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.
- 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).