I've played, the Richard Borg engine to the game in several forms in the past, but clearly hadn't recalled details of the experience, so when Paul at the club suggested a game of CnC: Napoleonics, I was happy to give it a go. So we set up the Battle of Corunna for an evenings' diversion.
Starting deployments |
A legitimate complaint for any representation you say, and that might be fair, but personally I wouldn't try to refight a battle where I couldn't do a fair representation of the ground, and units at a key level of engagement. For me that is Regimental as a minimum, Battalion preferred for Napoleonics (which means I'm doing the smaller battles mainly); in this game I couldn't readily say what things represented, but at a guess, each block would be a Battalion? Without 100% recall, I wouldn't know anyway, but if smaller than that, companies say, there's no way this represented the whole battlefield....
Opening advances |
I digress, perhaps.
French high-water mark |
The Brits win mainly by staying still. |
Oh but isn't that just replicating the fog of war you say; I like that, you say. Well, if it worked I might agree, but it doesn't. Having no control over the composition of the deck, you can't lean into simple tactics in preference over complex but deadly strategies - as one might in a deckbuilder - you are stuck with what you get. Moreover, you really are stuck with what you are dealt. You can't discard and replace a duff hand, in the hope of getting what you need, you must just play them out one card at a time and hope for better. You will almost certainly go several turns where the perfect move presents itself, and you can't do it, because NONE OF YOUR F******G CARDS LET YOU! It's not representing a battle where one of your subordinate commanders is poor, it represents an engagement where all of your commanders are recalcitrant halfwits. It's like playing Black Powder by ignoring the Orders system and relying on the Blunder table instead.
It's bollocks.
Clearly the reader will have gathered two things from this. That I didn't win, and that I don't like the game system. So, yeah, maybe the two are connected, but personally I don't see why winning would've changed my mind. In many cases my opponent won simply because I was unable to make the right attack at the right time, not because they struck me in any devastating way; you can't seriously feel you won a game in that circumstance can you? The system makes punch and counter-punch virtually a lottery.
The third point however, is simply that the game was not fun, and finally, it didn't feel much like a historical simulation either.
Really not for me.
I'll stick to miniatures on this one.
...
Interesting take on the game. I thought that there was an option to discard your hand and draw a new one? It certainly isn't a simulation but never the less, many find it fun.
ReplyDeleteI haven't played CCN, but Commands & Colors: Ancient is a classic. The thing is though, it really is a game, not a simulation, and has to be approached as such. I expect CCN is similar, so if it's not your thing, it's not your thing!
ReplyDeleteCheers,
Aaron
My experience exactly which makes me feel the odd one out because so many across the internet seem to love it.
ReplyDeleteI've only played it once - an Ancients game with Romans and Gauls. Seemed interesting, but I wasn't used to such clean movement line - I was still playing WAB. One of my gaming buddies here swears by it, and has all of the C&C sets.
ReplyDeleteMany others don't like the card system either but I believe there is a variant whereby the card deck is replaced with a DBA style dice throw for initiative. As Prufrock said, if it not your thing ...
ReplyDeleteI agree - the card systen as is pretty much removes strategic choice (and the scale means there isnt tactical choice) so I always wondered where the 'playing' bit was? I can cope with random eg Piquet Field of Battle type card driven systems because they nave worked out a way of making sure decisions and plans belong to the players and I really enjoy games where there is a massive chow on to change 'orders' of stuff you have sent on its way etc but Ive never seen any varient of C&C that allows this to happen, its like playing snap with pretty pieces. Bring back Stratego :-)
ReplyDeleteFrustration seems to be the constant companion for many battlefield commanders, arising from: the lack of common sense or tactical awareness displayed by unit or higher level leaders; that the intelligence on which plans were made and orders issued turns out to be inaccurate; and that the enemy does something unpredictable throwing everything into chaos.
ReplyDeleteC&C certainly reflects that frustration, though sometimes it is necessary to reverse-engineer the narrative to make sense of the outcomes!