Battle Command: Ancient and Medieval introduces a new feature to the ancient and medieval period – the Action Matrix. This is the heart of the game, and it presents the command decisions that players must make to best control and lead their forces. Leadership is at the core of determining the non-linear turn sequence and actions available to armies. Armies with a higher quality commanding general (CiC) will be more flexible and capable than armies with a lower quality commanding general. Decisions on which available action to use on each Action Card will depend on the battle circumstances. There will be times when the commanding leader is faced with evaluating the tactical situation facing his entire army but will be making an action decision that is focused on a single command group or even a single unit rather than the entire army. Utilizing the command options decisively and at the right time will be critical to victory.
Those familiar with the sequence card deck and primary/secondary card action process introduced in Battle Command: Musket to Rifle will note that the choices are more limited in Battle Command: Ancient and Medieval. This reflects the far less articulated command structures in the ancient and medieval period as compared to later periods.
Battle Command: Ancient and Medieval introduces the Action Matrix to ancient and medieval wargames. Initiative, sequence cards, and leadership quality are all used to determine the
non-linear turn sequence and actions available to armies.
Biblical era wars through the Wars of the Roses are covered.
Battle Command Ancients to Medieval DIGITAL DOWNLOAD
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