The Commands & Colors: Ancients game system allows players to effectively portray epic engagements of ancient history.
In this second expansion, we focus on 23 Roman battles from 225 BC to 51AD, involving the Barbarian armies of Gaul, early Germans, slave uprisings against Rome (including the famed Spartacus), plus some of Caesar’s Gallic battles and his invasions of Britain. You do need the Commands & Colors: Ancients core game in order to play this expansion.
In this third expansion, we focus on 19 Roman battles from 82 BC to 45 BC, involving the exploits of Quintus Sertorius in Spain, battles from the second Roman Civil War, and more of Caesar’s engagements against the barbarian tribes of Gaul and Germany. In addition to these standard battles, you will find 4 Epic Ancient battles and all the rules needed to conduct a Commands & Colors: Epic Ancients battle which uses two maps and offers larger scale battles. You will need the Commands & Colors: Ancients core game, plus Commands and Colors Ancients Expansion #2 in order to play the standard battles in this expansion. One battle uses blocks from Expansion number one, but other blocks may be used if this expansion is not available. You will need the Commands & Colors: Ancients core game, plus Commands and Colors Ancients Expansions #1 and 2 in order to play the epic battles in this expansion.
In this expansion we have taken the opportunity to present a number of Roman battles that we did not have room to include in prior expansions including scenarios in Britain, battles of the Second Triumvirate, and scenarios from the Roman conflicts against the Parthian Empire, Teutonic Barbarians, and the internal turmoil of the frequent struggles for power until Constantine becomes the undisputed Roman Emperor around 325 AD.
The Imperial Rome expansion is packed full of new concepts and new units: heavy cataphract cavalry, baggage wagons, wagon laagers, massed units of horse archers, light infantry tossing caltrops, plus our new Para Bellum system for fighting a series of battles... and more. Each of these additions works within the confines of the original system rules, with only slight modifications to reflect historical abilities and importance. Experienced players will have no trouble learning the few new special units and rule concepts.
Important: The scenarios in this system assume that players own all the previous expansions. If you do not own all the expansions, you can “transplant” most of the scenarios using different armies than those depicted, although this will lose some of the historical and visual appeal.
Commands & Colors: Epic Ancients II is the fifth expansion for the Commands & Colors: Ancients game.
Commands & Colors: Epic Ancients II - allows players the opportunity to fight historical ancient battles on an Epic scale. The Command & Colors: Epic Ancient II rules have undergone a slight modification to increase player involvement, providing additional depth without adding complexity. The new 100 card Epic Command deck makes the play of Command cards straightforward, with direction and important information right on each card. This will help new players grasp game play more quickly while providing experienced players more control and a very challenging competition.
The Commands & Colors: Epic Ancients II game allows up to eight friends to experience the competitive fun of a large sized ancients battle, but we know many have enjoyed Epic Ancients as a two-player game, even though the battles last longer than a single map Commands & Colors (CCA) game.
Try it both ways and see how you like it!
The Spartans expansion is the sixth expansion for the Commands and Colors: Ancients game and features 26 scenarios, which focus primarily on the Spartan army during a period of time from 669 BC to 331 BC. In the early battles of Sparta against Argos, we see the development of Hoplite armies. We then move onto the war with the Persian Empire and take a look at two versions of the battle of Thermopylae. During the Peloponnesian Wars, Sparta takes a leadership position among the Peloponnesian states that would last for almost two centuries. Finally, there is a shift in power away from Sparta during the battles of the Theban Era and the rise of Macedon.
The Spartans expansion provides all the blocks and stickers you will need to field a second Greek Army. to oppose the armies from Commands and Colors: Ancients - Expansion #1 - Greek vs Eastern Kingdoms.
Rules-wise, if you are familiar with Commands and Colors: Ancients, you’ll have no trouble at all learning the special rules for Hoplite infantry, for the basic game mechanics remain unchanged. Battle dice still resolve combat quickly and the Command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory. And, as with all Commands and Colors: Ancients expansions to date, the tactics you will need to execute with these Hoplite armies will conform remarkably well to the advantages and limitations inherent to these historical units, their weapons, the terrain and history.
After reading loads of thread on BGG about "how to best use a single unit", I've decided to group some common strategies for easier reading (insted of scrolling up and down in some puzzled thread).
Here you will find Units detailed statistics wit some strategy guidelines.
Some BGG thread reference:
FREQUENTLY ASKED QUESTIONS
If you are searching for some clarifications about the rules, let's have a look at these FAQs.
If you can't find the answer over here you could try posting your question in the FORUM.
Section cards are used to order units and/or leaders in a specific section of the battlefield to move and/or battle. These cards indicate in which section of the battlefield you may order units or leaders and how many units or leaders you may order. All Section Command cards have a leader helmet symbol on the card, to remind players that one or more attached leaders in the section may be ordered to detach and move separately (for the cost of one order each) when the card is played.
Troop cards allow you to order a specific unit type (Example: light, medium) to move and/or battle. Unless the card states otherwise, you may freely choose Foot or Mounted units... So “Order Light” means you can issue your allotment of orders to any combination of light Foot units or light Mounted units. Ordered units may be in any section of the battlefield. The number of units you may order is equal to your side’s Command, i.e. the maximum number of cards you may hold in your hand on that turn. (See “Command” under section 07. ORDER UNITS AND LEADERS.)
Note: If you have units of a troop class anywhere on the battlefield, you may not use a troop card to order the 1 unit of your choice option.
Leadership cards allow you to order a leader, any unit to which the leader is attached, plus a given number of units or leaders in adjacent linked hexes to move and/or battle. Units in “adjacent linked hexes” may be in different sections of the battlefield, as long as each ordered unit is adjacent to at least one other ordered unit, and at least one of the ordered units is adjacent to the designated leader. In this way, a Leadership order enables you to order a “chain” or “wing” of units to move and/or battle in a coordinated fashion. A leader may not detach on a Leadership Command card.
Tactic cards allow ordered units to move and/or battle in ways not allowed in the basic rules. Actions ordered on Tactic cards take precedence over basic rules. Command cards that state ‘order units equal to command’ means the maximum number of units you may order is equal to your side’s Command 07. ORDER UNITS AND LEADERS.)
NOTE: on Tactic Command cards, Ranged Combat is sometimes referred to as Fire.