pressure as a fresh assault formation |
Reserve is a recovery tool, not a panic button. COMBATSIM reports that units linked to headquarters can recover disruption and that Reserve posture improves the chance of recovery. Move a heavily disrupted company out of the frontline, protect the route to its HQ, and let it rebuild instead of asking it to attack while vulnerable.
How do headquarters and command control change strategy?
Command control is the connective tissue of a formation. Companies that can trace a friendly-controlled route to their headquarters can coordinate more effectively; companies out of command have reduced movement, with COMBATSIM reporting that their movement allowances are halved. A formation that looks numerically strong on the map can therefore become slow and fragmented if an enemy cuts the route.
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Command is also an operational constraint on artillery planning. Guns may be in range, but an assault still fails if the companies that must exploit the bombardment cannot move or coordinate. Plan the route first, then select the target, rather than firing simply because a battery has a legal shot.
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How do supply and disruption affect combat power?
Supply depends on connected routes of friendly-controlled hexes. If a unit is cut off, troop-quality factors can decline over time, making the unit less reliable even if it has not suffered an immediate combat loss. Protect supply corridors as deliberately as you protect the objective itself.
Use a simple recovery cycle:
- Identify companies showing heavy disruption or a deteriorating troop-quality state.
- Withdraw them behind the immediate fighting line while preserving their route to headquarters.
- Switch them to Reserve posture so recovery is more likely.
- Use fresh, connected companies to maintain pressure while the damaged unit recovers.
- Return the recovered company only after the projected combat result justifies the risk.
Do not confuse a temporary pause with losing momentum. A short withdrawal can restore a formation that would otherwise become a liability. Conversely, leaving a disrupted company in the front line may expose it to a stronger assault and force an even longer recovery.
How should terrain, weather and time of day affect my plan?
Terrain, weather, entrenchment, soft ground, line of sight, range, time of day and troop quality all modify the value of an attack. Favorable defensive terrain makes direct fire less decisive; poor visibility or difficult ground can make a seemingly short movement consume the turn you needed for coordination. Inspect the map and the combat forecast before moving the first company.
COMBATSIM specifically notes that infiltration is riskier in clear terrain during daylight and more favorable at night. Treat that as a tactical tendency, not a universal percentage modifier. If a scenario requires infiltration, use darkness and cover where possible, maintain a command route, and avoid assuming that a night move automatically succeeds.
Weather and soft ground also affect timing. A plan that works in a dry daylight turn may fail when movement slows or line of sight changes. Keep an alternative objective or a reserve company available so one bad movement result does not strand the headquarters and its assault group.
How can engineers, minefields and bridges support an operation?
GameGenie describes engineers placing minefields and bridges. Engineers therefore belong in the operational plan, not as an afterthought. Use bridges to preserve the supply and command route you need for the next phase, and use minefields to delay or channel an enemy advance toward ground where your artillery and direct fire are more useful.
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Protect engineering units with combat companies and do not send them ahead without a route to support them. A bridge that lets the first company cross but leaves its headquarters or artillery on the wrong bank is not a successful operation. Likewise, a minefield is valuable only if it buys time or forces the enemy into a predictable approach; placing it where the opponent can simply bypass it wastes engineering capacity.
How do I use the Combat Results Table without gambling?
The pre-resolution Combat Results Table is the game’s built-in risk check. Read the projected result, then ask three questions: does the result achieve the objective, can the attacking companies survive the likely losses, and will the attack leave the formation supplied and in command for the next turn?
If the answer to any question is no, improve the position before committing. That may mean adding artillery, waiting for a disrupted defender, moving a second company into a coordinated assault, changing posture, or restoring a supply route. Because the game lets you abort an unfavorable attack before resolution, checking the table is part of the turn’s normal decision process rather than an exploit.
What beginner strategy works across most scenarios?
Start with the map’s communications problem, not the nearest enemy counter. Mark your headquarters, the friendly-controlled corridors that connect them to companies, likely choke points, and the objectives that actually matter. Then build a formation that can move and attack without severing its own support.
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- Keep formations together. A company that outruns its HQ may lose movement and the ability to coordinate an assault.
- Preserve a reserve. Fresh companies can exploit a disruption result or cover a withdrawal while damaged units recover.
- Use artillery selectively. Fire where it changes an assault decision, especially against an already disrupted defender.
- Do not attack because a hex is nearby. Read the terrain, entrenchment, range, weather and projected result first.
- Protect supply routes. A cut-off formation can lose troop quality over time even when it is not being attacked.
- Exploit success immediately but coherently. After taking a hex, reconnect the HQ, artillery and follow-up companies before making a deep advance.
These principles are deliberately conservative because the reviews do not provide a complete scenario-by-scenario order of battle. Unit capabilities and objectives vary, so the manual and the information displayed in each scenario take precedence over any generic tip.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Which facts about the game are uncertain?
The historical reviews do not agree on every specification. GameSpot reports four-hour turns and six-hour night turns, while COMBATSIM reports two-hour daylight turns and four-hour night turns. They also differ on the exact release date, and GameGenie’s 20-scenario count conflicts with GameSpot’s “more than 20.” These are source conflicts, not figures to repeat as settled fact.
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The safest approach is to use the in-game clock and the printed manual supplied with the PC package for a particular scenario. The available evidence establishes the game’s company scale, hex-based map and turn-based structure, but it does not establish modern operating-system compatibility or current retail availability.
Can I still buy or run Combat Command 2 today?
The period reviews describe a PC package with a printed manual and, at the time, direct ordering through the publisher. That historical availability does not confirm a current listing, price, condition or compatibility with a modern version of Windows. No current product listing or supported operating-system matrix is established by the supplied sources.
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Quick pre-turn checklist
- Are every assault company and its HQ connected by friendly-controlled hexes?
- Is the target in terrain where direct fire is unlikely to be enough?
- Can artillery or air support disrupt the defender before the assault?
- Are the attacking companies in Attack posture and the supporting fire arranged for the same plan?
- Does the Combat Results Table show an acceptable result, including the next turn’s supply and command situation?
- Do any heavily disrupted units need Reserve posture and withdrawal instead?
- Will weather, darkness, soft ground or line of sight change the movement you are counting on?
If the checklist exposes a weakness, delay the attack and repair the formation. In Danger Forward, preparation is usually more valuable than a speculative “cheat.”
Frequently Asked Questions
Can these tips be used for every scenario in Combat Command 2?
They are general mechanics-based priorities, not guaranteed scripts. Amphibious, airborne and other scenario objectives can change which routes, engineers and support assets matter most, so read the scenario briefing and apply the game’s own combat forecast.
Why might a unit become weaker even when it has not just fought?
A formation cut off from supply can lose troop-quality factors over time. Reopening a friendly-controlled route and moving the unit back under headquarters support addresses the underlying problem rather than merely waiting for a favorable attack.
What should I check before trusting a downloadable cheat file?
The available cheat listing does not provide codes, and the supplied reviews do not verify trainers or file edits. Check that any download identifies the exact game release, explains its provenance, and does not require replacing original game files without a backup.
Where can I confirm the conflicting turn and scenario details?
Use the original printed manual or an authoritative release-specific reference. The historical reviews disagree on turn duration and scenario count, so a generic web summary should not override the documentation that shipped with your copy.




