Doug Edwards - Jul 27, 2004 7:48 pm (#21091 Total: 21094) What do you mean, 'what do I mean'? Since when do I have to know what I'm talking about? OOTW: Baron’s War by Clash of Arms The battles of Lewes and Evesham, where Simon de Montfort’s forces contest the authority of Henry III in the 13th century. The rules and scenario setup occupy 11 pages of the 16-page rulebook, which is set in fairly large type for us over 40 types. Historical notes, an index and game charts occupy the remainder. Both battles offer a historical and alternate/free setup. The command rules are key to this game. Each side has a command point allowance that it uses to buy command chits, which range in denomination from ‘1’ to ‘4’. Players should secretly decide how they will divide their allowance and apportion the chits to individual leaders. Individual leaders are limited as to how many chits they may posses. Individual leaders also have a leadership rating which may limit their ability to use higher value command chits. Beginning with the second turn of each game, each player rolls for a chance to get a free command chit (strength dependent on the die roll) to place with the leader of his choice. Players expend command chits to determine who has initiative for a turn and to activate forces under their control. Command chits allow a force to do things based on their value. (Using a ‘4’ chit allows a force to attack and have a continuation, making as many attacks with continuations as desired. Using a ‘1’ chit allows a force to initiate only 1 new attack.) Each leader is rated as to how he dealt with combat losses on a separate chart, and as the losses add up, bad things are likely to happen to his force. Combat units absorb quite a few hits before they melt away. Units have sticky ZOCs, and there are rules for melee combat, infantry fire combat, cavalry charges, reaction charges, unit facing, attack continuation. Victory conditions focus entirely on hurting enemy forces – there are no territorial objectives. 2 maps (15.5” x 22”for Evesham and 17.5” x 22” for Lewes) include space for leader’s command displays. The maps and game aid cards are well printed and give a period flavor to the components. The bold color of the leader heraldry contrasts nicely with the airbrushed shades of mainly green earth tones of the map area. Counters are crisply printed and the combat units have ornate color schemes. I haven’t played it yet, but this game appears to have a sophistication level that’s greater than the length of the rules or size of its maps would indicate. The command rules are unique - they encourage pre-game planning (with many possible variations) and seem to definitely add to re-play value.