CCN EPIC Cards

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11 years 4 months ago #872 by Guido
CCN EPIC Cards was created by Guido
Good day gentlemen.

Can someone advise which CCN cards belong to which EPIC category (Army/Field/Dual use)?

Thank you in advance of your response.

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11 years 4 months ago - 11 years 4 months ago #873 by dagorman86
Replied by dagorman86 on topic CCN EPIC Cards
When we play epic we went with memoir 44 overlord as base instead of ancients.

Dividing the board in 6 not 3

All scout probe attack and assault cards (we play as command 4) apply to 1 section of a field general allowing each player to play upto 2 of these ( 1 in each section like overlord memoir)

Multi section cards like all out offensive 2 every where is a section card that can be given to either the left right or centre commander.

Tactics cards like bayonet charge similar to move out the grey cards from memoir apply to both sections of a field commanders area

Elan and rally are played by the overall commander and each field command rolls 4 dice similar to their finest hour

As a default each overall commander draws 2 cards per turn +1 for each scout a field commander plays

Just out thaughts
Last edit: 11 years 4 months ago by dagorman86.
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11 years 4 months ago - 11 years 4 months ago #875 by Bayernkini
Replied by Bayernkini on topic CCN EPIC Cards
Different to Dagorman, we use the sections (3 sections), rules and cards similar CCAncients.
If you use my "Epic" vassal extension here on website, you can see, which cards we use as field and/or Army card, because we did a unofficial epic map extension and carddeck, until we get an official in future :whistle:

www.ccnapoleonics.net/Maps/Peninsular-Wa...ic-28-july-1809.html

My dice are the hell!
Last edit: 11 years 4 months ago by Bayernkini.
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9 years 2 months ago - 8 years 2 months ago #2427 by Mark-McG
Replied by Mark-McG on topic CCN EPIC Cards
As a third option, it is possible to use the normal CCN Command Deck in an EPIC way, modelled on the original CCA EPIC rules.
www.ccancients.net/Rules/Expansion-3/epic-ancients.html
This makes using the existing components for FtF games quite possible whilst we wait for 'Grande Battles'.

Set Up
• Select an Epic Napoleonics scenario and choose sides.
• Each side selects an Overall Commander who will stand behind his three Field Generals. The Field Generals should sit with the section they command directly to their front. Players may have to combine roles with less than 4 players per side.
• Set up the terrain and unit blocks on the battlefield per the scenario map.
• Shuffle the Command cards and deal the proper number of Command cards to the Overall Commanders.
• Review any special rules and victory conditions.
• The starting side, as indicated, begins play.

A single deck of Command cards is normally used in an Epic Napoleonics battle, but for greater depth it is recommended that two Command & Colors: Napoleonics Command decks be shuffled together to create a truly grand Epic experience.

Game Turn
The side listed in the Battle Notes begins play. Armies then alternate taking turns.
An Epic Napoleonics game turn sequence is as follows:

1. Play Command cards and Order units and leaders

a) Play up to 3 Field Command cards by issuing them to Field Generals. Reminder: a unit ordered by a Field General’s Command card cannot be re-ordered by another Field General’s Command card play.
b) When at least one Field Command card has been played, Field Generals who have not received a Field Command card may attempt to order one unit in their section using Field General’s Initiative. When an Army Command card is played, Field Generals may not attempt to order one unit using Field General’s Initiative.
c) If no Field Command cards are played, play 1 Army Command card. The Overall Commander, when playing an Army Command card, is not restricted to any one section, and may allocate the commands on the card to Field Generals in any section.
d) The Overall Commander must play at least 1 Command card (Field or Army) per turn. He cannot pass without taking any action.

2. Move
3. Battle
4. Draw new Command cards.

The Overall Commander draws two new Command cards to replenish his hand, except when doing so would exceed his army’s original Command card number (as specified in the Battle Notes section of the battle).
Then the Overall Commander would draw only one new card.

Inspired Field General Play
Normally the Overall Commander may only give a single Command card to a Field General. However, when the Overall Commander has in his hand two Section Command cards that are exactly the same, both cards may be given to one Field Commander and is considered an Inspired Field General play.

The following Section cards qualify for an Inspired Field General Command card play:
• any two IDENTICAL Scout, Probe and Attack cards
Note that an Inspired Field General play will count as 2 Field Command cards issued, leaving only one additional Field Command card available to issue. If two Field Order cards have already been issued, an Inspired Field General play is not possible.

Field General’s Initiative
If the Overall Commander has played at least one Field Command card in the turn, any Field General that has not had any of his units ordered by a Field Command card may decide to act on his own initiative and attempt to order one unit in his section.
The Field general rolls one die with the following effect:
INF: one infantry unit can be ordered
ART: one Artillery unit can be ordered
CAV: one Cavalry unit can be ordered
FLAG: One unit of the Field General’s choice must retreat its movement. The unit may not battle. If the unit cannot retreat its full movement, standard block loss for each unused movement point applies.
SABRES: One unit of the Field General’s choice in his section must lose 1 block. The unit may not battle.

If the symbol rolled does not correspond to any unit under the command of the Field General making the initiative roll, no unit is ordered. The roll has no effect.

Army Command Cards
The Overall Commander may only play one Army Command card on a turn. An Army Command card may not be played if one or more Field Command cards were played in the turn.
Conversely, Field Command cards may not be played on the turn an Army Command card is played. When an Army Command card is played, it is not given to a Field General. Instead the Overall Commander plays the card and must allocate orders to his Field Generals. Army Command is determined at the moment the Army Command card is played by counting the number of Command cards in the Overall Commander’s hand, including the card being played. The number of cards counted equals the number of units that may be ordered by the card being played.

Field Command Cards
(All limited to one section only)
• Scout Left, Center and Right (draw 3 cards, keep 2)
• Probe Left, Center and Right
• Attack Left, Center and Right
• Assault Left, Center and Right (up to 6 units/leaders)
• Forced March
• Short Supply

Special Field Command Cards
(1-3 sections)
• Flank Attack (Counts as two Field Command Cards; two sections ordered)
• Recon in Force (Counts as three Field Command cards; all sections ordered)
• Coordinated Advance (Counts as three Field Command cards; all sections ordered)
• Forward (Counts as three Field Command cards; all sections ordered)
• Bayonet Charge (counts as 1, 2 or 3 sections depending on ordered units)
• Cavalry Charge (counts as 1, 2 or 3 sections depending on ordered units)
• La Grande Manoeuvre (counts as 1, 2 or 3 sections depending on ordered units)
• Fire and Hold (counts as 1, 2 or 3 sections depending on ordered units)
• Bombard (counts as 1, 2 or 3 sections depending on ordered units)

Army Command Cards
(All sections)
• Leadership
• Elan
• Rally
• Give them Cold Steel

Special Army Command Cards
• Counter Attack - May be used to counter a Field Command card that was given to a Field General or counter an Army Command card played by the opposition.
• First Strike - The First Strike card is a reaction card that is played during the opponent’s battle phase by the Overall Commander.



SCENARIOS
MD14 Waterloo
MD10 Borodino
MD13 Aspern-Essling Day 1
MD12 Eggmuhl Day 2
MD06 Talavera
MD03 Busacco
MD01 Salamanca

Glory is fleeting, but obscurity is forever.
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Last edit: 8 years 2 months ago by Mark-McG.
The following user(s) said Thank You: rob14john

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