Showing posts with label Command and Colors. Show all posts
Showing posts with label Command and Colors. Show all posts

Saturday, February 15, 2014

Some Notes about Today's Battle

It has been nearly a month since the last encounter of the Grayrock Revolution so I have been itching for action. I finally had the opportunity to run a game this morning.

This game provided an excellent opportunity for a little experimentation. This picture shows a couple of birthday gifts that I have pressed into service:

  • On the far right is the dice tray that I got for my birthday. My Command & Colors dice are sitting in the tray.
  • Next to the dice tray is a Hobbit themed journal. While I play games, I keep notes in a journal (actually a composition book like I used in grade school). My wife thought it would be nice if I had a better journal. I christened it with the battle notes from today's encounter.


This picture gives a somewhat better view of my other experiment:

  • New trees made from a kitchen sponge (unused). The color is awful but I intend to paint them a darker green. I originally planned to use toothpicks for the trunks but I think I may forego that and just mount them on bases. I'll imagine that the lower branches are drooping down, thus obscuring the trunks. Hurrah for lazy rationalization!


 Before I get to the battle report, I have one last observation. The Command and Color rules system does not specify the scale of the battle so one can be flexible. For example, in one battle a unit may represent a company and in the next it represents a battalion. It may not be strictly realistic to use the same rules for each level, but it works from a game perspective. In today's battle, I imagined that each unit represented a company or squadron.

Now on to the fighting!




Saturday, January 11, 2014

Serried Ranks and Fortune's Bones

I've been doing some thinking about my Francesian armies (using Risk figures). I compared the two battles I fought using those figures:

Battle of Maraconi - infantry based on 3-figure stands (2 stands per unit)
Battle of Maraconi
Battle of Dardona - infantry based individually
Battle of Dardona
I decided I preferred the infantry on bases. They look more like well-drilled units rather than a mob of men. This morning, I re-based a bunch of my infantry as seen below. I even re-based the blue and gray troops used in the Battle of Maraconi. I hated the bright green paint I used on their original stands so I moved them onto bases with a nicer shade of green (which blends well with my battle board, as you can see in the pictures of Dardona).

My newly-based, serried ranks of Risk figures
 The only issue using the stands is that in my Command and Colors inspired rules infantry units can take 4 hits but I cannot really fit 4 stands into a square. My plan is to use hit markers for single hits and then remove a stand on the 2nd hit. I painted some wood circles red to serve as hit markers for now. Eventually, I want to upgrade to proper casualty markers. Cavalry and artillery will be individually based so they won't need hit markers; I'll just remove a figure with each hit.

I also received a purchase this week. Now that I am using the Command and Colors combat rules it makes sense to get C&C dice. The set below is from a company called Valley Games, which makes custom wood dice for the C&C: Napoleonics game (thanks to Bob Cordery's Wargames Miscellany for the tip). Valley Games was out of stock when I checked, but I found some on eBay.
Bones of Fortune - Command & Colors: Napoleonic dice
I am also planning to use them for unit activation. Rolling infantry, cavalry, or artillery will allow you to move one unit of that type. Crossed sabers is a wildcard (activate any). I may use the flag as a wildcard as well or it could just mean no unit activated. Each turn, a side will roll 3-5 dice depending on the quality of its commander.

I am looking forward to using these toys for the next battle of the Grayrock Revolution. I have the scenario in mind, I just need to set it up and fight.

Saturday, March 2, 2013

A Review of Memoir '44


Best. Game. Ever. 


That is basically how my friend Jeff described Memoir ’44  after I introduced it to him several years ago. I have to concur. Memoir is a game of World War II tactical combat based on Richard Borg’s Command and Colors system. There are several distinctive features of the system.

·         The map board features modular terrain features (hills, woods, towns, etc.). This allows players to set up an endless variety of battlefields.
·         Each player has a hand of Command Cards. To get troops to move or attack, the player must play a command card to order units (usually 1 to 3). There are also Command Cards that allow special actions, such as reinforcing units with casualties.
·         The map is divided into three sections (left, center, right). Often, a player may only order units in one section.
·         To attack, a player rolls special Memoir dice, which have icons of infantry, armor, a grenade, a star, or a flag. Infantry or armor icons hit their respective types of units, a grenade hits anything, and a flag causes a retreat.
·         Players gain medals for seizing key objectives or destroying enemy units. The first player to reach a specified number of medals wins the battle.

A game involves setting up a selected scenario, listed in the rule book. Each scenario specifies the map setup, the number of medals to win, and any special rules. Players then take turns playing a Command Card, ordering units, and making attacks, until one player reaches the medal count and wins the game.

A game in progress - Omaha Beach

Mechanically speaking, Memoir 44 is a very simple game. Like chess, however, that simplicity hides a very sophisticated game. Players will need to make a number of decisions throughout each turn – which Command Card to use, which units to order, which enemy units to attack, how to attack (e.g. do I use armor or infantry?), which unit attacks first, etc. The game definitely keeps players on their toes.

People who like “realistic” games will have complaints about Memoir. Luck can play a role – if you roll poor dice or draw bad Command Cards, your game will suffer. The Command Cards can be a major source of irritation. For example, if my opponent launches a serious attack on my left flank and I have no left flank cards, my units might just end up sitting there taking punishment without a chance to retaliate. Memoir also makes a number of abstractions. There is no differentiation between armor units, so different types of tanks will be treated as if they are equal. An American Sherman attacks the same as a German Panther.

Despite these limitations, Memoir 44 delivers an amazing gaming experience. As I mentioned, players have a number of decision points so they will remain engaged. Furthermore, I have been surprised at how the abstract system can encourage realistic decisions. For example, it behooves a smart commander to withdraw a unit with severe casualties from the front lines. In most wargames I played before, players blithely send units on suicide missions – win or be destroyed! Also, I have learned through hard experience that armor is not invincible, especially against infantry in prepared defensive positions. A wise commander will support his armor with infantry. Finally, a commander must realize that his plans will always risk being upset by the fog of war (i.e. a lack of command cards). Therefore, he will remain patient and flexible, marshaling resources until the time is right.

All these factors have made Memoir ’44 my favorite game ever. Even if I have a run of bad luck, I don’t mind. Games are short (typically around an hour, depending on the dice and the scenario) so a rematch is easy to do. I HIGHLY recommend this game.

Rating 5+++++++++ / 5