I'm not going to relate the progress of the battle, this will just be impressions gained during the action. In fact, I called an intermission after about 8 turns, and will resume tomorrow. Bear in mind that these are all aspects of the game as seen by a novice. Tomorrow I'll be less of a novice...






Observation 8 - the battlefield was worryingly busy, from a scenic point of view - since hills have no effect on movement in CCN, this turned out not to be a problem, but I'm not used to having that much terrain on a tabletop. The game mechanisms, the lack of fussiness in the rules and the combat dice system all work quickly and give fast, bloody action, but, because of the command cards, at any moment this action is restricted to small numbers of units and specific areas of the field. The build-up appears slow, but the turns alternate quickly, enabling your hand of cards to change quickly (though, naturally, you seem to collect a lot of cards allowing you to issue orders on the flank which isn't supposed to be doing anything).
Observation 9 - the game is not complicated, but there is a lot to remember. I think I'll make up a one-page crib sheet which covers movement, combat and terrain effects - if it's any good, I might make it available on this blog. The rules should produce a battle which develops quickly and smoothly but, as a rookie, I spent huge amounts of time checking odd situations - can you carry out a Combined Arms attack on a square? (yes - well you can try) - can you do a Combined Arms defence? (no) - what exactly happens when a general is left on his own after a bad melee result? (if he isn't dead, he retreats) - and so on. I read and re-read the rule book so many times that I was starting to flag after a while. All the odd bits in the rules that I glossed over on the first reading - you know the sort of thing? - well, as far as I could see, they all came up! The rule book appears well enough structured, and there is a pleasing lack of ambiguity if you can find the right sections, but finding things when it matters is not always easy. I learned a great deal, but I learned, by and large, by arriving at each situation and playing it through, rather than by remembering details from my preliminary reading. I think a couple of trial actions will be needed before I get anything like up to speed, but what I saw thus far looks very promising. All you guys out there who try a new game every week have my wholehearted admiration - I don't think my brain does that any more. I'll take the rules to bed with me and read them over again, and this time I expect a few more lightbulbs to go on. Ah - yes - so that's what that means....
Observation 10 - the command arrangements are very relaxed – almost casual. Each army is allocated a number of general officers, but there is no implied structure - any general can join or assist any unit. I'm not used to that, but it works OK. Unless the scenario enforces one, there is no higher organisation beyond the unit. You can, of course, be like me and place all battalions from a single brigade together and so on, but there is no need. In fact, a unit does not really have an identity in CCN - only a classification. This is closer to Joe Morschauser than I expected.
Good fun so far - I'll be back to the table tomorrow, I'll know more and I'll be quicker (and make less daft mistakes). The huge advantage of buying a commercial game is that knowledgeable people have put many hours into making sure it works and produces reasonable results, but you do have to trust the system!















