Forge Ahead
Designer: Richard Borg
Player count: 2
Publisher: GMT Games
Player count: 2
Publisher: GMT Games
When
the Roman Empire reinvented itself in the east (a vast power known today as the
Byzantine Empire), the 6th century never looked so bright and
promising. But Persia had other ideas, and the two forces would repeatedly meet
on bloody battlefields for the better part of six decades.
C&C: Medieval is the latest
incarnation of Richard Borg’s Commands
& Colors system—a system the designer has molded and twisted to
simulate a variety of conflicts, from the American Civil War to hypothetical
skirmishes in the far reaches of intergalactic space.
Medieval stands as GMT’s third foray into
the system, starting with Ancients back
in 2006 and following up with Napoleonics
in 2010. Both previous publications spawned large numbers of expansion modules,
adding new battles to ponder and new factions with which to resolve them.
There’s no reason to believe this new family member won’t be treated the same
way—after all, the Middle Ages lasted a thousand years!
The
basic system remains unchanged: stickered blocks represent various units, which
are deployed on a grid of hexagons divided into three sections. Command cards
allow players to activate a number of units in the left, center or right
section (and sometimes across multiple sections). Movement follows; battle
oftentimes ensues.
Each
type of unit has its own movement and battle capabilities, perhaps allowing it
to fire from a distance (as is the case for archers, amongst others) or engage
the enemy with awesome power (like the heavy cavalry). Leaders provide support
and enhance the performance of neighboring units; however, your commanders are
not invincible, so make sure you guard them well.
Special
six-siders are used to resolve combat, which sees players trying to roll the
symbol associated with the unit type they are targeting. The more powerful the
unit, the more dice it rolls in combat. But no matter its strengths or
weaknesses, a unit is made up of exactly four blocks, and each hit suffered
takes away one such block. Upon removal of a unit’s last block, the attacking
player earns a banner. Accumulate the number of banners required by the
historical scenario you’re playing, and you win the game.
HOW DOES IT COMPARE TO C&C: ANCIENTS?
Medieval is more or less an Ancients sequel. Leaders behave the same
way, boosting units and preventing ill-timed retreats; units are back to consistently
chucking the same number of dice, no matter how many blocks they have left. Yes,
line combat is still a thing, and you’d do well to respect the doctrine.
In
fact, the two games are so closely connected that the Medieval rulebook uses a special arrow icon to indicate where new
or altered rules are introduced into the classic Ancients ruleset. (Although they missed one, the Parthian Shot, on
page 16.)
- Superior
Armor Class: In close combat, units with an armor class
higher than that of their adversary can ignore one sword hit. (Red >
Blue > Green)
- Superior
Stature: In close combat, mounted units can ignore one
sword hit inflicted by an infantry unit.
- Parthian
Shot: Light bow cavalry units can shoot two dice at
their attacker when they evade!
But
the most significant, earthquake-inducing change introduced in Medieval is without a doubt the advent
of Inspired Actions.
Each
time you play a Leadership card (a card with the word “leadership” in its
title), you can spend an Inspired Action token to activate one of your army’s
Inspired Actions. Said actions vary from army to army but generally
include powerful maneuvers such as Mounted Charge, Darken the Skies and Move
Fire Move.
Essentially,
the units activated by the Leadership card get to carry on whatever special
action they are empowered with. (And if you don’t play an Inspired Action token
with your leadership card, you earn one such token. Hoarders will have a field
day.)
Inspired
Action tokens can also be used to trigger Battlefield Actions, much like
Inspired Actions, but without the need to play a specific card. Currently,
three Battlefield Actions are available to both armies: Move a Leader (at the
end of the turn), Battle Bonus (attack—or battle back!—with one additional die),
and Bravery (ignore one flag).
Two
things are important to state at this point, both of them red herrings.
First,
the rules changes appear cosmetic; I mean, how much could a few lines of text
really transform the gameplay experience? A lot more than one might think, it
turns out.
Second,
and given the previous statement, Medieval
must feel significantly different from Ancients,
right? Well, in a joyous paradox of cardboard and wood: not at all. If you’re a
veteran of Ancients, you’ll feel
right at home. And if you’re new to the whole shebang? Medieval is no more difficult to pick up than its predecessor.
(And
I envy you the wondrous journey ahead.)
WAR
PRODUCTION
Medieval ships in a deep box that harbors
a tall deck of command cards, a large mounted board, all the Inspired Action
tokens you might want, more terrain tiles than you can shake a long sword at, plus
about a warhorse’s weight in wooden blocks and stickers.
The
game also comes with printed dice whose solid, weighty plastic puts previous C&C stickered dice to shame. I love
them and hope that GMT will keep using similar dice in the future.
Despite
the fact that most cavalry units are pictured without a bow, several scenarios
state that those units do, in fact, carry bows. No worries: bow tokens have
been provided to help mark those units quickly and efficiently. (The marker
also looks pretty cool, sitting atop that quartet of blocks on the
battlefield.)
The
Medieval board is one hex deeper than
most of the other C&C boards, which might not seem like much of an
alteration. Ah, but you can certainly feel the difference when your raiding
cavalry units, operating deep into enemy territory, try to make their way home.
RULES
OF ENGAGEMENT
Only
18 pages of rules stand between you and victory on the battlefield.
And
those pages are slightly better organized than the Ancients rulebook, with concepts like “Attach and Detach Leaders”
being given their own section instead of ending up buried in a wall of text
about movement. So get to it—you’ll be up and running in no time.
As
usual within this family of games, the separate player aids contain all of the
stats pertaining to individual unit types, so that you’ll never have to browse
the rulebook for those in the heat of battle. But I do miss the terrain effects
player aids that accompanied many of my other forays into the C&C world. Hopefully, GMT will equip
us crusaders with those weapons in an expansion to come.
The
back of the rulebook reveals a full card almanac (quite handy when it comes to
assessing a few edge cases), as well as 19 challenging scenarios. Just like in Ancients, the Medieval battles start you off easy, without any terrain in sight.
But just you wait. Can you hear the raging waters of the Euphrates in the
distance? Or the furious wind barreling through the many passes of Petra
Mountain?
Terrain
will find you. What you accomplish with it is up to you.
FUN
FACTOR
One
of the nice surprises here is that the game supplies armies on both sides with
light bow infantry units that can shoot adversaries at a distance of four hexes.
That’s a range of more than a third of the board, which can wreak some serious
havoc in your opponent’s line. Long-distance relationships have suddenly become
a lot more tense.
I
was a bit disappointed when I saw only one
deck of cards sitting in the Medieval
box. I had become accustomed to (spoiled by?) the tactician deck found in Napoleonics and some other games in the
series. But when I started playing with the Inspired Action tokens, I quickly
realized I didn’t want to go back.
Whenever
you play a Leadership card, you can spend a token to morph that card into
whatever Inspired Action you need. True, tactician cards meant you always had a
handful of such actions at your disposal, but you might get stuck with stuff
you didn’t need and wait an entire game for the one card you want to show up.
With Inspired Action tokens, when you do draw that Leadership card, you can
call it whatever you like.
Inspired
indeed.
I
would be remiss if I didn’t make a special mention of the cataphract cavalry.
Not only can those super heavy cavalry units trample everything in their path
with their 4-dice attacks, but their armor class is at the very top of the food
chain, allowing them to ignore a sword hit from almost everyone, even other
heavy units. With a leader at its head, the cataphract cavalry cannot be
ignored for long. Flanked by a handful of friendly units, it becomes a
veritable terror on the board.
PARTING
SHOTS
Back
in 2011, I wrote in a review [link] that Napoleonics
was my favorite entry into the world of Commands
& Colors. I loved the fact that units attacked with only as many dice
as they had blocks left; that artillery could shoot over the heads of friendly
units and join forces with infantry or cavalry in some impressive feats of
combined arms; that infantry could go into a square formation and stand its
ground against the most aggressive cavalry charge. I loved it all. And that
sentiment went unchallenged for years… until I started missing Ancients.
Napoleonics remains a
fascinating game, but there is a simplicity, a directness to Ancients that frees the mind to tackle
the tactical problems that are the beating heart of the system. After over 150
plays of Ancients I felt ready for
the next step, but Napoleonics might
have gone just a tad too far in its sophistication—despite the fact that I
couldn’t imagine myself ever again playing a C&C game without a tactician deck. So for a dedicated Ancients player, Medieval feels like a better “next step.” And it gives us the
Inspired Actions mechanism, which I believe represents a fascinating evolution
of the tactician deck of cards.
In
the end, I’m getting the best of both worlds.
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