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Commands & Colors Ancients Expansion Packs 2 & 3 Review

Commands & Colors Ancients Expansion 2 & 3Stats:
No. of players: 2
Amount of time to play: 60 min
Age requirements: 12+
Set-up time: 10-15 min

The second and third expansions for Commands & Colors Ancients have been combined. In one box you get another Roman army, a Barbarian army, a couple new units, lots of new scenarios and more.

Commands & Colors Ancients Expansions 2 & 3 Descriptions:

Commands and Colors Ancients is a war game. If you have not played the basic game, read my review of it here. The rest of this post will talk about the new things added in expansions 2 and 3.

The two expansions you get in this box are Rome vs the Barbarians and the Roman Civil Wars. They used to be sold separately but now you can buy then in this convenient combo pack.

Barbarians gain a light chariot. There are three blocks in the unit. It can move up to three hexes and still battle with two dice. If the unit is at full strength, it attacks with three dice instead.

The Romans gain the Tenth Legion special unit. To denote a legion as a tenth legion you use the special unit block. The Tenth is a heavy infantry unit that has a range of two hexes with one battle die when it moves one hex or less. It may also two hexes but not battle. Some scenarios give Medium Roman Infantry units these same ranged and movement abilities.

Slave foot units on a hill may roll logs that are on fire down the hill. They attack all units in a three hex line or until they enter a hex with a terrain feature with two dice. After the attack concludes one block is removed from the slave foot unit. Also any flag results cannot be ignored.

Julius Caesar is a Roman leader that adds one additional die in Close Combat to any unit he is attach to. Foot units he travels with may move two hexes and still attack.

Marsh terrain is introduced in this expansion. Your units must stop when they enter a marsh hex. Then roll one die. If it shows that unit’s symbol, it loses one block. Retreating units do not have to stop in marsh hexes but must still check for losses. When leaving a marsh hex units may only move one hex. You battle in and out of marshes with two dice. War Machines may not enter or retreat through marshes.

On top of all this you get 42 new scenarios. As a side note, you don’t get a few things from the original packs. The mounted map is now included in the base game. There are also no rules for Epic play in the combo pack. These have been updated and are included in the 5th expansion.

Quick Review of Commands & Colors Ancients Expansion Packs 2 & 3:

Commands & Colors Ancients Expansion Packs 2 & 3 adds some fun new scenarios, units and abilities to the series.

The components for this game are in line with the rest of the series. The rules are detailed and easy to read and follow.

The rolling logs attack is great thematically and mechanically. That they keep rolling attack for three hexes is interesting and that you lose a slave because of it just makes sense. This is not overpowered but you do need to account for it.

I like that terrain matters more in these scenarios. Where you move and how you position units can make a big difference. Especially because of the slave units’ rolling log attack.

If you enjoy the Commands and Colors: Ancients series, you should pick up the Expansion Packs 2 & 3 combo. It adds more units, more scenarios, more options and more fun.

Score and synopsis: (Click here for an explanation of these review categories.)
Strategy 4 out of 6
Luck 4 out of 6
Player Interaction 6 out of 6
Replay Value 5 out of 6
Complexity 4 out of 6
Fun 5 out of 6
Overall 5 out of 6

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