October 08 2006
Continuing our series of three articles looking at the other games in Richard Borg’s Commands & Colors series, our guest writer Brian Mola (a.k.a. ColtsFan76) examines the third game: C&C: Ancients.
Published 2005 by GMT Games LLC. 2 players, ages 12 and up, playing time approximately 60 minutes.
1 heavy-stock hex map, 159 Roman units, 150 Carthaginian units, 16 victory banners, 45 double-sided terrain tiles, 60 command cards, 2 reference sheets, 7 plastic battle dice, 28-page rules and scenario booklet, 5 block and dice label sheets.
For those familiar with Memoir ’44 and Battlecry, one of the most striking visual differences is the lack of plastic figures. The map and card hexes are much thinner and a sheet of Plexiglas is recommended to force the map to lay flat. The units are wooden blocks of varying shapes. Each army has its own color and nation-specific labels are applied to two faces of the blocks. While some will find applying the stickers tedious, many feel that the ranks of wooden blocks are very appropriate for the period represented in this game. Others have commented about the name of the game printed in the center of the battle field, although it shares this layout with Battle Cry.
This edition of Commands & Colors covers the ancient period of warfare from approximately 3000 BC to 400 AD. The base game introduces us to Rome’s emergence on the world scene as she battles her nemesis, Carthage. Players activate units with cards from their hand, combat is resolved by rolling dice and the victory goes to the one who captures a set amount of banners.
While the mechanics of the game are similar to the others in the series, Richard Borg, the designer, once commented that his Civil War C&C Battle Cry was the least complicated of the games while Ancients was the most complex. Of the three published games it offers the most depth of play and probably the most historically accurate depiction of line of battle and flank management.
The gameboard is the typical 13 hexes wide by 9 hexes deep with two dashed lines separating the field into three sections; however the dashed lines have been shifted by half a hex each to shrink the center to 4 hexes, while each flank receives 4 ½ hexes. This shift from the previous games represents the importance of the flanks in ancient battles.
Players select a scenario that represents an historical battle in the ancient era. As with the other games, C&C: A gives a historical backdrop for the scenario, making this both an entertaining and educational experience. The scenario includes the number of forces and their setup positions, the number of cards drawn per player, any special rules, and the number of banners needed to win the scenario.
The terrain hexes represent a half dozen different field conditions. Terrain can affect the movement of units, such as forcing an advancing unit to stop, or being outright impassable. It may also affect combat, usually hindering the attacker while helping the defender. Some features can also block line of sight (LOS), which is important in ranged combat. However, the importance of terrain is minimal in this edition of C&C: almost half of the scenarios do not utilize the terrain hexes.
During a player’s turn, he plays a Command card which indicates how many, in which section, and which type of units can be ordered; these units may then move, and once all movement is completed, engage in combat.
The Command cards are fairly familiar. Section cards activate X number of units in a particular section (between two and four units and/or leaders are activated with each). Unlike the previous versions of C&C, these cards have straightforward names such as Order Three Units Center, or Order Two Units Left. The special cards are Coordinate Attack, allowing one unit from each section to be ordered, and Out Flanked, which allows two units on each flank to be activated.
The Tactic cards allow special movements and are usually accompanied by lengthy instructions, allowing some alteration of the rules such as moving beyond a unit’s normal range, increasing the number of dice rolled in battle, or allowing two attacks in one turn. Unlike Section cards they can be played anywhere on the map. Clash of Shields allows two additional dice to be rolled in combat and all units starting the turn adjacent to the enemy can participate in the battle. You may also Counter Attack, Strike First, and Rally your troops. A few cards reference your Command, which is the number of cards you are allowed to hold based on the scenario. An important Tactic card is the Line Command card, which allows you to order any number of foot units that are in adjacent hexes to move one space and battle. If you can link your units, you could activate a dozen or more units in a massive onslaught.
A new concept in C&C: A is different types of troops (in addition to the variety of units). Each unit is classified as a light (green), medium (blue), or heavy (red) unit. Troop cards allow you activate one of your troop types regardless of the unit type up to your Command. Another unit type is the Leader, which plays a decisive role in the game. The Leadership cards allow you to activate a leader in a particular section and three or four additional units linked to the leader’s hex.
Combat is resolved by rolling a number of dice equal to the unit’s strength and modified by any conditions (such as terrain or command cards).
Ranged combat attacks units that are more than one hex away and is only possible if no enemy units are adjacent to your attacking unit. The enemy must be within a unit’s range (typically two to three hexes away) and you must have clear line of sight. If the attacking unit moved prior to the battle, they may only roll one dice. If they did not move during this turn, they may roll two dice. For each die result that matches the target symbol, the unit takes one hit and one figure is removed. If a leader is alone in a hex and the Leader (Helmet) symbol is rolled, the leader is eliminated. If he is attached with another unit, a leader check must be made first. For each Banner symbol rolled, the unit must make one retreat movement. The Crossed Swords result is a miss.
Close Combat occurs when two adjacent enemy units engage in battle. The number of dice rolled is based on a unit’s strength. Most light troops only roll two dice in combat, medium troops roll three to four, while most heavy troops roll four to five dice. Any die result with a colored shape is a hit if it matches the attacked unit; but the Crossed Swords now counts as a hit. If the attacking unit is attached to a leader or if there is a leader in an adjacent hex, all Leader symbols rolled are now considered hits also.
The most striking differences in C&C: A are in combat. Each Retreat move corresponds to the maximum number of spaces a unit is allowed to move. Since most units move at least two hexes under normal circumstances, each banner usually causes a retreat of two hexes. In the case of light cavalry, their maximum move is 4 hexes, so if you roll two banners, the light cavalry must retreat a total of 8 hexes. With only a 9 hex deep board, two banners can be fatal to your cavalry!
A unit attacked in close combat may have the option to evade. Typically, heavy units cannot evade unless they are faster than their attackers. The defender declares that he will evade before the attacker rolls dice and must have at least one open hex on his side of the board adjacent to the unit’s hex. When you evade, you still must withstand the results of the dice. However, you can only be hit on dice that match your unit’s colored shape. Banners, crossed swords, and leader symbols are ignored. If your unit survives the attack, then he must now evade two hexes if possible but a minimum of one hex.
You may also support your troops. Any unit (except elephants) that has friendly units touching any two sides of its hex is considered supported. A supported unit may ignore one banner in each round of combat. A wise general will not allow himself to be outflanked where the troops are most likely to split. An attached leader also supports a unit by itself.
Those who cannot evade or choose not to run away may battle back. One of the criticisms of the C&C series is that the non-active player has no way to fight back unless he has the proper cards in hand. In C&C: A however, any unit that survives an attack and is not forced to retreat may now battle back.
As in other C&C games, momentum allows units to advance into a vacated hex if they destroy their target or force it to retreat in close combat. Some units may battle in close combat a second time. Mounted units may also move one additional hex in between their advance and second battle. When a leader is attached to a unit, that unit may always engage in a second close combat if there is a qualifying target.
There are two basic unit types in the game: foot and mounted. Foot units consist of archers and other types of ranged attackers, infantry, and war machines. Mounted units consist of cavalry, chariots, and special units like war elephants and camel cavalry. Infantry units are made up of four figures; cavalry contain three figures, two figures make up a unit of chariots, elephants, or war machines. Units are further classified into the light, medium and heavy categories. Only light units (and war machines) can participate in ranged combat. Mounted units can move father but must retreat farther also. Heavy units are slow but powerful.
In addition, units interact differently with certain other units. Horses are afraid when elephants attack and must retreat one additional hex in addition to their retreat movement per banner. Cavalry may evade foot units. Elephants battle with a number of dice corresponding to the unit they attack. The warrior unit is the only unit to date (with the exception of the Japanese in Memoir ’44) to have differing conditions based on if their unit is at full strength: with four figures, they may ignore one banner rolled against them and they may attack with four dice. Through this all, leaders impact the roll of units.
Once a unit or leader has been eliminated in battle, the winner gains one victory banner. A player usually needs to 5 to 7 banners to win the scenario.
In the fall of 2006, GMT released their second printing of the game, taking the opportunity to clarify some rules and modify a few scenarios. The use of War Machines was defined in anticipation of the expansions. The scenarios are now in their own booklet and include scenarios that were previously exclusive to 1st edition pre-orders. In response to criticism of the original dice, the 2nd edition includes solid plastic dice.
The ‘Living Rules’ and new scenarios are available for download at GMT’s website.
Expansion Pack #1: The Greeks & Eastern Kingdoms
This first expansion introduces 20 new scenarios and two new armies: the Greeks and the Persians. The expansion includes over 300 new wooden blocks and new labels. New unit types will also be introduced such as the camel unit. It is also rumored that the revised dice from the 2nd edition will be included in this expansion. Scheduled for shipment at the end of October 2006.
Expansion Pack #2: Rome and the Barbarians
The second expansion will introduce another 20 new scenarios and focus on the Imperial era of Rome. New unit types will include Briton chariots and specialty leaders such as Caesar. The expansion is in the final stages of art and game development. Once production is ready, pre-orders will be accepted. At that point, the game will be ready within 6 months.
Valley Games Inc. of Canada has been given the rights to produce a set of 7 wooden dice for C&C: Ancients. These are similar to the Memoir ’44 dice and smaller than the C&C: Ancients dice. Pre-orders of this limited edition set can be made on their website.
Category: Other C&C Games View/Add Comments:
September 29 2006
This series of three articles will look at the other games in Richard Borg’s Commands & Colors series.
The first examines the most commercially successful and well-known to date: Memoir ’44.
Published 2004 by Days of Wonder. 2 players, ages 8 and up, playing time 30-60 minutes.
1 double-sided hex map, 144 Axis and Allied Army pieces (each army consists of 42 Infantry, 24 Tanks, 6 Artillery and 18 Obstacles), 36 obstacles, 44 terrain tiles, 60 Command cards, 9 Summary cards, 8 battle dice, 2 card holders, 32 page rules and scenario booklet.
The game is of typical Days of Wonder high quality: plastic modelled army men, tanks, artillery pieces and obstacles, linen-finished thick card terrain tiles, four-fold double-sided board, wooden dice, plastic box insert, full colour rules and exceptional graphic design and illustration throughout. The Command cards could perhaps be a little bit thicker and their black edges can show signs of wear, but these are minor criticisms of what is overall an extremely high quality product.
The second Commands & Colors system game focuses on the battles of WWII. With a relatively simple, yet easily expandable system the base game elegantly recreates and commemorates the battles in Northern France in 1944, and other theatres of WWII in the expansions. In fact it was published in collaboration with the Mission for the 60th Anniversary of the D-Day Landings & Liberation of France.
The board is double-sided, with a green grass texture on one side and a beach and shore on the other, each battlefield divided into three sections: left, centre, and right.
Players set up their forces according to a scenario, which usually recreates a particular engagement of the war. Hex-sized terrain tiles allow the basic board to be customised with hills, forests, rivers, towns etc. The plastic pieces are set up in units: four men form an Infantry unit, three tanks an Armor unit, two artillery pieces an Artillery unit. Each player then receives a number of Command cards. These cards consist of Section cards and Tactic cards. Section cards, when played, allow a number of units in a section, or several sections, to move and/or attack. For example, a General Advance card may allow the player to move and/or attack with two units in each section. Tactic cards allow special maneouvres and actions, for example a Counter-Attack allows a player to issue the same order his opponent just played; an Ambush allows you to attack before your opponent if he engages you in a Close Assault.
During a player’s turn, he plays a Command card and then chooses which units to activate; these units may then move, and once all movement is completed, attack.
Units have different move and attack capabilities; for example an Infantry unit can either move 1 hex and attack, or move 2 hexes and attack. They have an attack range of 3 hexes, and roll 3 dice at a target one hex away, 2 dice at one 2 hexes away, and 1 dice at a target 3 hexes away. An Armor unit is faster and more deadly; it can move up to 3 hexes and still attack a target up 1, 2 or 3 hexes away with 3 dice.
Attacks are resolved by rolling special Battle dice with symbols on them; if you roll a symbol that matches your target unit, one figure from that unit is destroyed: for example if you are attacking an infantry unit and roll an Infantry symbol. Units remain at full strength until totally destroyed. For each Flag rolled the target unit must retreat one hex; a Star indicates a miss, a Grenade a hit on any target.
An Infantry unit may also Take Ground by moving into the hex vacated by a unit it destroys or forces to retreat; and an Armor unit may Armor Overrun by doing the same but with the additional advantage of being able to attack again.
Terrain often affects movement and modifies the chance of a successful attack: for example a unit must stop when it enters a forest hex, and an Infantry unit attacking a unit in a forest rolls one less die, an Armor unit 2 less dice.
The basic abilities of units and the affects of terrain are easily remembered, and the system easily accommodates extra layers of complexity or different types of units, terrain or landmarks. In the expansions, a few simple rules can give the game quite a different flavour. For example in the Pacific Theatre expansion, a Japanese unit may ignore the first flag rolled against it, infantry units at full strength close assault with an additional die, and if close assaulting may move 2 hexes and still battle. These few modified rules effectively simulate the character of the Japanese army.
Each scenario sets out how many Victory Points are required to win and any special rules; a VP is won for every enemy unit destroyed, and occasionally for holding objectives.
With two sets, players may place the boards side by side and play huge Overlord scenarios, in which more players may take part by playing in teams. Online support for the game is excellent, with a wealth of official and unofficial scenarios available at the Days of Wonder website.
66 terrain tiles, 22 landmark tiles, 20 markers, 16 obstacles, 28 Special Unit badges, rules and 4 scenarios.
Winter/Desert Board Map
Double-sided board; snowy expanse one side, desert the other. Brief Campaign rules.
Russian army (42 soldiers, 24 T-34 tanks and 6 ZIS-3 anti-tank guns), 44 double-sided terrain hexes, 4 obstacles, 10 markers, 14 Special Unit markers, Political Commissar poker chip, rules and 8 scenarios.
The Political Commissar rules, in which the Russian player must choose their next turn’s Command card a turn ahead, give the Eastern Front battles quite a different feel. Lots of cover, minefields and snipers make some of the scenarios gruelling battles of attrition. The snow-covered Winter battlefield (available separately) board is recommended for maximum visual enjoyment of the Eastern Front scenarios.
Japanese army (48 soldiers, 12 Type 95 Ha-Go light tanks, 6 Type 88 75mm anti-aircraft guns), 44 terrain tiles, 4 obstacles, 10 markers, 14 Special Unit badges, Night Attacks sheet, rules and 8 scenarios.
Some excellent scenarios bring to life the vicious close-combat nature of this theater of war. Night attacks, with visibility changing turn-to-turn, and offshore warship bombardments add extra flavour.
Memoir ’44 Carrying Case
Release date yet to be announced. This carrying case will not only hold your base game and all the expansions, but will also includes the new Air Power rules.
Rules Reference and Summary Sheets (Unofficial)
I have created an unofficial rules summary for the base game and a comprehensive set of two double-sided unofficial summary sheets that include all the terrain, obstacles and forces of the base game and all the expansions. They can be downloaded here, along with reference sheets for many other popular boardgames.
(Game component, dice and scenario images Copyright ©2002-2006 Days of Wonder. All Rights Reserved. Game play photograph by Universal Head)
Category: Other C&C Games View/Add Comments: