IMPORTANT: In order to play the scenarios in this Crusade expansion, you will need a copy of the Commands & Colors Medieval game.
Most of you have already discovered that GMT’sCommands & Colorsis an expandable game system. Like its older sister,Commands & Colors Ancientsand brotherCommands & Colors Napoleonics,Commands & Colors Medievalis going to be much, much, much more than what was originally presented in GMT’s Medieval core game. As such,Crusades Mid-Eastern Battles I is just the first expansion forCommands & Colors Medieval.
The original plan was to have the Medieval expansions follow a somewhat historical timeline, but to keep in tune with player requests and feedback, GMT chose to jump ahead in time some 500 plus years to the Crusades. Actually reflecting on the decision, this jump makes a lot of sense, since there are marked similarities with many Byzantine battles as featured in the Medieval game and the battles fought during the Crusades gameplay wise, rule wise and transitional-thinking wise.
Yes, there are plenty of knights in shining armor in this expansion, but there are no damsels in distress or dragons to be slain. TheCrusade Mid-Eastern Battles Iexpansion will instead focus on some of the major engagements of earlier Crusader history. In this first Crusade expansion, we showcase at least 16 Crusader scenarios and all the additional unit blocks you need to fight out these battles. New units include: Crossbow Infantry, Foot Knight Infantry, Turcopole Light Bow Cavalry, Heavy Knight Cavalry, and Heavy Military Order Knight Cavalry.
The Crusade expansion introduces many new game concepts as well: Impetuous Pursuit, Feigned Flight, Shower Shooting, and Charging Cavalry ability to pass through friendly stationary infantry units, all of which add historical depth and flavor. Still many game mechanics remain constant, like the deck of Medieval Command cards that drive movement while creating a “fog of war” and the battle dice that will resolve combat quickly and efficiently. There are also new and updated Inspired Actions for both the Crusader and Mid-Eastern armies.
The stylized battlefield scenario maps still emphasize the important terrain features and highlight the historical deployment of forces in scale with the game system. Like your Medieval core game, the scale of the Crusade expansion is flexible and can vary from battle to battle. Yet to gain victory (and I have stated this many times before), the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various Crusader and Mid-Eastern army units, their weapons, terrain, and the history.
Still, we realize that this period of history is way too large of a subject matter to hopefully cover it all in detail in this single expansion, so there is more to come.
Welcome Again & Enjoy!
Richard Borg
IMPORTANT: In order to play the scenarios in this Crusade expansion, you will need a copy of the Commands & Colors Medieval game.
Tentative Early Crusade Battles (at least 16 scenarios)Nicaea 1097Dorylaeum 1097Lake of Antioch 1098Antioch 1098Ascalon 1099Harran 1104Third Ramla 1105Tell Danith (Sarmin) 1115Anger Sanguinis (Field of Blood) 1119Harim 1164Al-Babein 1167Montgisard. 1177Marj'Ayyun 1179Spring of Cresson 1187Horns of Hattin 1187Acre 1189Arsuf 1191Jaffa 1192La Forbie 1244
Tentative Components List
1 Crusades Rule Book & at least 16 Battle Scenarios2 Punchboards Sheets containing Terrain Tiles & Various Markers8 Battle dice2 Unit Reference Cards2 Inspired Action Reference Sheets3 Block Label sheets200 Blocks (Approximately) (Note: blocks are the same size as C&C Medieval)
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '