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"FREE Civil War miniatures game and scenario" Topic


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17 Dec 2011 12:18 p.m. PST
by Editor in Chief Bill

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17 Dec 2011 12:19 p.m. PST
by Editor in Chief Bill

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Comments or corrections?

Command Combat08 Oct 2011 11:51 a.m. PST

I have released a free, downloadable PDF version of two scenarios for the new game system Command Combat: Civil War. They have everything one needs to play the battles of Blackburn's Ford and Bull Run, including all the scenario information, orders of battle, and rules for playing, so you don't need the core rulebook to play. You can just download and play. It also has cut-outs of figures, so you don't even need Civil War miniatures to try it out.

Blackburn's Ford has very basic rules to help you learn how to play, and Bull Run has most of the basic rules for playing the game, so you can get a sense of what it's like. If you enjoy the game, you can get the full version.

The PDFs are on the left side of the page at:

commandcombat.com

After playing it, if you can post battle reports, especially if you have pictures, that would be great! I would love to see how different people put up these scenarios.

Bottom Dollar08 Oct 2011 7:41 p.m. PST

Interesting system of morale. Also, I like the command/order system. Not too long ago I was trying to figure one out and I ended up boiling it down to something along Attack, Defense and Maneuver. Thanks for posting it.

forwardmarchstudios09 Oct 2011 12:15 p.m. PST

I gave these a quick look over. i may have missed something, but it mentions in the section on drawing cards that the player can hold a card if he has a higher initiative, but I dont think it explains the process of holding a card, or why it would be desireable, nor how one wins initiative. Maybe I missed something? I assume holding a card would let you go twice with one general, maybe more times?

pilgrimnorm09 Oct 2011 5:08 p.m. PST

I have been looking at these rules for a while with interest and can not wait to try them out. After looking over them I also am confused about the initiative and cards system as well

Command Combat10 Oct 2011 10:54 p.m. PST

Hey guys. Thanks for posting the questions!

The way initiative is supposed to work is basically like this. Every general has a number of cards equal to his initiative. So if his initiative is 3, he puts in 3 cards with his name. If he has an initiative of 1, he has 1 card. Then all the cards are shuffled together. The first card is drawn. If that general has more than one card in the deck, he may move at that point, or later on when one of his other cards are drawn. He doesn't get more than one movement.

The benefit of this is the player gets to decide which is better at the moment, moving first, or waiting. The benefit of moving first is you get to rush forward and get a terrain feature before the opponent. This is especially helpful when you have a blue or white order and will be limited once the enemy moves closer. The benefit of moving later is that you get to see what everyone else is doing before you make your move.

I should make one clarification here that I should have made before. The downloadable rules are not the complete rules from the core rulebook, so there will be more additions and clarifications in the main rulebook. This was designed to be compact so it could be easy to download, etc.

Again, thanks for the comments and questions!

- Jeff

Personal logo Murphy Sponsoring Member of TMP08 Dec 2011 9:39 p.m. PST

Jeff….I congratulate you on getting this out, but reading the "History", (especially the first part how you describe the Post Revolutionary reasonings of the North vs the South)…holy crap, what Disney-esque public education textbook did you get THAT baloney from????

Old Smokie17 Dec 2011 9:16 a.m. PST

thanks for the link Jeff I shall give these a go, I like the OOB's which give you the unit and number of stands it should have, makes life much easier thumbs up

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