Additional Rules for Commands Colors Ancients

By: Dennis B. B. Taylor

C&C: Ancient Special Units and Rules

Hey there! Just wanted to give you a heads up that the rules I’m about to share with you are not used in the standard scenarios of the base game. Instead, you’ll find them in the expansions. But hey, let’s go through them for a complete picture, shall we?

Blocks with Special Units

Additional Rules for Commands Colors Ancients UltraFoodMess

So here’s the deal: the first expansion of this game introduced something called “special units” – a fancy term for the most badass elite units of the Ancient World. We’re talking about Alexander’s Companion Cavalry or the Persian Immortals, the kind of troops that strike fear into the hearts of their enemies.

Now, when these special units show up on the battlefield, you can’t miss ’em. They’ll have a special label and there’ll be these Special Unit blocks placed in their designated hexes. And get this: these units come with some serious perks. They have special abilities that give ’em a leg up in the battle.

But here’s where it gets interesting – the Special Unit block? Yeah, it moves with the unit. It’s like a BFF that sticks around no matter what. Unlike regular blocks that can be removed when there are casualties, this block is immune to removal. And listen up, it’s not transferable to any other unit. It’s uniquely theirs.

Now, if by some unfortunate twist of fate the special unit gets wiped out, that’s it – the Special Unit block goes down with ’em. It’s like the last piece of a puzzle that disappears when things go south.

In the base game, there’s only one scenario that has a special unit called the Carthaginian Sacred Band. You can find this unit in the Crimissos River Battle Scenario. The Sacred Band was an elite unit, and if you want to play this scenario with a more historically accurate Sacred Band, you can use the special abilities described below:

During the battle, you’ll see the Sacred Band as the heavy infantry unit right below the hex where the Hasdrubal leader is located. To make it stand out from other Carthaginian units, place a unique marker in the hex with the Sacred Band.

The Sacred Band has two special abilities:

1. In close combat, the Sacred Band will inflict one hit for each leader symbol rolled. It doesn’t matter if the leader is attached or in an adjacent hex – as long as a leader symbol is rolled, the Sacred Band will score a hit.

2. The Sacred Band can also ignore one flag.

These special abilities make the Carthaginian Sacred Band a formidable force on the battlefield. So, if you want to experience history more accurately in this scenario, make sure to use these abilities when you play.

The Sacred Band has some unique abilities that stay with them until there are no more blocks left in their unit.

Now, let’s talk about the Marian/Imperial Legions rule. It states that medium and heavy Roman infantry units have both a pilum and a sword. This makes them what we call “missile weapon capable units.” When they use their ranged attack, they have to follow the rules for Ranged Combat.

These Roman units can attack from a distance of two hexes and roll one battle die when they are in one hex. Just like other units that can shoot missiles, they can’t do both a ranged attack and a close combat attack in the same turn.

Moving on, let’s discuss the Julian Legions rule.

When the Julian Legions Rule is activated, I, as a Roman soldier, will be equipped with a pilum and sword. This means that I will follow the rules for Ranged Combat units, just like the Marian or Imperial Legions.

But that’s not all! With the Julian Legions Rule, I also have the option to move around the battlefield. I can choose to move one hex and engage in combat as usual. However, I can also push myself further and move two hexes without engaging in battle.

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