It's a New Day on the Battlefield
(Originally published on December 23, 2015)
Designer: Richard Borg
Player count: 2
Publisher: GMT Games
It’s
always when you think your world is fine and stable that something comes along
to rock the boat. So there I was, happily breezing through scenario after
scenario of Commands & Colors: Napoleonics, and GMT decides to throw
a monkey in the wrench. Not just another expansion with additional blocks and a
generous helping of new battles, but something more akin to a revolution.
So
the boat rocks and rocks and—to my surprise—comes out the other side a better,
even more fascinating vessel.
Expansion #5: Generals, Marshals & Tacticians has
arrived.
The
thing is, it comes in a standard C&C
expansion box, so the deception works like a charm. You expect a chopped up
tree in a shiny new color, stickers depicting foreign, exotic new units, and
orders of battle galore.
Well—surprise!
NEW UNITS
Sure,
you get new units. But just a few, and they are sprinkled over the whole
system.
So
there is a handful of French blocks, notably a brand new Guard Horse Artillery
unit—essentially a Horse Artillery that can ignore two flags. The British get a
chunk of additional Light Cavalry and Line Infantry units (you always need more
canon fodder), but the shiny new toy for Britain is the Rocket Battery—the
portable mortar of the era. It doesn’t need line of sight to fire, attacks with
two dice, but requires two icons of the target unit to inflict a hit. The good
news? Rocket Battery flags cannot be ignored. The bad news? The
thingamabob can explode in your face: if you roll two saber icons, the Rocket
Battery itself takes a hit!
The Portuguese get one more Light Infantry unit
and one more Line Infantry Unit—plus an additional Leader—while the Prussians
receive a single Cuirassier Heavy Cavalry unit to add to their forces. Last but
not least, the Russians benefit from the most new toys: in addition to some
backups for already existing units, the green guys can now field a Light Lancer
cavalry unit and two Militia Lancer cavalry units, both of which can reroll
flags when they attack (even with First Strike). But the Militia, of course,
needs to retreat three hexes per flag rolled against it. Ah, the bane of the
unwashed, untrained masses.
NEW RULES
There
are very few of those. Garrison Markers now make it possible to leave a single
block behind when an infantry unit leaves a city hex. The little guy will give
it his all, and won’t count as a victory banner when he finally bites the dust.
Then there’s the Grand Battery rule, which allows two or more adjacent artillery
units to fire together in one devastating blast. Oh, and lone leaders can now
be attacked at long range.
But
the real beast hidden in the booklet is the couple of pages that detail the
workings of the two new decks. Not one—two.
Okay,
so the first one is a revised Command Deck. Now standing at 90 cards, it towers
over the original 70-card Command Deck. For the most part it’s the same deck,
except for the new Take Command cards, virtually identical to the Inspired
Leadership cards in C&C Ancients:
order a leader and up to three adjacent, linked units.
Some
of the other cards now sport three stars (put there for upcoming La Grande Bataille scenarios), while
others have a brand new sentence in bold at the very bottom: Draw 1 Tactician card at the end of the
turn.
And
here’s where the second deck comes into play, with 50 cards that seriously
alter the face of C&C: Napoleonics.
So
what are they? Each Tactician card basically allows you to break a rule. First
Strike, for instance, has been moved to the Tactician Deck (where it thrives
alongside a few variations on the same theme); Short Supply is another card
that’s been relocated to the Tactician Deck. The rest of the cards offer new
capabilities, such as Hold the Line Leader, which allows an attacked unit
adjacent or attached to a leader to ignore all flags, or Superb Infantry
Training, with which a moving infantry unit conduct ranged combat at full
force. Some of my favorites include Artillery Reposition (move an artillery
unit 3 hexes, or move it 2 hexes after
it battles), Charge if Charged (if a cavalry unit attacks another cavalry in
melee, both units roll their dice at the
same time), and Call Forward Reserves (which is really a reversed Short
Supply: take a friendly unit from your baseline and move it to any hex occupied
by or adjacent to a friendly leader within the same battlefield section).
Players
start each battle with an opening hand of Tactician cards, typically between
two and five. On your turn, you play a Command Card as always, but you can
supplement it with a Tactician card—each Tactician card specifies when it can
be played, and how.
But
be careful! Those are only replenished with the play of a Command Card that
states so. Use them wisely.
FUN FACTOR
The
rulebook clocks in at 28 pages, but that’s mostly scenarios and reference
material. The actual rules for all
that new, good stuff take up all but two pages. TWO PAGES.
That’s
an incredibly light overhead for a module that operates such profound changes.
(My wife was apprehensive when I took out the new card decks, and I could see
she was bracing herself for the rules onslaught she was sure was coming—only to
ask “Is that it?” after just two minutes of explanations.)
All
in all, there’s practically nothing new to learn: the cards do all the work.
This allows players to get into the swing of things almost immediately.
And
what a swing it is! I feared the new Tactician cards might detract too much
from my beloved C&C: Napoleonics,
but after a single engagement, I couldn’t imagine playing the game without
them. They enhance the role of leaders on the battlefield, provide a thrilling
tactical flexibility, and keep things fresh, battle after battle.
The
Tactician cards also provide a sense of your commander’s capabilities. It’s all
good and well to read that Napoleon was in charge of a particular battle, but
you don’t quite feel it until you start the game with six Tactician cards
whereas your opponent gets only three (poor Blücher).
PARTING
SHOTS
Some
might consider a 90-card Command Deck to be too swingy and random, so GMT
provides a deck list that pares the whole thing down to 75 cards. (My
recommendation? Play with the tall stack and don’t look back.)
There’s
also the concern that you might get stuck with a Tactician card that, for
instance, enhances cavalry action when you have no cavalry on the board. Take
heart: you can always use a Tactician card to move one of your leaders up to
three hexes at the end of your turn. (Which, in turn, helps alleviate the
occasional “no card for the correct battlefield section” problem.)
Frankly,
I’m loving this. Nothing quite like receiving your initial hand of Command Cards
and thinking, “Okay, nice, now let’s see what the Tactician Deck gives me.”
And
grinning from ear to ear.
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Very intersting board game.
ReplyDeleteThis is very funniest board games, I ever played.