Here is a very first-cut
attempt at producing a Command Card pack for my proposed application of Commands & Colors: Napoleonics to
the English Civil War. This gives the text for each card, and the number of
each card type. The whole listing is very obviously an edited version of the
corresponding section in the official CCN rule book – I hope this is neither
illegal nor impertinent – regard it as a respectful tribute, if you please!
The proportions of the
cards, the wording and (for example) making the cards reflect the less mobile
nature of the Foot, compared with their Napoleonic equivalents, owe a lot to
the original CCN cards, the Ancients version of C&C, and also White Mountain, from Anubis. The mix, however,
is all my own, as is much of the content, so please don’t go blaming anyone
else.
This is an Aunt Sally –
please feel free to tell me what you like or dislike about it. If it becomes stable enough, and if playtesting looks promising, I hope to produce a set of card images (don't hold your breath).
Section Cards (48)
Section cards are used to
order units in a specific section of the battlefield to move and/or battle.
These cards indicate which section of the battlefield you may order units or
leaders, and how many units or leaders you may order. An attached leader
ordered by a Section Command card may be ordered to detach and move separately.
Command cards that state ‘order units equal to command’ mean the number of
units you may order is equal to the number of Command cards you hold including
this card. Cards that are on a player’s Foot in ‘Stand of Pikes’ tracks are not
counted as Command cards you are holding.
SCOUT LEFT FLANK - Issue an order to 1 unit or Leader on the Left Flank.
When drawing a new Command card, draw two, choose one and discard the other. (2
cards)
SCOUT RIGHT FLANK- Issue an order to 1 unit or Leader on the Right Flank.
When drawing a new Command card, draw two, choose one and discard the other. (2
cards)
PROBE LEFT FLANK - Issue an order to 2 units or Leaders on the Left
Flank. (4 cards)
PROBE RIGHT FLANK - Issue an order to 2 units or Leaders on the Right
Flank. (4 cards)
ATTACK LEFT FLANK - Issue an order to 3 units or Leaders on the Left
Flank. (4 cards)
ATTACK RIGHT FLANK - Issue an order to 3 units or Leaders on the Right
Flank. (4 cards)
ASSAULT LEFT FLANK - Order a number of units or leaders on the Left Flank
equal to command (the number of cards held in your hand including this card).
(2 cards)
ASSAULT RIGHT FLANK - Order a number of units or leaders on the Right Flank
equal to command (the number of cards held in your hand including this card).
(2 cards)
COORDINATED ADVANCE - Issue an order to 4 units or Leaders. Order 1 on Left
Flank, 2 in the Center and 1 on the Right Flank. (2 cards)
FLANK ATTACK - Issue an order to 2 units or Leaders on each Flank. (2
cards)
REFUSE LEFT - Order a number of units or leaders on your Right Flank
or in the Centre equal to command (the number of cards held in your hand
including this card). (2 cards)
REFUSE RIGHT - Order a number of units or leaders on your Left Flank
or in the Centre equal to command (the number of cards held in your hand including
this card). (2 cards)
Tactic Cards (20) 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’s
Actions take precedence over basic rules.
BOLD DRAGOONS—One unit of Dragoons may make a further complete
move after firing (but may not fire a second time) – thus they may advance,
dismount, fire, mount and retire, for example. If you have no dragoons, use
this card to order any 1 unit of your choice.
(2 cards)
BOMBARD—Issue an order to 4 or fewer Artillery units. Ordered
units may move up to 2 hexes and not battle, or may not move and battle with 1
additional dice. If you do not have any artillery units, issue an order to 1
unit of your choice. (2 cards)
CAVALRY CHARGE—Issue an order to 4 or fewer units of Horse (not
Dragoons). Ordered units battle with 1 additional die the entire turn. Ordered Cuirassier
and “Trotter” units may move 3 hexes and still battle. If you do not have any
cavalry units, issue an order to 1 unit of your choice. (3
cards)
COUNTER-ATTACK—Issue the same order card that your opponent just
played. When you play this card it becomes a copy of the card your opponent
played on the last turn. Following the instructions on that card as though you
were actually playing it, except when countering a Section card. Then the right
flank becomes left flank and the left flank becomes the right flank. (2 cards)
EVADE—Play
this card after opponent declares a melee attack, but before the dice roll. The
attacked unit evades. The attacker does not roll dice. The defender may opt to
retire 1 hex, but the attacker may not take the ground or carry out Cavalry
Breakthrough. At the end of the turn, you draw a replacement Command card first.
(2 cards)
FIRE AND HOLD—Issue an order to 4 or fewer Foot or Artillery units. Ordered
units will perform ranged combat with 1 additional die. Ordered units may not be
adjacent to enemy troops. Units may not move before or after combat, but foot may
come out of ‘stand of pikes’. If you do not have any foot or artillery units,
issue an order to 1 unit of your choice. (2 cards)
LEADERSHIP—Issue an order to all Leaders. When a Leader is
attached to a unit, the unit is also ordered as long as the Leader remains with
the unit. Any ordered unit shall roll 1 additional die if it battles. A Leader
may detach from a unit. If a Leader moves and joins a unit, the unit is not
ordered. If you do not have any Leaders, issue an order to 1 unit of your
choice. (2 cards)
PUSH!—Issue an order to all units adjacent to the enemy. Ordered
units may melee with 1 additional die. Ordered units may not engage in ranged combat.
Units may not move before melee combat. After a successful melee, foot may Take
Ground and horse may breakthrough and may make a Bonus Melee Attack with its
standard number of battle dice. (1 card)
RALLY—Roll battle dice equal to command (the number of cards
held in your hand including this card). For each Foot, Horse or Artillery symbol
rolled, 1 block of this type is returned to any under strength unit anywhere on
the battlefield, as men return to the ranks. A unit may not gain more blocks
than it started the action with. Rallied units that gain at least one block are
ordered, and may move and battle as normal. (2 cards)
THE DEVIL’S MATCH—One enemy artillery unit (dice for which – first to
roll an Artillery symbol with 1 dice) suffers a powder explosion. The unit
selected will roll 2 dice – an Artillery symbol or a Crossed Sabres symbol will
eliminate 1 block. If either of these dice produces Crossed Sabres, the
explosion is very severe – roll 1 dice for each adjacent unit (of whatever side)
which is not in a town, a wood or earthworks. A Foot, Horse or Artillery symbol
will remove 1 block if it matches the unit type – a Flag symbol will remove a
Leader. If the enemy has no artillery, use this card to order any 1 unit or
Leader of your choice. (1 card)
THE LORD IS WITH US—Roll battle dice equal to command (the number of cards
held in your hand including this card). For each symbol rolled, 1 unit of this
type is ordered. One unit or leader of your choice may be ordered for each Flag
symbol rolled. Sabres order no units or leaders. Ordered units battle with 1
additional die the entire turn. Reshuffle the Command card deck and discard
pile. (1 card)