High Command

Take one of the most modern, fun and engaging board games created in recent years. Match it with cutting-edge technology. Add a ridiculously well-crafted art style and a ton of extra content. This is the recipe to one of the most thrilling, charming and captivating strategy games you will ever find!
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CptAlatriste
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 306
Joined: Fri Jul 10, 2015 1:41 pm

High Command

Post by CptAlatriste » Thu Mar 24, 2016 8:33 am

This Card don t work like the rules from the board game..
HC is a "0" command number...When the player play it he `s having the first activation Before Activation 1 from the Opponent or is 1.....Or when he don t have the initiativ!!!
When both player have it, than the one with the initiativ play first.(Only no no no /nein) can cancel it!
Best Card in this game.. :D
Will you fix it or let like this?

visualrob
Heroes of Normandie
Heroes of Normandie
Posts: 301
Joined: Fri Oct 17, 2014 9:06 am

Re: High Command

Post by visualrob » Fri Mar 25, 2016 10:51 pm

Hi, CptAlatriste!

Yes, High Command is one of those cards that we have slightly changed: instead of giving you a Special Order (since they don't exist in the video game) it makes one of your units Autonomous (like Clint).

You're right that being able to move as a Order #0 is a real advantage of High Command that is lost in the video game, though.

I'll try to think about a way to improve this - maybe we can create an additional Order #0 phase if one or both players have played a High Command card.

Thanks for the suggestion!

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