Learn and Teach C&C:ANCIENTS
original BGG article.
Simplified Rules
There are two sources of complexity in C&C:A - the wide range of units, and the many new rules designed to simulate these, and other aspects of ancient warfare. One of the major contributors is Leaders (not a part of Memoir'44) which add on about one-third to the length of rules. If both sides do not use Leaders, a battle is greatly simplified, while still remaining essentially the same. Two other rules, which I chose to ignore for the first battle, were Evade and Momentum attacks - both of these add interesting options and choices, but slow down the flow.
First Battles - Report
The first battle I chose for us to play had fewer types of units, and therefore less "looking up" on the charts. In 'Ticinus River', the Romans only have MC and LI, and so I gave these to my son to play (he also "knows" more about the Romans and decided they would be "cooler"!), while the Carthaginians only have LC and MC. Without Leaders, and no Evade or Momentum rules, the battle went quite quickly, and the Carthaginians won easily - the Romans picking up a few consolation banners near the end. Still, a good learning game, though I would recommend that the weaker player takes the Carthaginians.
Our second battle still omitted Leaders, but I introduced Evade and Momentum rules - and we worked through some examples with on-board units before starting play. We chose 'Cannae' and this time I persuaded my son to take the stronger Carthaginians. A very enjoyable battle, which went as follows:
In the opening phase Romans moved their line forward with a 'Line Command' card. The Carthaginians in turn, attacked with their LC down their right flank. Attack and counter-attack ensued with the Romans losing a few light units - with casualities, but mostly still intact, the Carthaginian horse finally pulled back, and then manoeuvred their centre, including the WI, forward, with some opening volleys from the LS. The Romans, meanwhile, used the time to get their HI into the line. The WI charged and a fierce battle ensued in the centre. The Romans came off second best (with their HI rolling poor dice!), losing another unit, while the Carthaginians were forced to retreat, with most units down to a single block. The lack of manoeuvrability of the Roman heavier units shows up clearly - nine hexes seems like a narrow battlefield, until you have to cross, 2 units and 1 hex at a time! The Carthaginians now used 'Double Time' to mass and manoeuvre their forces on the right flank while the Romans could only mill around and wait anxiously. Then the final strike - 'I am Spartacus' gave the Carthaginians a tremendous boost as their cavalry rode down on the Roman right and smashed the hapless MC to achieve final victory! Final score: 6 banners to 4.
Next Battles - Options?
We now need to introduce Leaders, and I think 'Dertosa' might be the battle to do it. My son can play the (stronger) Romans again and I will "struggle" through with the Carthaginians, but may just replace the elephants with a HC unit to keep it simple... I would think that, after three battles, we will have the basics down OK, and know more about the unit attributes, so we can concentrate more on the tactics.
Conclusions
C&C:A is a classic wargame (especially for an 'old timer' from the tiny-hexes-and-mass-of-counters school!). Attractive counters (er, blocks); simple board; manageable range of units; with the quirks of the cards keeping you on your toes! But more than the components, and even the smoothly meshed game play, is the sense of the ebb-and-flow of a great battle being played out before you. Amazing stuff!