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Commands & Colors: Ancients
# 5 on my "Top Ten Games
of All Time (2006 ed.)" list # 2 on my "Top 10 Two
Player Games" list
There are many games that I have seen people
talking about long before they are released, but none so much as Commands
and Colors: Ancients (GMT Games, 2006 - Richard Borg). Richard Borg's
light wargaming system that he introduced in BattleCry and then advanced
in Memoir '44 was finally being produced by a war game company. This
caused a level of excitement, as people were wondering if Mr. Borg would
add a bit of complexity to the system to satisfy those who thought Memoir
was too "light". For me personally, I loved Memoir - it being in my top
ten games - and was certainly eager to play another game using the same
system. Then, over a year ago, I heard that GMT was going to be using
cardboard standups in the game, and that simply doused my interest in the
game, as I really liked the high production values of Days of Wonder
(producers of Memoir '44.)
Then, in 2005, it was announced that
GMT would be producing C&C:A on wooden blocks with stickers on both
sides. I was suddenly interested again; because even though blocks aren't
as neat as plastic miniatures for me, they sure looked interesting in the
pictures of the pre-production versions I saw. Finally, I received my copy
of the game and gave it a whirl. And then played it again, and again, and
again. I'm sitting here, typing this review, and thinking about playing it
again! Rarely has such a game fascinated me as much as C&C:A. Mr. Borg
and the GMT team have taken an excellent system and applied it to the
ancient Rome vs. Carthage war with great success. If you are a war gamer
or someone who is simply thinking of dabbling in the genre, I can think of
no other game (except Memoir) that would be better for you to play.
Some comments on the game…
1.) Components: As I said, I
initially wasn't sold on the blocks, but they worked extremely well. They
may not be as nice looking as miniatures, but they're light years better
than cardboard counters and are a pleasure to move around and use. I play
with them standing up, but it's also quite possible to lay them down - it
all depends on what perspective you'd like. I was going to complain about
the two plus hours it takes to put all the stickers on the blocks, but
then my wife reminded me that we painted blocks, cut corners off of
counters, and then glued counters to thousands of blocks in Warangel. So
what can I say? I was also going to complain about the dice, because they
seemed too light to roll well. In fact, I put the stickers on blank dice
that I had in my dice collection, and used them instead. Then, I had the
chance to play the game with the original dice, and you know what - I
didn't care? So don't let the complaints about the lightness of the dice
scare you - in fact you can pop them open and fill them with sand or
something heavy to weigh them down. The board and tiles aren't too
terribly high in quality but certainly look good when on the table with
all the blocks (hundreds of 'em!) One thing that I really appreciated
about the game was the artwork. Mr. MacGowan did an excellent job at
illustrating the very sturdy, strong box, but the counter artwork is
simply great! It looks like you have a little army on the table, and the
symbols on the blocks help determine at a glance what kind of unit it is.
It's a very impressive package, really, and one of the best I've ever seen
GMT produce. You're definitely getting your money's worth component-wise!
2.) Rules: Rather than give you a full rundown of the rules,
suffice it to say that one player plays the Romans and the other the
Carthaginians. A scenario is chosen from the book, and players set up
their forces as shown. Players each have a hand of cards, and play a card
on their turn, which allows them to move and attack with certain of their
units. Units can attack via a ranged attack or close combat, and roll a
certain amount of dice. The symbols on the dice rolled can either miss,
kill troops in the unit, or cause the attacked units to retreat. When a
unit is entirely destroyed, the other team gets one victory point. The
first player to reach a certain amount of victory points is the winner.
That's an oversimplification of the rules, but the rules are really fairly
easy; and while they are more complicated, several of them (such as the
specific rules for elephants) can be learned in later scenarios. I've
taught the game to both people who've played Memoir before and to those
who haven't. While the folks who have played Borg games before understood
the game almost by default, the game was still simple enough to teach to
newcomers. Even though I consider Commands and Colors: Ancients fairly
complicated, the rules are very easy to understand and extremely
intuitive. Some questions may be raised, but Mr. Borg and the GMT folk are
incredible about answering questions online - particularly at Consimworld.
A FAQ is already available online, but I personally haven't looked at it
yet because I haven't run into any rules questions that weren't solvable
by common sense. The rulebook is in full color and is extremely well
written; one of the best layouts for a rulebook I've ever seen.
3.) Diversity: There are thirteen different types of units, which
add a diverse range of soldiers not yet seen in this system. Only a few
types are used in each scenario, however, so players aren't overwhelmed;
but it's critical to know how the units work together. Heavy infantry are
powerhouses, but slow. Light cavalry can make swooping attacks then dance
away. I was amazed at how well the units worked together, and how I really
felt like the game was an accurate simulation of ancient warfare. None of
the units seemed overpowered; there are disadvantages to all of them, even
the elephants, and it was fun trying to figure out the best role of each
type. Two help sheets are included that quickly detail all the special
rules and abilities of troop types. Unlike many war games, there aren't
pages of exceptions - most of the units are pretty straightforward, with
the elephants being the most complicated (and not much!)
4.)
Elephants: Of course elephants are the most attractive units (to me,
anyway), and there are several special rules pertaining to them. Elephants
roll the same amount of dice that their opponent rolls, making them
devastating to heavy infantry, which roll five dice when attacking. They
cause extra consternation to horses, making them effective versus cavalry,
and can attack after a "momentum advance" - a rule that allows a unit to
move into a spot in which they forced an enemy to retreat (or destroyed
the enemy). However, not everything about elephants is sunshine; when
retreating, they can trample friendly units who get in their way.
Elephants can also rampage, attacking every square around them, friendly
or not. They're fun units to use, but even more fun to kill.
5.)
Leaders: There is no denying that leaders are the most important figures
on the battlefield. They offer huge advantages that a clever general will
makes use of. They increase the percentages of hits in close combat by 16%
for their unit and the units adjacent to them, making close formations
with a leader involved killing machines. They bolster morale of the unit
they are with and allow an extra close combat attack after a momentum
advance. There are also several command cards that utilize leaders, so
players must make sure to have them with key units and in key positions.
At the same time, every time a unit takes a hit, there is a 1/36 chance
the leader dies, which would give a victory point to the other team.
Leaders by themselves can also be targeted. I've seen many battles won
because key leaders were caught out in the open and killed, and the extra
victory points for killing them can be critical. I will maintain, after
several games, that the player who best utilizes their leaders will win
the game.
6.) Other units: The game focuses quite a bit on using
cavalry effectively. Cavalry that is forced to retreat can find themselves
in precarious positions, so a player must take care not to let them get
pinned down by infantry units. At the same time, they can be quite
effective at swooping in and making short ranged attacks, or catching an
enemy (with a leader sometimes) off guard. There are a few units in the
game, such as war machines that are also included, that have no current
rules but are there in preparation for expansions.
7.) Combat:
Ranged combat is fairly weak, as befitting the time period. But a player
should never underestimate it, because so many of the light units with
ranged attack that are peppering the enemy with shots can cause havoc and
break holes in the line, forcing the enemy backwards. Close combat is the
heart of the game, and units that survive an attack (not retreating or
being destroyed) get a chance to swing back. Each die has six symbols on
it, a green circle (for light units), a blue triangle (for medium units),
a red square (for heavy units), crossed swords, a leader helmet, and a
flag. When a unit attacks another unit in close combat, they roll a
certain amount of dice (for example, a medium infantry unit rolls four
dice on the attack). When attacking another unit, each die that matches
the unit being attacked causes a hit. In addition, a unit that has an
attached leader or an adjacent leader causes a hit when rolling a helmet.
Many units also cause hits when rolling crossed swords (although some
units, like the elephants, can ignore these). One unit is removed for each
hit. Each flag rolled causes the attacked unit to retreat backwards one
full movement, although some variables can cause a player to ignore some
flags. So, for example, a medium infantry unit with an attached leader
attacking a light archer unit in close combat hits on a green circle,
crossed swords, and a leader helmet.
8.) Cohesion: One thing that
just thrills me about the game is how it promotes army formations. Since
each unit can ignore a flag when adjacent to two other units, it's very
dangerous for a unit to be caught out in the open. Leaders also give
bonuses to adjacent units. Even better, there are many command cards that
allow leaders and adjacent units to move, and some that let an entire line
move! This encourages two things - for players to keep their lines intact
and for opponents to try to break holes in the enemy lines. This has a
fascinating feel, as lines will swing across the battlefield and cavalry
try to swing around and catch units that break off from the main group.
9.) Command Cards: One thing that I think is perfect in this game
is the command card distribution. First of all, I don't think there is a
solitary "weak" card - every card has a good use, and the worst thing that
can happen to a player is that they get a handful of cards for the flank
of the battlefield that they don't need. Still, a good player works with
the cards they have and puts their troops in positions to best maximize
the usage of their cards. Each player has a "command" value, which is the
amount of cards they hold in their hand. Several of the command cards
utilize this command value, which really can make the difference in
scenarios, and shows the brilliance of certain generals, such as Hannibal.
If my command value is "6," and I can move units equal to my command
value, that's much more helpful than if my command value is "4". I really
enjoyed the different command cards; my favorites being line commands,
which allow an entire line to advance and attack, and the "Move-Fire-Move"
cards, which allowed ranged units to move in, fire, then fall back. Fun
stuff.
10.) Terrain: The terrain hexes in this game did not play a
huge role in the game. Many of the battlefields have zero terrain and
center mostly on army maneuvers. The terrain tiles that are included,
however, when used are extremely helpful for the defenders. Players who
manage to get to and hold hills and forests have a huge advantage against
their opponents.
11.) Scenarios: Ten scenarios are included with
the game, with more being produced by fans and found online. These
included ten scenarios detail the major battles of the Second Punic War
between Rome and Carthage. Some of the scenarios are unbalanced, but
players can simply switch sides when done and see who does better with the
losing army. I loved the historical notes included with the scenarios,
they certainly taught me a little about the war and explained a bit of the
tactics that the actual generals used. Players can then decide to follow
the same plans, or to forge new plans, attempting to change history. With
the large amount of unit types, some scenarios take a fair bit of time to
setup, but I found that keeping the different unit types in separate
plastic bags helps speed up the process. The scenarios are definitely
diverse - each one had a completely different feel from the rest. I
applaud GMT on their scenarios; if I was forced to play only the ten
included with the game, I would be satisfied.
12.) Expansions:
Already, the first expansion is under production, adding in over 300 new
blocks for the Persian and Greek armies. It's amazing how adaptable the
system is, and how it can apply to myriads of ancient armies and battles.
I'm looking forward to a Biblical army expansion myself. There is a huge
expandability opportunity for this game, which will please those who want
to play ancient battles. Greeks, Assyrians, Babylonians, Sioux - the
possibilities are tremendous, and it sounds like GMT is going to take
advantage of them.
13.) Time: Discounting setup time, which can be
variable, most games last less than an hour, and that often includes rules
explanation. We found ourselves referring to the nice charts included with
the game often - two of them, with the units and all their abilities; but
after only a few games, I have most of them memorized already. I love how
C&C:A packs so much fun and "game" into an hour.
14.)
Strategy: As in any good game, there is a decent amount of luck. No amount
of strategy can prevent you from occasionally not getting the cards you
need, or having a leader and some elephants destroyed by a few unlucky die
rolls. But overall, strategic planning will win you the game; more than
any other light war game that I've ever played, C&C:A allows players
to dominate based on strategy alone. At the same time, the game is
accessible enough that a new player can come in and hold their own without
feeling lost and confused.
15.) Memoir '44 and Battlecry: It's
inevitable that these games will be compared with C&C:A, since they
both use the same basic system of gameplay. I can't really tell you which
one I like better, although Battlecry does come in a distant third.
C&C:A certainly has the best tactics and strategy, while Memoir has
the better components and the World War II framework, which appeals to a
lot of people. I think that I would use Memoir '44 to teach newcomers how
to play the system, and then if they showed interest, to progress them to
the slightly more detailed but more rewarding C&C:A system. Memoir's
Overlord scenarios are missing from this game and are something I really
enjoyed, but the two-player game is certainly better in C&C:A.
However, it's a moot point, since both games are great, and both should be
a part of every collection.
16.) Commands and Colors System: I'm
no war gamer, yet I love this system; it's easy, accessible, and fun and
allows for great strategy. At the same time, it comes very close to
accuracy in battles, both in ancient times and the WW2 era. War gamers and
others alike can enjoy this game, playing it simply to have fun. I've said
it before, and I'll say it again - Richard Borg's system is the best and
cleanest wargming system I have ever seen and played, and one of the
definitive mechanics of the last decade. I believe that everyone should
play one of these games, whether it sounds interesting or not, because
they are a lot of fun.
So my conclusion is
that Commands and Colors: Ancients is a game worth picking up. I've gone
from partial interest in it to the point where it's become one of my
favorite games. I constantly think about the scenarios, am actually
reading up on the historical backgrounds to learn more about the tactics,
and am trying to convince everyone I come across to play the game. GMT has
produced a real winner here, and I think Richard Borg will someday be
hailed as one of the greatest war game designers ever. Play this game now!
Tom Vasel "Real men play board games"
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