Showing posts with label Command & Colours. Show all posts
Showing posts with label Command & Colours. Show all posts

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.

Sunday, 19 March 2017

Game 53: C&C Napoleonics - Rolica

We've played other versions of Command & Colours, though hadn't yet tried the (early) Napoleonics versions. Interest in this really stemmed from thoughts of a potential large scale game with non-wargamer types, with figures and my larger hexes - and thus a suitable 'gateway' set of rules, and some of the rules that we've heard about the epic scale version of C&CN (C in C hands out card to flank commander, who acts upon it - but with his own smaller unit decisions etc.) sound excellent for a great day's gaming.

So ultimately then, the game will be used with my 20mm plastic collection, though best to try out the rules with the little blocks first.

Only sticking points were (1) there's a little more complexity, though you quickly get used to it and (2) the rules for squares, where cards are withdrawn from the hand, so as to reduce flexibility - seem fine, but were a little clunky on the day.

That said, it's probably something that becomes second nature during a game. The blocks are great, and very tactile, and the sticker detail is a positive replacement for miniatures. That said, I began to think that life was too short to stick all of those bloody stickers on at the weekend; I don't think I'll be getting too many of the expansions :( . I might be downloading the scenarios and going with miniatures.

So, we tried the first scenario from the main game (Rolica, 1708). As usual, and in line with what we've already seen, some great and tense moments, and all finished quite quickly. A unique system for modelling fog of war, and some of the strategy cards come just at the right moment (or wrong moment, depending on your point of view).


 The setup.

I prefer laying the tiles down, as opposed to the popular...'setting them on edge'. (Makes for better pics too...).

Thrusts on the French and British lefts respectively, would see the development of some flanking actions during the day.

Powerful British presence on the French right.

 French moves on their left.

  A cavalry charge by the British in a frantic attempt to wear down the flank.

The British launched a frontal attack on the French defences, and it almost looked like working...for a time.
By game end, the French have done enough damage in blunting the British attack, such that they have captured enough flags to win. Certainly, a close game, with clear victory conditions, and much room for hacking with miniatures.

I can see the 'epic' version of this working well with non-wargamers (although suspect there might be beer involved too...)