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BATTLE COMMAND: Musket to Rifle 1700-1900 Rules

BATTLE COMMAND: Musket to Rifle 1700-1900 Rules
by Oman, Brent

1-235660

Introduces many more command decisions to a game while maintaining the fog of war through the use of a deck of sequence cards. The Action Matrix allows players to seize opportunities to emphasize specific actions, sometimes having to make a very hard decision on whether to use the card for only one Command group or to instead use the card for a much larger portion of the army. This allows players to get inside the command loop of the enemy and by the choices made, make the enemy face tough decisions of their own.

Armies with a better CiC will have opportunities for more flexibility and better choices than armies with lower rated CiCs. Battle Command is a fast, fun game that emphasizes command and fog of war more than any other game in the Field of Battle/Piquet stable of games. The decisions can be hard, but the rules are not.

Periods Covered:
* War of Spanish Succession 1701-1714
* Great Northern War 1700-1721
* Jacobite Rebellion 1745-1746
* Seven Years War 1756-1763
* American War of Independence 1775-1783
* Napoleonic Wars 1799-1815
* Mexican-American War 1846-1848
* Anglo-Sikh Wars 1845-1846, 1848-1849
* Crimean War 1853-1856
* Franco-Austrian War 1859
* American Civil War 1861-1865
* Austro-Prussian War 1866
* Franco-Prussian War 1870-1871
* Russo-Turkish War 1877
* Anglo-Zulu War 1879
* Anglo-Sudan War 1881-1899

1 vol, 140 pgs 2023 US, PIQUET
NEW-pb ......$45.00 rct

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Updated as of 12/19/2024

ABBREVIATIONS: dj-dust jacket, biblio-bibliography, b/w-black and white, illust-illustrations, b/c-book club addition.
rct - recent arrival or pending publication, spc - OMM Special Price