So I bought the entire Command & Colors: Ancients series and am currently playing through scenarios with myself so that next time when I visit friends I can impress them with my C&C SKILLZ which are sorely lacking. I try to think “Team Carthaginian” when I play these little games. I lose with them often anyways.
So far the record for the Carthaganians is:
|Akragas||Tie, more or less||Horrible loss|
|Crimissos River||Horrible loss||Ditto|
|Bagradas||CARTHAGINIAN ELEPHANT STOMP||FUCK YEAH!|
|Ticinus River||Romans spanked by Carthaginian ponies||YES|
|Trebbia||Secret Carthaginian warrior force win!||No. D:|
Actually, in history, Trebbia was not a curb stomp for the Carthaginians. Even though the Roman leader, Sempronius, was a vain idiotic prick who didn’t listen to Scipio’s advice from the Pony Spankage, the Roman infantry was very fierce. In either history or the scenario, the highly organized line of gray block infantry is going to kick the Carthaginians’ ass if they aren’t careful. Even if they have elephants.
The Carthaginian game, I feel, is also strongly dependent on whether Mago’s ambush warrior force ever shows up. In my game, he could have shown up, but at the time I needed the card that would have ordered it in to get some of my own units moving, and I never got another Leadership card to bring them in. I managed to get four victory flags over three turns, but the Romans were picking up three flags per turn. The scenario goes up to seven flags. So. Yeah.
What I love about C&C: Ancients is that, unlike other C&C games thus far, Ancients really rewards unit formations. It’s important to keep your units in adjacent spaces as much as possible, as you not only get the usual ignore-one-retreat-flag bonus (as in BattleLore for instance), but the leader units and especially the cards in the deck reward such formations with extra bonuses.
There is one type of card in the deck, “Line Command”, that allows you to order all your infantry units (note: no mounted included) that are linked up in a single group that can span, say, all three sections of the board. In the game, the Romans got three of these cards in a row. And since the Roman infantry was fierce to begin with….
The game is supposed to last more than three turns (hence the seven rather than, say, five, victory flag goal) but not against luck like that.
I like to think that Sempronius had his coffee and a jerkass wakeup call from the gods. Because this probably wouldn’t have happened otherwise.
I’m tempted to replay the game, but I’ve got a bunch of other scenarios to work through (I want to go through every single one in the series), and sometimes you just have to suck it.