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Field Commander Alexander by  Dan Verssen Games   A madman wears the crown, and everyone around him, courtier...

Field Commander Alexander by Dan Verssen Games Field Commander Alexander by Dan Verssen Games

Field Commander Alexander by Dan Verssen Games

Field Commander Alexander by Dan Verssen Games



Field Commander Alexander

by 

Dan Verssen Games







 A madman wears the crown, and everyone around him, courtiers, generals, even concubines are not safe from his murderous drunken outbursts. He believed himself at one time to be the son of a God, but now he thinks himself a God. He is distrustful of the soldiers who won him the crown of the world. A besotted paranoid maniac; this is what Alexander has become. If someone didn't kill him out of self-preservation it would be amazing.










 This game shows the campaigns of Alexander in four scenarios, from the earliest battles when he had just gotten the crown, to his conquest of much of the known world. From Chaeronea to his hardest battle at the Hydaspes, his battles and campaigns are here. I want to thank DVG for adding in the siege of Tyre. Sieges, if represented at all in games, are usually just a die roll. The game is a solitaire one where you fill the shoes of the half mortal Alexander. This is what comes with the game:

4 11"x17" Campaign Maps
1 Counter Sheet
Rulebook
1 Six-sided die
1 Player Log sheet

The four Campaigns are

Granicus - 338 BC to 334 BC
Issus - 333 BC to 332 BC
Tyre - 332 BC
Gaugamela - 331 BC to 323 BC




First Counter Sheet


 This is the sequence of play:

Preparation
  Advance Turn Counter
  Refit ( -2 Gold per Refit )
  Enemy Orders
  Enemy Operations
Conquest
  Scouting Roll
   ( If roll > Forces suffer hits
   if roll < Forces lose Gold)
   Move Army
   Battle / Intimidate
    Gain Glory
    Raze or Govern
  May Repeat
Resupply
  Gain Gold
  Spend Gold and Glory




Granicus Map



 This is the newest reprinting of the game, although there doesn't seem to be many changes between the versions. The main game mechanic is for you, playing as Alexander, to win gold and glory. In each campaign these can be used to continue your conquering ways. Glory points can be especially helpful because they allow you to buy Insight Counters and Advisor Counters. These are some of them:

Insight Counters
Anticipation - Play before the enemy 
 draws Battle Plans. Enemy does not 
 Draw any Battle Plans for this battle.
Courtesans - May play after seeing an
  intimidation roll. Add 4 to the roll.

Advisor Counters
Aristander (Seer) - After seeing each 
 Enemy Orders for roll, you may add 1
 to the roll.
Parmenion (General) - The enemy 
 receives 3 fewer Battle Plans in battle.




Issus Map


 Another major game mechanic is to accept or shun a prophecy when you move into an area that has an oracle. You must decide to accept or shun it before turning over the counter to see the actual prophecy. The number on the Prophecy counter is how many turns you have to complete the prophecy. Completing it on time means that your Alexander gains 1 Glorification, and just a smidgen more madness. Failing to complete it means that you have to drop 1 level of Glorification or remove an advisor for the rest of the game. If you cannot do either, you lose the game. There are 1- 8 Alexander counters. Each one measures his Glorification level, one being the lowest and 8 representing full blown psychosis. Just ask Kassander.

  


Player Log/Battle Board




 The game comes with one player log that you can copy to use over if you want to keep track of different campaigns you wage. The player log also has information about Battle Plans etc. At the bottom of the Player Log is the battlefield, which is more like a battle board. You line up yourself and your enemy's forces in two lines. "Arrange them from left to right in order of the highest to lowest speed". Both Alexander and his enemies have Battle Plans they can use. Depending upon the situation and the Alexander player's use of gold etc, this will determine the amount of Battle Plans both sides have. You resolve any Pre-Battle plans first, and then get down to business. The battles are set up so that the two heroic leaders (if an enemy leader is present) will have a go at each other. The only slightly strange rule is that only the Alexander unit in his army can attack the enemy leader. The enemy leader unit can attack other units in Alexander's force. Once the leaders have begun to attack each other, they must continue to attack each other until the end of the battle. As Alexander you can choose to retreat from battle (to your everlasting shame). However, unlike in history, this does not necessarily mean it is the end of the war.


Tyre Map


 This marks my sixth review of a DVG solitaire game. Just like the others, the components are very well done, as are the rules. Field Commander Alexander seems to have more immersion than the others I have played. You as the player want to win, but you are also pitting yourself against the Great One's record. As almost any general before you since 323 BC, your victories and pace of conquest is measured against Alexander. Hopefully you don't also get a good dose of megalomania in the bargain. Thank you DVG Games for letting me review another great game.

Dan Verssen Games:
http://www.dvg.com/

Field Commander Alexander:
https://www.mcssl.com/store/danverssengames/tabletop-games/field-commander---alexander

 
Robert
 

1 comment :

  1. -A madman... murderous drunken outbursts... distrustful of the soldiers... besotted paranoid maniac.


    You better first get sober, then try writing!!!

    ReplyDelete