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Commands and Colors: Napoleonics

  • Age: 14+ years
  • Number of Players: 2-2 players
The Napoleonic historical period has always been one of our favorites and was actually the second historical game that we developed using the Commands and Colors system. The Wars of Napoleon rules at first glance may seem more complex than other Commands and Colors games, but if you are familiar with the game system, you are only a few short steps away from taking Command. Even if you have never played before, learning the fundamentals of the game system is straightforward and will be an enjoyable endeavor. For the game group in Orlando, Wars of Napoleon is one of our favorites. There is a wealth of subtle and bold features that set it apart from other historical periods and it truly embraces the tactical doctrines of France and the various nations that fought against Napoleon. * The Napoleonic period showcases a unique balance between the roles of Infantry, Cavalry and Artillery on the battlefield. * In combat, a unit's battle strength is directly tied to the number of blocks present in the unit. Therefore, as a unit suffers block loses its combat effectiveness is reduced. * An Infantry unit, by forming square, can reduce the effectiveness of the most gallant Cavalry charge. * Artillery in combined arms combat along with an Infantry or Cavalry melee attack can produce the most devastating results. * As with other Commands and Colors games, the battle dice resolve combat quickly and the Command cards provide a fog of war and will present players with new challenges and opportunities for victory. * When in Command, the battlefield tactics you will need to execute conform remarkably well to the historical advantages and limitations inherent to each Napoleonic Army. For example, as the French Commander you will want to maneuver your infantry units into a position to take advantage of their melee attack dice bonus. While a British Commander will want his line infantry to take up a defensive position and stand and volley
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