Sunday, 24 September 2017

Command and Colours; Tricorne, the American Revolution - Monmouth 1778

Most of our C&C experience is actually with Battlelore, and the first thing to say about the Tricorne version, is that there are multiple card decks, and a lot of variation between modifiers and units.

I had however backed the Tricorne game in Kickstarter.

Experience with the system and/or a decent Quick Reference Sheet would be a real boon here.

For instance:
  • There are multiple advantages in having a leader in the hex.
  • There are bonuses in having a full strength unit.
  • There are multiple bonuses through using the cards - in addition, there are Combat cards, which you can throw in in any amount, in addition to the standard command card. 
  • The right number of dice are critical in the rules, as flags and rallying can eliminate units much more quickly than hits. In fact, it's the first time in a C&C game, that I was looking for flags (both in terms of inflicting and rallying from) rather than straight hits.

  • This does add a separate level of complexity, and is made all the harder if for instance this was your first C&C experience.
  • The purity of C&C is a little diluted with a more complexity and adds, but it's probably just an experience thing.  I found myself thinking that the level of abstraction which the cards grant in Battlelore for instance, is lost a little here since there is a bit more book flipping and checking mods. I wondered half way through the battle, if this were affecting the narrative unduly, and whether in fact, Field of Battle would have given a better game. BUT that's probably just a lack of particular knowledge with the rules.
  • In addition, rolling flags not only pushes the unit back, but forces a morale check/rally. This can force the unit to leave the field, and is quite jarring if you're not ready for it.
  • There are also major advantages to keeping units in line, and/or adjacent in terms of manipulating card results and the amount of units that can fire across sectors. A nice change, and so applicable for the period.

Having  said that, matters are still very close and decisive (we had 9 victory points vs 8 in the end).

The initial setup - heavy British presence on their right, with some American threats on their left.

Movement on the American right, taking advantage of some early Combat cards.

 A move to the right, with leader activation off the Combat card, can lead to some devastating results.

American attacks on the British right, would prove ill founded.

 ...while the British left would see some success.

Pushbacks in the centre. Have I mentioned devastating 'flag' results from the dice?

Highlanders make a dash for the centre after weakening the American line.
 The Americans hold the centre...

 ...while their right crumbles, but at great cost to the British elite units.

 At game end, turns are summarised in terms the number of units traded. In the end, the Americans win by a single victory point. In essence, the Americans simply held their line in the face of British attacks.


  1. This new game is getting a lot of positive exposure at the moment. The evolution of the system does seem to be a real step-up. I had let this one go by, thinking it was just another C&C, but the changes have it back on my radar.

    1. yes Norm a lot of changes. I was examining dice after the game. Original C&C has 2 infantry 'hits' and one flag. these rules have two flags and one infantry hit - and this reflect the pushbacks and rallying, as the movements are built into the rules. We could argue that this is quite period specific?

  2. Fine looking game with the use of miniatures rather than the blocks. I still await my first trial of Tricorne. Maybe this week?

    I will be very interested in seeing how the added complexity you mention compares with the added complexity of Samurai Battles over CC:Ancients.

    Again, fine looking game!

    1. I tried to get a copy of the samurai version at one stage ....*denied* not sure how comples it is, relatively speaking.
      I did find a little bit of a learning curve, but it should become second nature after a few plays. That said, do not the dice change mentioned above; this makes for much more nailbiting as the onus is on rallying from pushback rather than hits.

  3. Replies
    1. Cheers Phil. Definitely worth using the figures. I was going to use the blocks, though decided that I hated putting the stickers on LOL

  4. Interesting application and amendment of the C&C system.

    1. Yes, I didn't notice the dice change with the emphasis on flags over infantry until afterward, but it makes sense given the focus of the system. This puts a lot more emphasis on leaders over units, and the relative advantages thereof - nice change actually, and probably more akin to the nuances of 7yw/awi.

  5. Great looking game as usual Duc, C&C is one of those systems i keep looking into. My interest has peeked again!

    1. Cheers Sprinks.
      Battlelore is the best version of teh medieval/fantasy genre - though the original version is now vastly overpriced - unless there is a bargain on ebay. Rules for Battlelore & C&C ancients are about, and you wouldn't need the blocks with the figures that you have, though the cards might be the only issue.