Terrain in Commands Colors Ancients

By: Dennis B. B. Taylor

Terrain in Commands & Colors: Ancients

When I play the historical board game Commands & Colors: Ancients, I can’t help but be intrigued by the diverse terrain that my armies encounter on the battlefield. It adds a whole new level of strategy and challenge to the game. Let me walk you through the various types of terrain and their effects on gameplay.

First, let’s talk about hills. They provide a tactical advantage to units positioned on them, allowing them to look down on the battlefield and gain a better view of the enemy. As I maneuver my troops on the slopes, I have a sense of superiority and a clearer understanding of the battle unfolding below.

Then we have woods, which are just as fascinating. They provide cover and protection for units, making them harder to hit and thus improving their chances of survival. As I move my troops through dense foliage, I feel a sense of anticipation, never knowing what lies beyond the trees or what ambushes may await me.

Rivers and streams crisscross the battlefield, adding an extra layer of complexity. Crossing these bodies of water is not an easy task, as it slows down units and exposes them to enemy attacks. Whenever I devise a plan to flank the opponent by crossing a river, I can’t help but feel a rush of excitement and anxiety.

Roads, on the other hand, offer a quicker way to move troops across the battlefield, but they also present a vulnerability. Units marching along a road are easier targets for enemy forces, as they are confined to a relatively narrow path. When I decide to take the risk and advance my units along a road, I feel a mix of confidence and nervousness, hoping that my gamble pays off.

And then there are the towns and cities, which serve as objectives in the game. These urban areas are usually fortified, providing defensive bonuses to units stationed within them. Whenever I find myself besieging an enemy stronghold or defending my own city, I feel a sense of urgency and importance, knowing that the outcome of the battle may hinge on the control of these crucial locations.

Overall, the terrain in Commands & Colors: Ancients greatly influences the flow of the game and forces players to think strategically. Whether it’s using hills to gain a tactical advantage or navigating rivers to flank the enemy, each type of terrain adds its own unique challenges and opportunities. So, the next time you find yourself on the battlefield, remember to take into account the terrain and adjust your tactics accordingly. Good luck!

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Movement: You can move foot units freely, except for war machine units which can’t go into a broken ground hex. If you have a mounted unit or a leader without a unit, you have to stop when you come to a broken ground hex and can’t continue moving that turn.

Battle: When a foot unit enters a hex with broken ground, it can still fight. But a mounted unit can’t battle on the turn it enters a broken ground hex. If you battle an enemy unit on a broken ground hex or if a unit on a broken ground hex attacks you, you can only roll a maximum of 2 dice. If you have a Command card that gives you extra dice in battle, the maximum number of dice you can roll will change.

If a mounted unit enters Broken Ground on a Momentum Advance, it can’t get a bonus in Close Combat.

Line of Sight: A broken ground hex doesn’t block your view.

Forest

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Movement: When I enter a forest hex, I have to stop. I can’t go any further on that turn.

Battle: I can’t fight if I move onto a forest hex right away. But if I’m a light infantry, light sling infantry, light bow infantry, auxilia infantry, or warrior infantry unit, I can. I’m lucky! I can move onto a forest hex and still be ready to battle.

Those are the only units that can do it. They can also “Momentum Advance” into a forest hex and get a special bonus in close combat. Other units that “Momentum Advance” into a forest hex don’t get that special bonus.

When I’m fighting an enemy unit in a forest or when I’m on a forest hex battling someone, I can only roll a maximum of 2 dice in close combat. If I’m using Ranged Combat to attack an enemy on a forest hex, I can only roll a maximum of 1 die. But, if I have a Command card that gives me extra dice in battle, I can change the maximum number of dice I can roll.

Now, let’s talk about Line of Sight. If there’s a forest hex between me and my target, I can’t see them.

Moving on to hills…

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Movement: You can move freely.

Battle: When you fight an enemy uphill in Close Combat, you can only roll a maximum of 2 battle dice. However, if you’re on a hill and fighting downhill, or if you’re moving from one hill hex to another, foot units can roll a maximum of 3 battle dice.

If you’re mounted and fighting downhill or moving from one hill hex to another, you can only roll a maximum of 2 battle dice. Keep in mind that a Command card can modify the maximum number of battle dice allowed in a fight.

Line of Sight: If there’s a hill hex in front of you, it blocks your ability to see units behind it. If you’re on a lower level, you can see the first hill hex, and vice versa.

When I’m on a lower level, I can’t see what’s happening on a second hill if there’s another hill hex between us. The same goes for the other unit – they can’t see me either. It’s like there’s an invisible wall blocking our line of sight.

But here’s the interesting thing: if we’re both on the same hill, we have a clear view across all the hill hexes at that same level. We’re like two friends standing on a plateau, able to see everything around us.

Seacoast

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In the game, there is a type of terrain known as a Seacoast hex. When I encounter this terrain, I find it impossible to move, retreat, evade, or escape onto that hex. It acts as a barrier that I cannot pass.

Interestingly, this terrain doesn’t have any impact on battles. It is neutral and doesn’t affect the outcome of any engagements. It simply exists as a boundary that cannot be crossed.

When it comes to line of sight, a Seacoast hex doesn’t create any obstruction. I can see beyond it, and it doesn’t hinder my view of the battlefield.

It’s worth noting that Seacoast hexes can also represent the shore of a lake within the game. In this case, they function in the same way as they do for a coastal area.

River

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Usually, rivers are considered as land that cannot be crossed.

If the Scenario instructs that the River is Fordable,

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Movement: When I enter a river hex that I can cross, I have to stop. I can’t move any further on that turn.

Battle: I can fight even when I enter a river hex that I can cross. If I’m battling an enemy unit on a river hex, or if I’m on a river hex fighting another unit, both of us can roll a maximum of 2 battle dice.

If I’m attacking from a river hex, I can only roll a maximum of 1 battle die. If I have a Command card that gives me extra dice in battle, it changes the maximum number of dice that can be rolled. After a successful Close Combat, I can move out of the river hex with a Momentum Advance.

Line of Sight: I can see through a river hex, it doesn’t block my view.

Ramparts

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Movement: You can move freely, without any restrictions.

Battle: A Rampart is like a protective wall along two or three sides of the hexagon it’s on.

Close Combat: If an enemy attacks you from a hex side with a rampart, you can ignore one sword symbol and one flag rolled against you.

But remember, you don’t get the protection of the rampart if the enemy isn’t attacking from one of the protected sides of the hex (usually this means a hex that’s right next to or directly behind the rampart).

Ranged Combat: If you’re attacked through a protected rampart side, you can ignore one rolled flag.

If a Command card lets you roll more dice in battle, it also changes the maximum number of dice you can roll.

Note: I want to tell you something important – units that are mounted don’t get any protection from ramparts. It’s like they’re not even there!

Line of Sight: You know what’s cool? When you’re standing on a rampart hexside, you can see everything! It doesn’t block your line of sight at all.

Fortified Camp

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Here’s what I know about fortified camp hexes:

First off, there’s no movement restrictions when you’re on one. You can move freely, no problem.

In close combat, defending on a fortified camp hex means you don’t have to worry about one sword symbol. It’s like you’re wearing armor or something. And on top of that, you can just ignore one flag that’s rolled against you. That’s pretty handy.

When it comes to ranged combat, being on a fortified camp hex gives you a little bonus too. You can ignore one flag rolled against you. So those arrows or whatever won’t even faze you.

But here’s the thing: this protection only applies to foot soldiers. If you’re on a horse, sorry, no benefits for you. You’re on your own.

Now, what’s cool about a fortified camp hex is that it protects you from attacks coming from any direction. So no matter where the enemy comes from, you’ve got a little fortress to hide in.

However, being on a fortified camp hex does have one downside. You won’t be able to roll as many battle dice as you usually do when you’re fighting. You roll one fewer die than normal. So keep that in mind when you’re planning your attacks.

Oh, and if you have a Command card that gives you extra dice in battle, just remember that it’ll change the maximum number of dice you can roll.

To top it off, a fortified camp hex blocks line of sight. So if you’re hiding in one, the enemy won’t be able to see you very well.

Hey there! Let me tell you about some cool terrain types that you won’t see in the scenarios that come with this game. Don’t worry, though – they’re available in expansions!

Bridge

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Hey there! Let me tell you about some rules that apply to all types of bridges, even pontoon bridges. It’s pretty interesting stuff!

Movement: You won’t face any restrictions when moving across bridges. Cool, right?

  • When I’m on a bridge hex and decide to battle, I can roll up to two dice in Close Combat or one die in Ranged Combat. Oh, and if I win the Close Combat, I can even keep moving forward!
  • If there’s an enemy unit on a bridge hex, we both roll a maximum of two dice in Close Combat. No changes to Ranged Combat, though.
  • If I have a Command card that gives me more dice in battle, it’ll change the maximum number of dice I can roll.

Line of Sight: No worries, you can still see through a bridge hex. It won’t block your line of sight.

Scalable City Walls

(Use rampart terrain hexes to create city walls that can be scaled.)

  • Foot units (except war machines) and leaders: To move onto a scalable city wall hex, a foot unit or leader must begin its move from a hex next to the scalable city wall hex. If a foot unit or leader enters a scalable city wall hex, it must stop and cannot move any further that turn.

Close Combat: When battling an enemy unit on a scalable city wall hex or when a unit on a scalable city wall hex is attacked, the unit rolls a maximum of 2 battle dice in Close Combat. A defending unit on a scalable city wall hex can ignore one sword symbol and one flag rolled against it when attacked from any adjacent hex.

When I’m defending on a city wall hex that I can’t escape from, or if I choose not to, I get to attack first in Close Combat. It’s like having a surprise advantage! But there’s a catch – this only happens if the enemy unit attacking me is right next to me on an adjacent city wall hex as well.

In Ranged Combat, things are a bit different. If I’m defending on a city wall hex, I can ignore one flag that the enemy rolls against me. This gives me a little bit of an edge. However, I still have to follow the regular rules for line of sight, and if there are any enemy units right next to me, I can’t engage in Ranged Combat.

Now, if I have a Command card or a leader that gives me extra dice in battle, that will change the maximum number of dice I can roll. It’s like getting a boost in my attack power!

Line of Sight: When it comes to scalable city walls, there’s something you need to understand. These hexes actually block line of sight to any units that are behind them. But here’s the interesting part: the line of sight is not blocked between units that are on the same scalable city wall, looking along the wall hexes.

Fortified City Walls

Now, let’s talk about fortified city walls for a moment. They are a little different from scalable city walls because they are made up of rampart terrain hexes. And just like scalable city walls, fortified city walls also have an impact on movement and line of sight.

Movement: Usually, fortified city walls are considered impassable terrain for all units. It’s like a big roadblock that stops everyone in their tracks. However, there are certain scenarios where siege rules come into effect. And when that happens, things change. You see, the attacking foot units get scaling ladders. This allows them to climb over the fortified city walls, treating them as scalable walls.

Battle: Here’s an important thing to note: without siege rules, you can’t have a battle involving the fortified city walls. So, if you’re longing for an epic clash, make sure the scenario has siege rules in effect.

Line of Sight: Just like scalable city walls, fortified city walls also block line of sight. This means that units behind the fortified city wall hexes can’t see what’s on the other side, and vice versa. It’s like having a curtain that hides everything behind it.

Marsh

Marshes are mysterious and fascinating places. They are a type of wetland that is usually covered in grasses, rushes, and other water-loving plants. When I think about marshes, I can’t help but imagine stepping into a magical realm filled with secret treasures waiting to be discovered. From the outside, marshes might seem like just another patch of land, but they are so much more than that. I believe there is a hidden world of wonders beneath the surface.

Marshes are known for their unique ecological value. They act like a sponge, soaking up excess water and preventing floods. It’s incredible how they can help regulate water levels and ensure that everything stays in balance. But marshes are not just water filters; they are also home to a plethora of plant and animal species. These wetlands provide a safe haven for countless birds, insects, amphibians, and other creatures. I find it fascinating how marshes can sustain such a diverse array of life.

In addition to their ecological importance, marshes also offer us humans a variety of benefits. They are like natural purifiers, cleaning the water that passes through them. The plants in marshes are known for their ability to filter out pollutants and improve water quality. It’s almost like having a built-in water treatment system. And let’s not forget about the recreational opportunities that marshes provide. Whether it’s birdwatching, fishing, or simply enjoying a peaceful walk along the water’s edge, there is something for everyone to appreciate.

However, marshes can be a bit tricky to navigate. The ground is often soft and unstable, so you have to tread carefully. It’s like walking on a giant sponge that might give way at any moment. But that’s part of the adventure, isn’t it? Exploring a marsh is like solving a puzzle – you never know what you might find around the next corner. It’s a place where you can connect with nature and immerse yourself in its beauty. And who knows, maybe you’ll stumble upon a hidden treasure or encounter a rare bird species. The possibilities are endless.

So, the next time you come across a marsh, I encourage you to take a moment to appreciate its magnificence. Step into this enchanting world and let yourself be captivated by its wonders. But remember, always treat marshes with respect and tread lightly. These delicate ecosystems deserve our care and protection. Together, let’s ensure that marshes continue to thrive and inspire generations to come.

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Movement: When I move a unit or unattached leader onto a marsh hex, I have to stop there and can’t go any further on that turn. The tricky part is that I also have to roll a battle die, which determines if I lose a block or not.

If I roll the symbol that matches the unit’s symbol, I lose one of my unit blocks. If I roll the leader symbol, one of my leaders is eliminated. However, if I’m retreating or evading, I don’t need to stop when entering a marsh hex.

But here’s the catch: if I have to retreat or evade onto a marsh hex or move through one, I still have to roll for possible block losses for each marsh hex I retreat or evade onto or through. The dice rolls for marsh block losses happen before I remove any unit blocks for retreating off the map edge.

Once I leave a marsh hex, my options are limited. I can only move onto an adjacent hex, regardless of my normal movement allowance.

When it comes to a war machine unit, I can’t move, evade, or retreat onto a marsh hex. It’s a no-go zone for me.

Battle: If I do happen to end up on a marsh hex, though, I can still enter the fray. I can engage in Close Combat and roll up to 2 battle dice. But wait, there’s more! If I successfully beat an enemy unit on a marsh hex, I have the option to advance onto the hex they vacated. But here’s the catch – I need to be careful. There’s a chance I might lose some blocks in the process.

If I find myself in a battle while on a marsh hex, I don’t get to let loose as much. In Close Combat, I can only roll a maximum of 2 battle dice, and in Ranged Combat, just 1 die. However, if I haven’t moved yet this turn, I can make a Momentum Advance out of the marsh hex after a successful Close Combat. But, there’s a catch again – cavalry units can’t make a Special Momentum Advance from a marsh hex.

Oh, and one more thing – if I have a Command card that gives me extra dice in battle, that will change the maximum number of battle dice I can roll. So I might get some extra oomph in combat!

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