Trajanus | 12 Sep 2024 2:00 a.m. PST |
I'm sure this qualifies for Idiot Question of the Year but here goes! In the rules unit movement for the Turn is essentially card driven. With the exception of what is granted by the "Tactic Cards", units have to be Ordered via cards that control the three sections of the game board representing the Left, Right and Centre of the Battlefield. My question is that are these units that move within a sector, via the Section Cards, the only units on your side that can also shoot or melee during your turn, unless a Tactics card is played? Or, can you then shoot or melee in other sectors, where you have not been able, or not wanted to, move your units that turn? |
Eumelus | 12 Sep 2024 3:41 a.m. PST |
Only units ordered by the card can shoot or melee. When I run C&C games at conventions, I always remind players that it is as much or more a card-management game than a conventional wargame. You can only really "attack" in a sector if you have several cards for it, to sustain an operation – otherwise, you are basically restricted to reacting/defending. |
Martin Rapier | 12 Sep 2024 5:15 a.m. PST |
As above, only activated units can shoot/melee. This is true of all the Cnc games. So card management is key and setting up killer combos with the tactics cards is key. This is particularly pronounced in the Ancients version where the 'Line Command' card is a game winner, assuming you've spent a few turns lining everyone up to take advantage of it. Nothing like activating your entire army in one turn…. |
ColCampbell | 12 Sep 2024 10:04 a.m. PST |
For our club games, we allow player who does not get a card to roll a die and order a unit revealed by the die roll – infantry, cavalry, or artillery. Jim |
79thPA | 12 Sep 2024 12:20 p.m. PST |
Interesting house rule, colonel. No one wants to command the sector that doesn't get cards. |
Trajanus | 12 Sep 2024 12:42 p.m. PST |
Thanks Guys that fits. New in town, we had premised on how close units start to each other in some of the scenarios, that like a lot of figure games, if you were in range at the start of your turn you didn't need an order to fire. Regardless of where you are. Now more than a little concerned about some games we have played already where one or other of the Right/Left/Centre Cards have pretty much vanished for a given night! |
3rd5ODeuce | 12 Sep 2024 3:36 p.m. PST |
*WARNING C&C HERRESY follows* I like to run C&C Epic Ancients and Napoleonics with miniatures games at our local conventions, NorCal. My experience as a GM has shown that at least 1/4 of players are going to be Newbs. Nothing will drive them away like watching everyone else play, while their pretty little miniatures just sit there. My mod is that I purchased extra decks and divide each deck into four piles. One sub-deck for each section and one deck for the overall Commanders. Each section player is then given there own deck that contains only the cards that can only be used in their particular sections. The overall commanders receive all the multi-zone, reaction and special cards. Everyone plays a card each turn. The two major stipulations are that the overall commander has to play his card either before or after all of the zone commanders. And of course, no double moves are allowed. |
Martin Rapier | 13 Sep 2024 1:54 a.m. PST |
If you are playing multi player , there are various alternate activation systems. We are usually happy with one CinC per side dishing the cards out.The Epic/Overlord variants are specifically designed for multi player ,but the games so quick anyway it doesn't really matter. |
Trajanus | 13 Sep 2024 3:25 a.m. PST |
Probably been suggested many times before but how about, in a turn where they play no other card of either type. The player can instead discard a card from their hand and replace it from the deck, as in current game play. May be useful to them, may be more of the same but at least it creates an opportunity for some churn. |