
Field Command is a very basic game in which you attempt to capture your opponent's general [much like the flag in stratego] to win the game. Each unit in the game [detailed below] has a set number of movement points they can use in any given day -- A day being a list of twelve moves each player lists in secret before that days events unfold. Much like the delineated rows and columns on a tournament chess board, each square on the 11x11 board has coordinates which you use to annotate where your troops will move. A1-B3, etc. The beauty of this is that these moves will happen simultaneously, unlike chess.
Your Armies:
Cavalry and Guerrillas can move up to three squares per day.
There are three divisions of Cavalry...1st 2nd and 3rd [first being the strongest, and they will defeat subsequent divisions of cavalry]
Infantry can move up to 2 squares per day
There are also three divisions of Infantry as listed above.
The General and Artillery move one square per day.
Artillery have a three square range of fire and can take out a good amount of enemy foot soldiers and cavalry if need be. Terrain types also play into this as well as do height differences[mentioned below].
The Battlefield:
The board itself is setup up as a symmetrical battlefield with each army starting at either side. Forests and plains are noted on the battlefield by color, green and beige, respectively. Certain squares on the board also have height differences which play into the range of your artillery, [the higher the artillery the better range] so placing your armies strategically at the beginning of the game will take full use of these terrain features. Certain units in battle have advantages in either plains or forests which also increases strategic placement.
Each army starts off with forty well-designed plastic miniature pieces which each player will set up stratego-style [with a shield in between
the opposing sides]. Once each of the forty pieces have been set for each side, the shield is removed and gameplay begins.
Movement and Combat:
Once the shield is removed you will have your enemies army layed out in front of you. You will see their General and must devise a plan for capturing him. By plotting up to twelve moves using the coordinate system, the pieces move about the board moving in closer to your opponents General or fortifying your own. Since turns happen simultaneously there will be times your opponents pieces will share a square with your own. By using a rock-paper-scissor method, you determine which troop will conquer the square. No dice rolling whatsoever. After each of the twelve moves have been called out for each player and combat has been resolved the "day" is complete and you once again plot your next twelve moves in secret. Twelve moves seems a bit much, but sometimes you may be focusing on offensive tactics, other times saving your own General from incoming attacks, so the moves you make are extremely important.
Resolution:
PROS: This game does not take long at all to learn to play, and you can probably get in a good two or three games in a four hour sitting. The mechanics are simple enough, yet tactical strategies are complex enough. The ability to "know your foe" or plan what you think he/she will do next is critical. The presentation and pieces are not first class or die cast metal, but they are sufficient for this game. This game leaves little to nothing to chance. The only chance involved is determining which square your opponent will try to evade to in order for you not to catch his general.
CONS: I wish there were another game with the same exact mechanics for more players. Does anyone know of any offhand? This game can get TOO addictive. It may not be as much a social game rather a cerebral pondering game...Since it is difficult to find, you may pay close to the price of newer games, which may seem more ornate in comparison.
Overall
Some may believe this is a leymans' entry level wargame that does not offer enough of a challenge. I belive this is an ever-changing game that does not rely on additional add-ons and expansions to make gameplay interesting and complex. No cards and no die rolls to influence outcome. Pure positioning and strategic utilization of equal resources determines the winner.















