Let's B Frank: Honest Wargaming ReviewsNo fluff, no corporate bias — straight talk on minis, rules, tactics, and fixes from Keith @ Manx Gaming Solutions Command & Colors Epic OPTIONAL RULES EPIC Command & Colors is the biggest, fastest-moving version of the system—and it highlights both what the design does well and where it strains. The central strain, for me, is that Command cards often become the primary mover rather than the player.
In the standard rules, the card you play dictates what can be ordered and where, and only ordered units/leaders may move or battle . This does not allow anything like realistic battlefield behaviour. So here’s a focused EPIC house-rule package aimed at improving command realism, battlefield flow, and depth, while staying fast at the table. We think that these rules work best when using each Unit = a Brigade scale. 1) Card-or-Leader (the turn decision) At the start of your turn, select/play a Command card as normal . Then choose one:
2) Leader Activation If you choose Leader Activation (discarding the card):
Base retreat rules prohibit retreating onto/through occupied hexes , which creates unrealistic EPIC congestion. This rule loosens that—but only as pass-through, not stacking at end-of-turn. Interpenetration is allowed if the combined blocks in the interpenetrated hex would be 6 or less at any time. Critical constraint: You may not end movement or retreat with two units in the same hex. Interpenetration is only legal if the moving/retreating unit can enter and then clear (exit) the friendly-occupied hex within its remaining movement/retreat distance.
4) Retreat Push-Back This corrects the specific retreat edge case you highlighted. When a unit must retreat from flags and its retreat path is blocked by a friendly unit:
Light Cavalry may interpenetrate friendly Artillery as pass-through (Rule 3 still applies: 6-block limit, and you must clear it). Restriction: Light Cavalry may not interpenetrate artillery if the move would put the cavalry immediately into contact with the enemy (i.e., effectively charging through the guns). 6) Return to the Fray (THE BOARD) EPIC boards are shallow for the scale they imply, so this rule adds depth without extra bookkeeping. When a unit retreats off its friendly baseline edge due to flag results, place it in a Reform/Reserve box or area for that sector. To return, roll battle dice equal to the number of blocks currently in the unit:
The rules already allow artillery on a hill to fire over an adjacent friendly unit/leader on a lower hex (or another hill) if LOS isn’t blocked by terrain . This applies only if:
Optional rule: 2 or more Units co-existing in a hex Default: no two units in one hex at end of turn (as above) except: Multiple friendly units may end the turn in the same hex only if total blocks in that hex are 5 or less. Only one unit in that hex may be artillery.
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AuthorKeith Charnley: Ok so I'm a wargamer of 50-odd years (I started very young) as well as an RPG-player. I enjoy tinkering with games and playing around with new rules' concepts. A family man I have a young family of 2 children and 1 wife and I have resided on the isle of Man for 40-odd years and have a military background. Archives
February 2026
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