Thursday 21 June 2012

Commands & Colors - test battle #2 - moves 3 and 4.

Writing this up in short stages is easier for me to keep track of and hopefully presents the game in a format that is also easy to follow.

It's British to complete move 3.








I just now need to decide if the retreat path of the French Chasseurs is correct or if they should instead have lost 2 further blocks ( this is the board game term of course, the number on the rear of the bases represents the number of 'blocks' and is reduced by placing a counter on the base). I will check this and edit here later.

4 comments:

  1. Hi Lee - it all looks very good. How are you adapting the rules for solo play (I've still not played them myself)?

    Ian

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  2. It looks great, Lee, really stunning.

    The retreat path looked right to me, but I'm not sure if they retreated far enough; 2 flags means 2 retreats, but each of these might be 2 or 3 hexes, so they might be in very bad trouble! Check the combat table to see how many hexes they go back on a retreat.

    As you can gather, I'm very rusty.

    Simon

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  3. Hi Ian,

    The rules work very well for solo play, although Tony does have a clever way of randomising the cards played by one hand, I'll add the link when I find it again. But overall the few cards ( 5 or 6) you hold at any one time limits your choice of moves anyway. In this game I wanted to attack in the centre with the Brits where they were strongest, but I lacked the cards to confidently do it so had to attack on the flank first.

    Simon, thanks once again. Units do retreat 1 hex per 'flag' rolled except poor quality 'militia' who retreat 3 hex per flag. If unable to retreat without moving off the board or because retreat path is blocked by enemy or friendly units then a 'block' is lost for each flag instead and the unit remains in situ. This is what should happen so I will correct it.

    Cheers,
    Lee.

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    Replies
    1. Ah Lee, it's different in C&C A, units retreat up to 4 hexes per flag! Very scary...

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