Friday, June 22, 2012

Samurai Battles: Commands & Colors Rules Review (Part 2)

Commands & Colors Rules

Commands & Colors Ancients, Memoir '44, BattleLore, three great games that use the same game system, yet create a unique battle experience.  The newest game to utilize this system is Samurai Battles. 

This is a preview of the rules and is part of my three part review of the game.  Why three parts?  Well this game requires a lot more pre-game preparation than most.  There are about 122 miniatures to assemble.  

Therefore, as my husband patiently assembles the miniatures I will review the rules.  I have not yet played the game.  But know and enjoy the system.  Therefore I cannot give my opinion of the game play and I warn you that this will be very rules heavy.


Setting Up the Game

1.  First, choose one of the battles in the scenario booklet.  The first scenario "First Samurai Skirmish" is not a historical scenario, but meant to introduce new players to the basics of Samurai warfare using the Commands & Colors rules. 


2.  Next, arrange the game board tiles according to the battle scenario map in the Scenario booklet.  Each specifics which army is the top or bottom of the battlefield.  Players should sit on the side of the army they command.

3.  Place the terrain hexes on the battlefield as indicated.

4.  Next, place the unit figures and leaders onto the battlefield, matching the various unit's positions and leaders to the scenario's battle map.  Each unit symbol represents an entire unit composed of a banner bearer and additional figures.  Each army has its own distinctive Sahimono flag color.  A colored flag should be inserted into the back of each figure in the army, for a faster set-up, at least into each figure in the army that has a standard.

5.  Each player takes a Samurai Victory card and places it in their play area.

6.  Shuffle the Command card deck thoroughly and deal the number of Command cards to each player as indicated by the scenario's battle notes.  Keep your Command cards a secret.  Set the remaining deck of Command cards face down alongside the board.


7.  Follow the same steps for the Dragon card deck as for the Command card deck.  The Scenario should list how many each player receives. 

8.  Create a common honor and fortune token pool along side the battlefield.  Each player takes the number of honor and fortune tokens from the common pool as indicated by the battle notes and places them in his own reserve pool in their playing area.

9.  Place the battle dice in reach of both players.

10.  Review any special rules or victory conditions that apply for the scenario.

11.  The starting player, as indicated by the battle notes, begins play.




Game-Turn

A Scenario's battle notes state which player goes first.  Players then alternate taking turns, until one of the players reaches the number of victory banners indicated in the victory conditions.

Players Turn

There are five phases per turn and one phase must be completed before proceeding to the next phase.

Phase 1:  Play a Command card
Phase 2:  Order Units and Leaders
Phase 3:  Movement
Phase 4:  Battle
Phase 5:  End of Turn

Phase 1:  Play a Command Card

At the start of a turn, the player must play a Command Card from their hand.  They place it face up, and read it aloud.  Command cards are used to order a player's units to move, battle, or do something special.  The card played dictates in which section(s) of the battlefield orders are issued and how many units may be ordered.  Units may only move or battle when given an order.  There are two types of Command cards:  Section cards and Tactic cards.

A Section Command card is recognizable by an iconic representation of the battlefield in the lower half of the card.  Each card is used to order a set number of units and / or leaders in a section or combination of sections of the battlefield highlighted by an arrow and number.


A Tactic Command card orders units across the battlefield in any section and may allow the ordered units to move and / or battle in ways not normally allowed in the basic rules.  Some Tactic cards are used to order units of the same rank, i.e. units sharing the same standard symbol, or order units of the same type, for example infantry or cavalry.



When the number of units to be ordered is not a fixed number, but instead the Command card stats "For each Command card you have, including this one", the number of units and leaders a player may order is equal to the number of Command cards in their possession.

If a player is ever in a situation where no unit can be ordered by the Command card just played, disregard phases 2 through 4 of the game and go directly to the draw phase.

Phase 2: Order units and Leaders

After playing a Command card, announce which corresponding units or leaders will receive orders.  Only those units or leaders that are issued an order may move, battle, or take a special action during this turn.  Only one order may be given to each unit or leader during the course of a single game turn.


When a unit or leaders is on a hex that is vertically split between the map boards, it may be ordered from either section.

If a Command card issues more orders in a given section of the battlefield, than the number of units or leaders in that section, those additional orders are lost. 


Figures grouped together in the same hex from a unit.  A unit's most important figure is its standard bearer, which proudly carries the unit's banner into combat.  A standard bearer is always a unit's last figure to be eliminated.  Its elimination marks the defeat of a unit, and the gain of a victory banner for the opponent.

A leader figure, when alone in a hex, is still considered a unit and in general will follow the rules for a unit of his type.  An infantry leader (leader figure on foot) will follow the general rules for infantry units, while a cavalry leader will follow the general rules for cavalry units.


A leader figure in the same hex as a friendly unit, is considered to be "attached" to the unit.  The leader will behave like and is subject to the same rules and limitations as the unit he is accompanying.  An infantry leader may only serve as a leader for an infantry unit, while a cavalry leader may lead an infantry or cavalry unit.  The leader and the unit he is with are considered to be a single combined unit for game purposes even though the unit will have two standards, the leader's standard and the unit's standard.

  • A leader and the unit he is leader can be ordered together as a single unit at the cost of a single order
  • A leader must remain with the unit he is leading unless ordered to split form the unit
  • A leader can be ordered to split from the unit he is leader of, at the cost of a single order
  • The unit is not ordered when a leader is given an order and splits from a unit
  • For the cost of two orders a leader can be ordered to split from one unit he is leading and the unit can also be ordered separately
  • When a leader is ordered and the leader moves and joins a unit, the unit the leader joins in not ordered
  • When a leader is ordered and the leader moves and joins a unit, the unit the leader joins is not ordered
  • A leader may not move, join a unit, and move again with the unit he just joined

Section Command cards and the Shogun card have a Samurai helmet symbol in the top left corner of the card to remind player that a leader, when with a unit, may be ordered separately and split from the unit he is with.  If a Command card does not have a Samurai helmet symbol, a leader may not be ordered to split from the unit he is with.


Phase 3 - Movement

Movements are announced and made sequentially, one ordered unit or leader at a time, in the sequence of a player's choice.  A player must complete one unit or leader movement before beginning another.




Unit Movement

  • A unit may only move once per turn
  • A unit that is ordered does not have to move
  • Ordered units may move from one section of the battlefield into another
  • A unit may never move onto any of the half-hexes that border the side of the battlefield
  • A unit may only move off the battlefield's baseline half-hexes when explicitly allowed to by the scenarios battle notes
  • Two units may not occupy the same hex
  • When moving a unit, the unit may note move into or through a hex occupied by friendly units or enemy units and leaders
  • A unit may not split off individual figures from a unit: they must stay together and always move as a group
  • A unit that is reduced through casualties may not combine with another unit
  • Some terrain features impact movement and may prevent a unit from moving its full distance or battling
  • An infantry unit may move onto a hex containing a friendly lone cavalry leader, as long as the unit does not already have a leader.  Upon moving onto the lone leader's hex, the cavalry unit most stop and join the leader
  • An ordered unit may not move and join a leader and move again if the leader is also ordered to move
  • Retreat movement rules vary slightly from ordered movement

An ordered unit will move differently by default according to its rank as noted by the symbol of its standard and its status: infantry or cavalry.

  
Infantry Unit Movement

  • Green Circle - An ordered infantry unit with a circle on its standard may move up to two hexes and battle
  • Blue Triangle - an ordered infantry unit with a triangle on its standard may move up to one he and battle or two hexes and not battle
  • Red Square - an ordered infantry unit with a red square on its standard may move up to 1 hex and battle

Cavalry Movement
  • Red Square - an ordered cavalry unit with a square on its standard may move up to two hexes and battle

  
Leader Movement

A leader, when in the same hex as a friendly unit, must move with the unit to the same hex when the unit is ordered, unless the leader is ordered to split from a unit he is with.  A leader and the unit he is leader of, are ordered together as a single unit at the cost of a single order. 

An ordered infantry leader, when not with a unit, may move up to two hexes on his own.  An ordered cavalry leader, when not with a unit, may move up to three hexes on his own.

A leader, moving on his own is subject to the same movement rules and terrain limitations as any other unit in the game, except as follows:

  • A leader may only move one per turn
  • A leader may be ordered to split from a unit and move according to the leader's movement type statistic
  • A leader may move onto and through a hex occupied by another friendly unit, or a friendly leader alone in a hex
  • An infantry leader may move onto a hex with a friendly infantry unit and stop in the hex and join the unit
  • An cavalry leader may move onto a hex with a friendly infantry unit and stop in the hex and join the unit
  •  An ordered leader may not move and join a unit and move again if the unit is ordered to move
  • A leader may not stop in a hex with an enemy unit or leader
  • Only one leader may occupy a hex
  • A leader may never move onto any of the half-hexes that border the side of the battlefield
  • A leader may move off his army's baseline side of the battlefield.  Doing so prevents his standard from falling into enemy hands but removes the leader from the battle for the rest of the scenario.  He may not return to play.

  
Moving leaders off the battlefield

As part of his normal movement, a leader not with a unit may move off his side of the battlefield provided he has enough movement.  The move off of his side of the board from a hex adjacent to the board is considered one hex movement.  The half-hexes that border the baseline of the battlefield are not counted as full hexes. 

A leader that moves off the battlefield does not give the opponent a victory banner, but a leader that retreats from the battlefield is out of the battle and may not return on a latter turn.

Phase 4 - Battle

Battles are checked and resolved one unit at a time, in the sequence of the player's choice.  Announce and resolve one unit's battle entirely before beginning the next one

  • A unit that is ordered does not have to battle, even when adjacent to enemy units
  • A unit may normally battle only once per turn.  In some situations, a unit may gain ground after a successful close combat and then make a bonus combat attack.  This advance and bonus combat must be completed before beginning another unit's battle
  • A unit may not target and split its battle dice between several enemy units
  • The number of casualties a unit has suffered does not affect the number of battle dice the unit rolls in combat.  A unit with a single figures retains the same combat strength as a unit at full strength
  • An ordered unit may only engage in one type of battle when ordered, even if it capable of both ranged and close combat

The combat sequence is purely at the owner's choice and he may freely switch between ranged combat and close combat from one unit to the next unit's turn.

In combat, the number of dice a unit normally rolls is determine by the unit's rank, as shown by the symbol on its standard.

Circle Standard - rolls two dice
Triangle Standard - rolls three dice
Square Standard - rolls four dice

Some units will be subject to combat restrictions caused by their movement prior to battle.




Ranged Combat (Fire)

Only units armed with missile weapons may engage in ranged combat.  In this core game, units with a circle symbol on their standard all have missile weapons.

A unit with a missile weapon battling an enemy unit more than 1 hex away is said to conduct ranged combat at that enemy unit, the "target unit."

  • In ranged combat, the target unit must be within both range and line of sight of the firing unit.
  • Ranged combat may not be used against an adjacent enemy unit
  • A unit with ranged weapons adjacent to an enemy unit may not target and fire upon another, more distant, enemy unit.  If it chooses to battle in this case, the unit must close combat and adjacent enemy unit
  • A target unit may not battle back after a ranged combat attack
  
Ranged Combat Procedure

  1. Announce firing unit
  2. Check Range
  3. Check line of sight
  4. Determine terrain battle dice reduction
  5. Determine Combat and Dragon card adjustments
  6. Resolve Battle
  7. Score hits
  8. Apply retreats

1.  Announce firing unit:  Announce which ordered unit is going to fire and its target enemy.  State the base number of battle dice the ordered unit is entitled to in ranged combat, per the unit's rank.

2.  Check Range:  Verify that your target is in range.  The range is the distance between the firing unit and the enemy target unit, measured in hexes.  When counting range in hexes, include the target unit's hex, but not the firing unit's hex.

- An Ashigaru infantry bow unit has a range of 3 hexes:  (adjacent, no fire dice)(two hexes to target, 2 dice)(three hexes to target, 2 dice).  When an Ashigaru infantry bow moves and engages in ranged combat, the number of battle dice rolled is reduced to one die.

- An Ashigaru infantry arquebus unit has a range of 4 hexes: (adjacent, no fire dice)(two hexes to target, 2 dice)(three hexes to target, 2 dice)(four hexes to target, 1 die).  When an Ashigaru infantry arquebus moves, it may not engage in ranged combat.

3.  Check line of sight:  Verify your target is within line of sight.  A unit must be able to "see" the enemy unit it wants to fire at.  This is known as "line of sight."

Imagine a line drawn from the center of the hex containing the firing unit to the center of the hex contain the target unit.  This line of sight is blocked only if a hex (or part of a hex) between the battling unit and the target hex contains an obstruction.  Obstructions include a unit or leader (regardless if friend or foe), some terrain features, and the half-hexes that border the side and baseline of the battlefield.  The terrain in the target unit's hex does not block line of sight.

If the imaginary line runs along the edge of one or more hexes that contain obstructions, line of sight is not blocked, unless the obstructions are on both sides of the line.

4.  Determine terrain and battle dice reduction:  The terrain in which the target is on, and in some instances, the attacking unit battles from, may impact (usually reduce) the number of battle dice rolled in combat.  Adjust the number of battle dice rolled for terrain.  These reductions will be discussed later.

5.  Determine Combat and Dragon card dice adjustments:  After terrain effects are applied, adjust the number of battle dice, based on any unit special abilities, Command card modifier, and Dragon card modifier.


6.  Resolve Battle:  Roll the adjusted number of battle dice and resolve the resulting dice roll.

7.  Score Hits: The unit firing scores one hit for each dice symbol rolled that matches the targeted unit standard symbol.  A circle will score one hit on a unit with a circle symbol on its standard.  A triangle will score one hit on a unit with a triangle symbol on its standard.  A square will score one hit on a unit with a square symbol on its standard.  An arquebus unit will score one hit in ranged combat for each sword symbol rolled.  A bow unit will not score a hit when a sword symbol is rolled in ranged combat. 

8.  Apply retreats:  After all hits have been resolved, casualties removed and leader causality checks made, retreats are resolved.  


Close Combat

A unit, battling against an enemy unit in an adjacent hex, is said to be in close combat with the enemy unit.  A unit adjacent to an enemy unit must close combat the adjacent enemy unit if it chooses to battle, it cannot use ranged combat against the adjacent enemy unit or another enemy unit within its range.

Close Combat Procedure
  1. Announce Close Combat
  2. Determine terrain battle dice reductions
  3. Determine Leader inspired, Combat Card, and Dragon Card dice adjustments
  4. Attacker Resolve Battle
  5. Attacker Score Hits
  6. Apply Retreats
  7. Possible Gain Ground and bonus Close Combat
  8. Battle Back.  The defender may battle back in some situations.  If battle back occurs, the defender will battle and apply hits and resolve retreats on the original attacking unit
1.  Announce Close Combat:  Announce which ordered unit is going to attack in close combat and the enemy unit it is attacking.  A unit must be adjacent to an enemy unit to engage in close combat.



State the base number of battle dice the ordered unit is entitled to in close combat, per the unit's rank. 
  • An ordered infantry unit with a circle on its stand may stay in position or move one or two hexes and close combat an adjacent enemy with 2 battle dice. 
  • An ordered infantry unit with a triangle may stay in position or move one hex and close combat an adjacent enemy with 3 battle dice.  If it moves two hexes, the unit may not battle.
  • An ordered infantry unit with a square on its standard may stay in position or move one or two hexes and close combat an adjacent enemy with 4 battle dice.
  • An ordered cavalry unit with a square on its standard may stay in position or move one or two hexes and close combat an adjacent enemy unit with 4 battle dice. 
Each close combat attack is declared and resolved one ordered unit at a time, in the sequence of the player's choice.  Resolve one unit's close combat entirely (including any gaining ground, bonus close combat, and battle back) before beginning the next unit's combat.

Note:  Regardless of the number of ordered units adjacent to an enemy unit, each ordered unit close combat attack must be resolved separately.

2.  Determine terrain battle dice reduction:  The terrain in which the target unit is on and, in some instances, the attacking unit battles from, may impact (usually reduce) the number of battle dice rolled in combat.  Adjust the number of battle dice rolled for terrain.

3.  Determine Inspired Leader, Combat Card, and Dragon Card dice adjustments:  After terrain effects are applied, adjust the number of battle dice, based on any unit special abilities, inspired Leader modifier, Command card modifier, and Dragon card modifier.
Leader Inspired Close Combat

A leader, when alone in a hex, may not battle.  When a leader is attached to a unit, he will follow the combat rules of the unit he is accompanying, including retreats and special actions. 

Although a leader may not battle, a leader may still impact a unit's close combat by inspiring the unit.  A player may choose to spend one honor & fortune token to have the leader inspire the unit.  A leader inspired unit will add one die to a unit's close combat dice roll.


An infantry leader (a leader on foot) must be in the same hex as the unit he is going to inspire.  A cavalry leader (mounted leader) can inspire a unit in his hex and may also inspire friendly units in adjacent hexes.
  • A maximum of one honor & fortune may be spent on a unit during a close combat, therefore the maximum of only one die may be gained.  
  • A unit may be inspired when it is attacking and also when the unit is battling back
  • The honor & fortune token is spent and returned to the common pool
  • When a player's unit was inspired and rolls the one additional dice in its close combat, the first honor & fortune symbol rolled during close combat will not gain the player an honor & fortune token.  The roll is ignored and no honor & fortune token is collected for the symbol.


4.  Attacker Resolve Battle:  Roll the adjusted number of battle dice and resolve the resulting dice roll.

5.  Attacker Scores Hits:  In close combat, the unit attacking scores one hit for each dice symbol rolled that matches the targeted units standard symbol.  A sword rolled will normally score one hit in close combat, no matter the target units standard symbol with the following exceptions:
  • Because of its superior stature, a cavalry unit will ignore one sword rolled against it when attacked in close combat by an infantry unit
  • Because of its superior rank, a unit with a square symbol on its standard will ignore one sword rolled against it when attacked in close combat by a unit with a triangle or circle symbol on its standard
  • Because of its superior rank, a unit with a triangle symbol on its standard will ignore one sword rolled against it when attacked in close combat by a unit with a circle symbol on its standard
 Note:  Superior rank only applies in close combat, not ranged combat.

 Effect of Close Combat Hits

For each hit scored, one figure is removed from the target unit.  When the last enemy figure with the unit standard is eliminated, place the figure with its standard on your Samurai Victory card.  If more hits are rolled than the number of figures in the enemy unit, these additional hits have no effect.  For scoring a hit on a leader: see the Leader Causality rules section.

A flag rolled in close combat does not cause a hit, but may cause the unit to retreat.

For each honor & fortune symbol rolled in close combat collect one honor & fortune token.  However, remember, when a player's unit was inspired, the first honor & fortune symbol rolled during the combat will not gain the player a token, it is ignored.

6.  Apply Retreats:  After all hits have been resolved, casualties removed and leader casualty checks made, retreats are resolved.


7.  Possible Gain Ground:  (Discussed later)

8.  Battle Back:  In close combat, the defending enemy unit may battle back against the attacking unit if one or more of the defending unit's figures survived the close combat attack and the defending unit did not retreat.



Battle Back procedure will follow the same rules as close combat:
  1. Announce Battle Back Close Combat
  2. Determine terrain battle dice reduction
  3. Determine Inspired Leader and Dragon card adjustments
  4. Defender Resolve Battle Back
  5. Apply hits
  6. Apply retreats 
  • A defending unit may still battle back when it is unable to fulfill a required retreat because its retreat path is blocked, as long as it still has one or more figures remaining on the battlefield after taking losses for not being able to complete its retreat movement.
  • A defending unit may not battle back when it is forced to retreat out of its original hex, even if the retreat move leaves the retreating defending unit in a hex that is still adjacent to the attacking unit
  • No further Battle Back is possible after the defending unit's battle back.  The close combat will stop immediately after the non-active player unit's battle back
  • A unit battling back may not gain ground as a bonus close combat attack
  • The target of a ranged attack is never eligible to battle back. Only units engaged in a close combat may battle back.
  • A target of a ranged attack is never eligible to battle back.  Only units engaged in a close combat may battle back.
 

Retreats

After all hits have been resolved, casualties removed and leader casualty checks made, retreats are resolved.  Each retreat flag rolled against a unit will require a unit to retreat one hex back toward its own side of the battlefield.  Two flags will push the unit back two hexes, etc.

The player controlling the unit that is retreating decides which hex the unit retreats onto, using the following rules:
  • A unit must always retreat toward its controlling player's side of the battlefield regardless of what direction the attack came from.  A unit may never retreat sideways.  There are usually two hexes of choice when retreating to a player's side of the battlefield, except near the side of the battlefield.  The retreating player may choose either of these two hexes, but must choose one that is not blocked, occupied, or impassable.
  • A unit may never retreat onto any half-hexes that border the side of the battlefield
  • A unit may not retreat onto, or through, a hex already containing another unit regardless if friend of foe
  • Terrain has no affect on retreat movement, therefore a retreating unit may retreat through, for example, a forest terrain or fordable stream without stopping.  However, impassable terrain may not be retreated onto or through during a retreat move.
 

A friendly infantry unit may retreat onto a hex containing a lone leader (infantry or cavalry leader), as long as the unit does not already have a leader.  Upon moving onto the lone leader's hex, the infantry unit must stop and join the leader, even if the unit has no fulfilled its entire retreat movement.  The unit will ignore any additional retreat movement.
  • A friendly cavalry unit may retreat onto a hex containing a lone cavalry leader, as long as the unit does no already have a leader.  Upon moving onto the leaders hex the cavalry unit must stop, join the leader, even if the unit has not fulfilled its entire retreat movement.  The unit will ignore any additional retreat movement.  
  • When a unit cannot retreat because the unit's retreat path is occupied by other units or impassable terrain, one hit is scored on the unit for each retreat hex of movement that cannot be completed.
  • When a unit cannot retreat because it is at its army baseline, one hit is scored on the unit for each retreat hex of movement that cannot be completed.  The half-hexes that border the baseline of the battlefield are not legal retreat hexes.  
 Leader Retreat

A leader with a unit that retreats must stay with the unit through the units entire retreat movement.  A leader, not with a unit, is subject to the same retreat and terrain limitations as other units following these exceptions:
  • A leaders retreat movement is 1, 2 or 3 hexes back toward his side of the battlefield.  The controlling player determines the number of hexes the leader will move, and which path he will take as he retreats.
  • A leader may retreat through a hex that contains a friendly unit, a friendly unit with a leader, or another friendly leader.  A unit or leader is not affected when a leader retreats through a hex.
  • A leader may not end his retreat movement in a hex that contains another friendly leader, impassable terrain, and enemy unit, or enemy leader.
  • A retreating leader may not move through an enemy unit or leader.
  • An infantry leader may retreat
  • A leader may retreat off of his army's baseline side of the battlefield.  Doing so prevents his standard from falling into enemy's clutches, but removes the leader from the battle for the rest of the scenario.
 

Leader Retreat from the Battlefield

As part of his normal retreat, a leader not with a unit may retreat off his side of the battlefield provided he has enough retreat movement.  The retreat move off the board from an adjacent hex to the board side is considered one hex of retreat movement.  The half-hexes that border the baseline of the battlefield are not counted as full hexes.  A leader that retreats this way does not give the opponents a victory banner, but may not return on a later turn.

Leader Seppuku

Instead of retreating, the controlling player may choose to have a lone leader commit Seppuku (honorable suicide), even if that leader has a clear path for retreat.

A leader commits Seppuku, the owning player removes the leader figure from the battlefield and gains 5 honor & fortune tokens, but the player must lose one Command card from his hand of cards, selected at random by his opponent.  The selected card is discarded.  A leader that commits Seppuku will not give the opponent a victory banner, but the opposition player does draw one Dragon card and adds it to his Dragon cards.



Leader casualty Check

When a leader is with a unit and the unit loses one or more figures in combat (ranged or close combat) there is a chance the leader may also be hit.  A leader casualty check must be rolled against the leader.  If a unit, with a leader, loses one or more figures because it fails to complete a retreat movement, due to a Dragon card, or during a lack of honor roll it does not make a leader casualty check.  A leader casualty check is only made when a unit loses one or more figures in combat.

The opposing player will always roll for a leader casualty checks.  When a hit is scored on the enemy leader on the casualty check, the leader figure with his standard is placed on their Samurai Victory record card.



Ranged Combat Casualty Check Procedure

During a ranged combat attack, when a leader is with a unit and the unit loses one or more figures, but not eliminated, the leader casualty check is made with 2 battle dice.  To hit and eliminate the leader, two swords symbols, must be rolled.  If two swords are not rolled, the leader will survive the casualty check and remains in the unit. 

When a leader is with a unit and all the figures in the unit are eliminated during a ranged combat attack leaving the leader alone in a hex, the leader casualty check is made with 1 battle die.  To hit the leader, a sword symbol must be rolled.  If the leader is not hit, the leader must retreat 1, 2, or 3 hexes, or commit Seppuku.  Flags rolled against a lone leader have no effect.  A  leader, if not eliminated on the casualty check, must always retreat 1, 2 or 3 hexes or commit Seppuku.


Close Combat casualty Check Procedure

During a close combat attack, when a leader is with a unit and the unit loses one or more figures and the unit is not eliminated, the leader casualty check is made with 1 battle die.  To hit and eliminate a leader, a sword symbol must be rolled.  If a sword symbol is not rolled, the leader will survive the casualty check and remains with the unit. 

When a leader is with a unit and all the figures in the unit are eliminated during a close combat attack leaving the leader alone in a hex, the leader casualty check is made with 1 battle die.  To hit a leader, a sword symbol must be rolled.  If the leader is not hit, the leader must retreat 1, 2 or 3 hexes or commit Seppuku.  Flags rolled against a lone leader have no effect.  A leader, if not eliminated on the casualty check, must always retreat 1, 2 or 3 hexes or commit Seppuku.
  • If a lone leader cannot retreat the leader must commit Seppuku
  • When a lone leader is at the friendly edge of the map, he must retreat off the battlefield or commit Seppuku.
  • In close combat after the leader retreats or the leader is eliminated, the unit that was attacking the leader may gain ground onto the vacated hex.
  
Leader Alone in a Hex

When an enemy leader is alone in a hex, not with a unit when being attacked, the attacking unit determines the number of battle dice to roll as normal against the lone leader.  one or more sword symbols rolled will score a hit and eliminate the leader.  Place the leader figure with his standard on your Samurai Victory Record card.
  • A range weapon bow unit cannot hit a lone leader in ranged combat, because it does not sore a hit when it rolls a sword symbol in ranged combat
  • A arquebus unit can hit a lone leader in ranged combat because it does score a hit when it rolls a sword symbol in ranged combat.
  
Bolster Morale

Some situations will allow a unit to disregard one or more flags rolled against it.  If more than one situation applies, a maximum of two flags may be ignored.

A unit may disregard one or more flags each time it is attacked.  Disregarding a flag result when eligible is purely a matter of choice.  The owning player may decide to accept a flag result and if two flag results can be ignored, the owning player can choose to ignore one and accept one.  All flags rolled against a unit, above and beyond those that can be ignored, automatically trigger a retreat, and must be taken.

A unit may disregard a flag:
  • When supported by two friendly units.  Support units may be in any two hexes that are adjacent to the unit.  A unit must determine if it is in support for each attack made against a unit.
  • Support is reciprocal, units in three adjacent hexes support each other
  • A leader figure, when alone in a hex, may act as an adjacent hex support and will provide support as a unit
  • A leader figure, with a unit will allow that unit to ignore one flag.  Note, a leader casualty check takes place prior to determining if a unit must retreat.  Therefore, when a leader is eliminated, the unit may not ignore the flag because the leader is no longer with the unit
  • A unit with a square symbol on its standard, may ignore one flag
 
  
Retreat & Loss of Honor

Anytime a unit or leader retreats, the retreat will cause the controlling player to lose honor & fortune tokens.

Circle Standard - must lose 1 honor & fortune token for each hex it retreats

Triangle Standard - must lose 1 honor & fortune token for each hex it retreats

 Square Standard - must lose 2 honor & fortune token for each hex it retreats

A unit, with a leader that retreat will lose 1 additional honor & fortune token for each hex the unit together with the leader retreats.  For example, a retreating unit with a triangle on its standard with a leader will lose 2 honor & fortune tokens for each hex the unit with a leader retreat (1 token for the leader being with the unit).

A leader that is alone in a hex when he retreats, must loose 3 honor & fortune tokens.  After losing 3 honor & fortune, the leader may retreat 1, 2 or 3 hexes.  Note a leader does not lose honor & fortune for each hex he retreats.  A leader that is alone in a hex, instead of retreating may commit Seppuku.



Lack of Honor Roll

When a player does not have enough honor & fortune tokens in his reserve to cover the loss of honor due to retreat or caused by the action of a Dragon card, the player must lose what tokens he has in his reserve and also suffers the following consequences to his army.

The opposition player will roll a "Lack of Honor" roll of 4 dice against the player's army that was not able to pay.

Lack of Honor When a Unit Retreats

When a player cannot pay, because a unit is retreating, after the unit has  completed its retreat movement, each symbol rolled on the lack of honor roll that matches the symbol on the retreating unit's standard will eliminate one figure in the unit that retreated.  Each standard symbol rolled that does not match the retreating unit will cause one figure loss to the nearest unit in the army with a matching symbol on its standard.  The controlling player will choose which unit will lose figures when two or more units are the same distance in hexes from where the retreating unit ended its retreat movement.  A sword, flag or an honor & fortune symbol rolled during a lack of honor roll will not have any effect.


Lack of Honor When a Leader Retreats

When a player cannot pay because of a lone leader retreating, after the leader has completed his retreat movement, one or more sword symbols rolled on the lack of honor roll will eliminate the leader figure.  Each unit standard symbol rolled will also cause one figure loss to the nearest unit in the army with a matching symbol on its standard.  The controlling player will choose which unit will lose figures when two or more units are the same distance in hexes from where the retreating leader ended its retreat.

Lack of Honor from Dragon Card Play

When a player does not have honor tokens to cover the loss from a Dragon card player against him, each symbol rolled on the lack of honor roll will cause one figure loss to a unit in his army with a matching symbol on its standard of the controlling player's choice.


Special Actions


Gaining Ground
When an ordered unit attacks in close combat and eliminates or forces the defending enemy unit to retreat from the hex it occupies, it has conducted a successful close combat.  The victorious attacking attacking unit may advance (move) onto that vacated hex.  This is referred to as a gaining ground.

Gaining ground after a successful close combat is not mandatory.  However, if the unit does not gain ground, the victorious attacking unit forfeits the possible opportunity to make a bonus close combat, even if adjacent to another enemy unit.

The following situations do not allow a unit to gain ground:
  • A unit that moves onto a terrain hex the prevents further movement on the turn will prevent a unit from gaining ground
  • A unit battling back is not eligible to gain ground
  • A unit ordered by a "First Strike" card is not eligible to gain ground
 

Bonus Close Combat

After a successful close combat, a cavalry unit or an infantry unit with a leader that gains ground is eligible to battle in close combat a second time.  This bonus close combat is optional and gaining ground does not require an eligible unit to attack in close combat again.

A unit that qualifies for a bonus close combat attack, after gaining ground, may choose to battle any enemy unit in any adjacent hex.  It does not have to battle the enemy unit that just retreated from the hex.  When a unit's bonus close combat is successful, it may gain ground on the vacated hex, but may not battle again this turn.

Some terrain restrictions will prevent a unit from taking a bonus close combat.



Phase 5 - End of Turn

After all unit's movement and combat have been resolved, the active player draws a new Command card and has the choice of drawing one Dragon card or gaining two honor & fortune tokens.

If the active player did not play a Dragon card during his turn, one Dragon card may be discarded and one honor & fortune token is collected.  A maximum of one Dragon card may be turned in at the end of a player's game turn.

If the Command card deck or the Dragon card deck runs out of cards, shuffle the discarded cards to form a new draw deck. 

Once the active player's Command card is draw and a Dragon card or honor & fortune is replenished, the player's turn is over.

Note:  A player who plays a Dragon card during the opponents turn does not immediately replenish his Dragon card or the honor & fortune tokens.  Replenishment of Dragon cards or honor & fortune token reserve is only done at the end of an active player's turn. 



Honor & Fortune

An army commander, during the Age of Warring States, had to bring some measure of order to the chaos that constantly hung over a fighting army.  For the fighting force that maintained some measure of control and discipline was likely to be the army that won the day.  Honor & fortune in a roundabout way serves to measure an army's discipline, honor, and fortunes of war. 

Players will be challenged to maintain balance between exploiting the use of these tokens to impact the army's fortunes when using Dragon cards and a leader's inspired close combat actions, while at the same time retaining enough honor and fortune to prevent chaos in the ranks, when morale fails and units retreat.

Honor & Fortune tokens are initially placed in a common honor & fortune pool, alongside the game board within easy reach of all players.  During the course of the game, the honor & fortune a player earns is placed in his honor and fortune reserve in his play area.  The number of honor & fortune tokens a player holds in public information throughout the game. 



Managing and Replenishing Honor & Fortune Reserves

Just as important as managing his hand of Command and Dragon cards, a player must carefully watch his honor & fortune token reserve, and make sure to keep adequate reserves if he is to launch his own Dragon card actions at the most opportune time and prevent any figure losses because of lack of honor. 

The following are some ways a player may gain honor & fortune:
  • A number of honor & fortune tokens are taken at the game's start as indicated by the scenario's battle notes.
  • At the end of an active player's turn, the player opts to pick up two honor & fortune tokens instead of drawing a Dragon card
  • At the end of the active player's turn, the player discards one Dragon card and gains one honor & fortune token
  • Honor & fortune tokens are gained for each honor and fortune symbol rolled in a close combat battle
  • As a result of playing certain Dragon cards
Rolling and honor & fortune symbol during other times during play, for example, a leader casualty check, lack of honor roll, etc. will not gain honor & fortune tokens. 

There is no limit to the number of honor & fortune tokens a player may have in reserve.  However, should the common honor & fortune token pool run out, no further honor & fortune tokens can be gained until the common pool is replenished.  Actions that normally grant honor & fortune tokens grant you nothing instead.



End Game & Victory

Players alternate taking turns, until one player reaches the number of victory banners indicated by the scenario's victory conditions.

Players accumulate victory banners in a number of ways: eliminating enemy units and leaders is the most common way.  Also, accomplishing scenario specific objectives like capturing certain terrain hexes, etc earn victory points.  Such victory conditions will be explicitly spelled out in the scenario's battle notes.

A game ends the very moment a player reaches his required number of victory banners, regardless of when this occurs during the game turn.  This means that a game might end on a successful battle back, with the victory of the active player's opponent.

During the game, if a player hand of Command cards is reduced to a single card due to leader personal challenges and / or leaders that commit Seppuku, the player must surrender.


My Thoughts

The rules, so far, seem very similar to other games in the Commands & Colors system.  Therefore they should be easily learned and understood by those familiar with them.  This may come in the future, or even as a fan created file, but I wish there were more player aides with the game. 


For the first few games it may be difficult to remember the terrain restrictions, number of battle dice, special rules for leaders, and so forth.  There is a helpful player aide that lists all the units but nothing for terrain outside of the rulebook.  But it made out of the same paper as the rulebook and probably won't hold up to continued use.  

I like the use of honor in this game and can see it being something to carefully manage.   There are some very interesting Dragon cards that could quickly change the course of a battle if used a the right time.  This also could add a lot of suspense and action to the game.  From reading the rules and talking to Richard Borg at Origins I really feel this game will capture the warring armies of feudal Japan.


Quick Stats:

Designer: Richard Borg, Konstantin Krivenko
Artist:
Players: 2
Publishers: Zvezda
Time: 60 Min
Ages: 10 and up
Mechanics: Campaign /Battle Card Drive, Dice rolling, Simultaneous Action Selectio

Picture Credits: W. Eric Martin (W Eric Martin), StevenE Smooth Sailing...(StevenE), Bill "BK" Kunes (bkunes), Matt Price (mattprice)
 

Monday, June 11, 2012

Samurai Battles: Components Review

When writing a review of a game there are a few general rules I like to follow.  One of the biggest is that I want to have played a game multiple times.  The second is that I like to be comprehensive: include a components break down, rules review, and my thoughts about the game.  I'm going to break the number one rule for a few reasons.   Predominately due to because there the interest in the game without many reviews.  And second, well, it may be a bit before the game is actually ready for us to play.


I'll say it right now; don't buy this game if you aren't willing to put 122 miniatures together.  Luckily I have a husband who has modeling experience, patience, and a steady hand.  Of course he keeps telling me I need to put a few together myself.  (We will see how that goes).

I'm planning on doing a three part review for this game.  I'm going to start with the components break down for Part 1.  Part 2 will be a rules review.  I will definitely talk about the Commands and Colors version of the rules but I'm not sure about the Art of Tactics.   I know and enjoy the Commands & Colors system but am not familiar with the Art of Tactics.  I am impressed that the Art of Tactics comes with Basic, Intermediate, Advanced, and Expert Rules.  Part 3 of the review will discuss my thoughts on the game.  With three parts we will have time to assemble and play the game.  So, thanks for reading and I hope you enjoy.



Components

The core game of Samurai Battles focuses on a number of battles from Japan's "Warring States Period" of about 1550-1600 AD.  The expansions will focus on specific battles.  Currently available mini-kit figure expansions add units to the game.  There already more mini-expansions in the works.

There is a lot in this box and it is amazing that you can use these components to play two different games. 

Game Boards

The game comes with 6 battlefield game board double sided tiles.  One side of the map features a countryside setting with no other terrain features; the other side has river terrain hexes already painted on the battlefield. 


For the Commands & Colors version of the game the map tiles are normally arranged to build a battlefield, 12 hexes wide by 11 hexes deep.  The map tiles are arranged by the code in the corner, according to the specifics of each scenario.  The half-hexes that are on the sides of the map and baseline of each army are not part of the Commands & Colors battle. 


For the Art-of-Tactic version the battlefield changes according to the scenario.  For example the tutorial scenario uses just two tiles, Scenario number 1 uses a square of six tiles, and scenario number five uses a rectangle of six tiles.


The board tiles are made of heavy card stock and seem to be good quality.  They lay flat and haven't warped.  When put together it is even hard to see the cut.  In the Commands & Colors version you need to know where the line is between your right, center, and left flank so this could make it a bit difficult. 



Terrain Tiles

There are 30 double-sided terrain tiles to represent the wide range of terrain features on the different battle fields.  There are also 13 brown plastic hill tiles that are used.  Each of the terrain tiles influence the battle in different ways.  Some give a bonus or block line of sight.

Terrain included in the game and used in Commands & Colors are the default countryside terrain, forest terrain, hills, rivers, fords, and fordable streams, bridges, buildings, field / rice field terrain, ravines, and command tents.  Also used in the Art-of-Tactic there are villages, light woods, and rocky ground.  The hill tiles may also be stacked to create gentle, abrupt, or steep slopes.


These terrain tiles are also nice quality and the plastic hills fit together well.  They also look nice on the board. 

Those familiar with Memoir '44 of BattleLore will find the terrain restrictions, bonus, and line of sight rules very similar.  It isn't a big deal but I think green hill tiles wood look better than the brown tiles.

Command Cards

Command Cards are the essential to the game.  Units can only move or battle when given an order and allow troops to move, battle or do a special action.  The game includes 60 Command Cards.  The front of the command cards show a picture of a mounted samurai and has a Samurai helmet symbol on the front.  The cards are either section or tactics cards.

There are 39 section cards that are used to order units/ and or leaders in a specific section of the battlefield or move and /or battle.  They indicate the section of the battlefield that they may order units or leaders and how many units or leaders may be ordered.  All Section Command Cards have a Samurai helmet symbol on the card to remind the players that any leader in the section with a unit may be ordered to detach and move separately (for one order). 

Some examples of the section cards are the Tiger Tail Left that lets you issue an order to 2 units and /or leaders in the center section and 1 unit or leader in the left section; or the Crane's Wing that lets you issue an order to 1 unit or leader in each section.

There are also 21 Tactic Cards.  Tactic cards allow ordered units to move and /or battle in ways not normally allowed in the basic rules.  Terrain movement and battle restrictions still apply when a Tactic card actions contradicts the basic rules.

One example of the Tactics Cards is the card First Strike.  This card allows you to play it after your opponent declares a close combat, but before they roll the dice.  Your defending unit will battle first.  If the opponent's unit is not eliminated or forced to retreat, it may then battle as originally ordered.  At the end of the turn you may draw a replacement Command Card first.  Another card named Shogun allows you, for each command card you have including it, to roll 1 die.  For each unit standard symbol rolled, one unit with this symbol on its standard is ordered.  One unit or a leader of your choice is ordered for each flag symbol rolled.  Units may be ordered in any section.  1 honor & fortune token is collect for each honor symbol rolled.  Ordered units battle with 1 additional die the entire turn.  Then the Command Card deck and discard pile is reshuffled.  The Dragon Card deck is also reshuffled.

These cards are not the best quality cards.  I really like the artwork on the cards but not the thinness.  We will be putting these cards into sleeves.  This is coming from a family who hates to have cards sleeved.  They are pretty thin and since they will be used we will want to protect them.  Also, unlike Memoir '44 the game didn't come with card holders to my disappointment.  But we will use the ones from that game. 


Dragon Cards

There are also 38 Dragon cards.  They are also in need to sleeves as well.  These cards represent the powerful, mythical, and sometimes unexplainable abilities.  They may be used to hinder your opponent's army, enhance your own abilities, or even instantly change the course of the battle.  These cards, along with the honor and fortune tokens can be very precious during the game.  There is no limit to how many Dragon cards a player may have.

Each Dragon card shows the following information: tile, cost, phase of play, target, and effect.  The title is the name of the dragon card.  Cost refers to how many honor and fortune tokens a player must pay to use the card.  The idea is that the honor fuels the action and special power of the cards.  Some do have a zero cost.  Phase of play refers to when during a game turn the card may be used.  For example you may play it before your close combat roll, alongside your command card, or before your battling back combat roll.  Target is the text detailing the target, subject, beneficiary, or area of effect of the card.  And the effect gives you a description of the card and the special rules governing it.  

You may only play one Dragon card on your turn and one on your opponent's turn.  So during a single game there may be two Dragon cards coming into play for each player.  In case there is a contradiction between the effects of two Dragon cards played in succession, the second card trumps the effect of the first one. 

Samurai Victory Records Cards

There are two of these cards.  When the last figure of an enemy unit with its unit's standard or a leader with its standard is eliminated, it is placed on the Record Card to track victory.

Dice

There are 8 black six-sided battle dice that are used to resolve combat and other game functions. You will need to sticker the dice.  I would rather painted or etched dice but at least the black dice are good quality.  It may be a good idea to have a pair of tweezers handy to put the stickers on the dice more precisely.  Do not mess up because there are no extra stickers included.  There is also not stickering guide for the dice. 



Each die has a red square symbol, blue triangle symbol, green circle symbol, sword symbol, yellow retreat flag symbol, and a purple honor symbol.


For the Art-of-Tactic there are also 6 white 20 sided dice.  These are okay but we already replaced them with some nicer dice.

Honor & Fortune Tokens

30 Honor and Fortune tokens are used as a measurement of the staying power of a player's army and also act as the currency for the Dragon cards.  One side of the token is purple and shows a white asterisk symbol.  The other side is black and has a red Samurai helmet, white Samurai helmet, blue triangle, green circle, or red square.  These may be drawn randomly before playing to add reinforcements, create a random scenario, or for possible expansions, according to Richard Borg.



Medieval Japanese Plastic Figures

There are 122 plastic figures included in the game.  Each figure will need to be assembled before play.  They come separated and wrapped in plastic.  I would recommend opening one package at a time and assembling them one at a time. You will want to have a nice sharp XACTO-knife, miniature clippers, and if you wish a good cutting surface.  It is noted that you will not need glue.  The figures do snap together without glue but my husband found, with the few he has put together, it was good to put a little dab of plastic glue in some places.  It isn't necessary but it assures the pieces stay together.  He also suggests working on completing all of the same unit before going on to a new one.  This way you get to know how to put it together, where it needs to be glued, and so forth. 



The advantage of putting the figures together is that you get amazingly detailed miniatures.  They really are beautiful.  And, according to the ones that I saw at Origins they look beautiful painted.  I wish I was that talented but I will probably never paint these.  I'm sure anyone who does will have not only a fun game but a work of art as well.  The movement tray that come with the units are not in the Commands & Colors system but they are used in the Art-of-Tactic system.

The units also come with two colors, red a yellow, of Sashimono flags for each army.  These flags go into the units nicely but I'm a little leery of taking them back out of the unit.



One figure of each unit must have standard inserted into the figure's base.  The unit's standard-bearer is a key element in the game and it also offers visual clues as to the nature of the unit he leads into combat.  A standard's symbol (circle, triangle, square, or helmet) defines the unit's combat strength and rank.  The standard-bearer also is the last figure of a unit to be removed from the battlefield when a unit is defeated.  A leader figure's standard has a Samurai helmet.  Be careful with these standards and be sure to insert them by the base only. 

The 122 figures include 8 Ashigaru spearmen, 4 Ashigaru bowmen, 2 Ashigaru arquebusiers,2 Samurai headquarters, 4 Samurai naginata infantry, 4 Samurai cavalry, and 4 Individual commander figures to add to a unit.

Infantry Units

In the Commands and Colors scenario there are different types of infantry units:  the Ashigaru Infantry Spearmen, the Ashigaru Infantry Bowmen, the Ashigaru Infantry Arquebus, and the Samurai Infantry Naginata.  Infantry units have four figures, one with a unit standard and three other figures. There are also Infantry leaders.

Ashigaru Infantry Spearmen- There are four figures in this unit.  The standard symbol of the spearmen is a triangle.  They can move up to 1 hex and battle, or two hexes and not battle.  During close combat they use three dice.  If they retreat you lose one Honor & Fortune token for each hex they must retreat.

Ashigaru Infantry Bowmen - There are four figures in this unit.  The standard symbol of the bowmen is a circle.  They may move up to 2 hexes and battle.  In close combat they use two dice.  In ranged combat they use 2 dice.  They have a range of three hexes: (adjacent no fire dice), (two hexes to target 2 dice),  (three hexes to target, 2 dice).  When an Ashigaru infantry bow unit moves and engages in ranged combat, the number of battle dice rolled is reduced to 1 die.  If they retreat they lose one Honor & Fortune token for each hex the unit retreats.

Ashigaru Infantry Arquebus - There are four figures in this unit.  The standard symbol of the Arquebus is a circle.  They may move up to two hexes and battle.  In close combat they use two dice.  In ranged combat they use two dice.  As Ashigaru Arquebus has a range of 4 hexes: (adjacent, no fire dice), (two hexes to target - 2 dice), (three hexes to target 2 dice) and (four hexes to the target - 1 dice).  If they retreat they lose one Honor & Fortune token for each hex the unit retreats.

Samurai Infantry Naginata - There are four figures in this unit.  The standard symbol of the Naginata is a square.  They may move up to one hex and battle.  They use four dice in close combat.  Because of Moral they may ignore one flag.  If they retreat they lose two Honor & Fortune token for each hex the unit retreats.



Infantry Leader - There is only one figure in this unit.  The standard symbol of the leader is a Samurai helmet.  They may move up to 2 hexes.  In Close Combat a leader may not battle.  Instead an infantry leader may inspire a unit in his hex by spending one Honor & Fortune token to give the unit one additional die in close combat.  Because of Moral a unit with a leader may ignore 1 flag.  If they retreat they lose 3 Honor & Fortune tokens and may retreat 1, 2, or three hexes.  A unit with a leader will lose 1 additional token for each hex the unit retreats.  The leader that is alone may also commit Seppuku instead of retreating.



Calvary Units

There are also Samurai Cavalry Yari and Calvary leaders.  Calvary units have four figures, one figure with a unit standard and three other figures. 

Samurai Cavalry Yari - There are four figures in this unit.  They may move up to 2 hexes and battle.  Their standard symbol is a square.  They use four dice in close combat.  Because of Moral they may ignore 1 flag.  If they retreat they lose 2 Honor & Fortune tokens for each hex the unit retreats.


Calvary Leader - There are 1 figure in this unit.  They may move up to 3 hexes.  Their standard symbol is a Samurai helmet.  In Close Combat a leader may not battle.  A cavalry leader may inspire a unit in his hex and any units in adjacent hexes by spending one Honor & Fortune token to give the unit one additional die in close combat.  A unit with a leader may also ignore 1 flag because of Moral.  If they retreat they lose 3 Honor & Fortune tokens and may retreat 1, 2, or three hexes.  A unit with a leader will lose 1 additional token for each hex the unit retreats.  The leader that is alone may also commit Seppuku instead of retreating.

Commander's Unit

The Commander's unit is a special type of unit.  The unit is made up of a commander (leader) figure with a standard, three bodyguard figures, and a command ten terrain tile.  Their standard symbol is a Samurai helmet.   This unit may not move.  During close combat a commander figure may not battle. However, the commanders unit can battle with 1 die for each bodyguard in the unit.  A commander may inspire his bodyguards by spending one Honor token to five the bodyguard one additional die in close combat.  Bodyguards in close combat re-roll all swords for additional results.  Bodyguards are only hit by rolling a sword.  A casualty check on the commander figure is required when one or more bodyguard figures are eliminated.

A Commander's unit with its commander may ignore one flag because of moral.  A commander's unit does not retreat: if the Commander's unit must retreat, it will lose one bodyguard figure for each flag a Commander's unit cannot ignore.  Once all the bodyguard figures are eliminated the commander must retreat.  On the retreat he loses 3 Honor tokens and may retreat 1, 2 or 3 hexes.  A commander figure, when not on his command tent, is treated as a leader.   The commander may commit Seppuku instead of retreating.

Art-of-Tactics Components

For the Art-of-Tactics system the units also come with Unit Cards and Matching Unit flags.  The Unit Cards are wipe-off cards and can be marked with dry erase markers.  These cards show the units abilities and the orders that may be assigned to that unit.  The movement bases are also used for the Art-of-Tactics system.  The Unit flags show the unit type, type of armament, and experience level (recruit, experienced, or veteran).  You mark the flag and unit card with the same number so they are easily identifiable.  Be careful to check which markers come with your game.  Ours came with permanent markers but they gave us some dry erase markers to replace them.  I don't know what the other games will come in the future.



Rules / Scenario Books

Each system also comes with its own rules and scenario books.  The Commands & Colors system comes with two core game unit summary sheets.  I see these getting used a lot during the games, especially the first few games so they will probably be laminated.  The Art-of-Tactics also comes with a player aid they will probably need to be laminated as well if we play that version of the game.







My Thoughts on the Components

Aside from the cards the components are of a high quality.  I see a future with many postings of these painted and lined up on the battlefield.  I am glad that I am not the one putting them together but it can prove to be an enjoyable experience for anyone who enjoys modeling.  It will take time and patience but I think it will be well worth the effort.

The models are so detailed.  There are some small delicate pieces so storage becomes a question once they are completed.  We haven't come up with a solution yet.  A few ideas have been some deeper Plano boxes are a larger plastic bin with some non-skid material on the bottom to keep them from moving. 

I am very excited about playing this game soon.  Overall it looks and feels like a collaboration of Commands & Colors / Memoir '44 / BattleLore so I feel comfortable that I will learn and enjoy this beautiful game.


Photo Credits: Pictures not taken by my husband were taken by: W. Eric Martin (W Eric Martin), Steven E Smooth Sailing... (StevenE), Benjamin Symons (SammySnijbonen),Benjamin Symons (SammySnijbonen)

Special thanks to my husband for putting this together and for taking a lot of pictures for my review.

Quick Stats:

Designer:  Richard Borg, Konstantin Krivenko 
Artist:
Players: 2
Publishers: Zvezda 
Time: 60 Min
Ages: 10 and up
Mechanics: Campaign /Battle Card Drive, Dice rolling, Simultaneous Action Selection