"So tell me about Command & Colors" Topic
55 Posts
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tshryock | 11 Oct 2017 7:01 a.m. PST |
I wanted to point out a few other options/resources for you. I've been playing larger versions of C&C with miniatures on a hex mat with each side drawing two cards per the Epic rules. Here's my recent Ligny game: link As someone stated, the Epic version does change the dynamic of movement a bit because you have to play a card from two sections, plus there are "march moves" allowing you to move other troops who are not currently engaged. I've always played solo and have used three different methods: 1) Just play each side – I've never been a good card counter and typically forget the other side's cards anyway, 2) Put in a "courier" delay on your orders of 2-3 cards. For example, at the start of the battle, issues your initial "battle plan" by picking the three cards you want to start with and place them face down in order of play for both sides. You play the first facedown card, the other two slide over and you pick the next card from your remaining hand to put into the queue. That cavalry charge you ordered three cards ago may or may not still be a good idea when the orders finally arrive! This leads to some interesting dilemmas and drama. 3) For a lower-level feel, pick a random card from the hand and play it. You are still managing the card within the section indicated, but are receiving orders from a higher-ranking general. (First-strike cards are set aside and played on the next card from the other side.) As far as using the cards with other rules, I haven't tried that, but I know one blogger had a clever idea of using the cards with miniatures and designating three commands per side that correlated to the sections. So for example, if the "left" section on the card would be assigned to Commander A and his 6 units (regardless of his position on the battlefield), "center" would be Commander B and his 8 units, etc. When a section card was played, let's say it said "3 units on the left," Commander A and his 6 units would all be activated by the card to move, but only 3 (per the card) could conduct combat of any type. Once a unit was forced to retreat, it was no longer in command and could not move with the rest of its group. Instead, it was considered an independent command, resulting in command groups losing cohesion and effectiveness over time. This could also be done using the blocks. This was an ancients game, but it would also work for Napoleonics. A better explanation can be found here from the original author: link I really enjoy the system and have been using it a lot lately. |
Trajanus | 11 Oct 2017 10:25 a.m. PST |
Thanks for your suggestions. Your Ligny link doesn't seem to work though. I've looked at the Epic and La Grande Battles expansion but find it a puzzle where one starts and the other finishes apart from the size of the boards. There are rules that are obviously different between each of them and the basic game as well as each other but I don't get the point at the moment. A larger scale game I understand but why two of them? To a degree it's academic as they seem to defeat the object of me buying C&C in the first place which was for a quick game to set up and play, not to mention that only just have table space for Epic and definitely not for La Grande Battles. |
tshryock | 11 Oct 2017 12:41 p.m. PST |
Corrected Ligny link - link The differences can be confusing. I think Epic is meant as a larger two-player game while Grand Battles is the multiplayer option with four people on a side. |
Trajanus | 11 Oct 2017 3:13 p.m. PST |
Yeah I think I got that far then I wondered if it was just bigger to enable eight people to elbow their way to the board! : o) |
Clays Russians | 23 Oct 2017 3:28 p.m. PST |
I avoided grand battle all together, not necessary as epic is perfectly adequate. Six player, 4 player or 2 player. Works fine with the green and red decks! |
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