Conquest & Consequence versus Triumph & Tragedy

If you’re a Triumph & Tragedy (T&T) fan, you’ve probably heard that Conquest and Consequence (CnC) is more complicated than T&T, and not as “clean”. Well, that’s a high bar, and IMO here’s why:

• It’s a sequel. Sequels usually require extra rules to take a system that was custom-designed for one situation and adapt it to a new situation.

• To maintain T&T‘s 3-sided dynamic, the “Soviet” Faction (Siberian Russia plus the Chinese communists) is added to the basic US-Japan confrontation. The Soviets are a latent military power that must play a patient “long game” combining solid defense with the nurturing of civilian political organization (“Partisans”) that in time will assume sufficient military power to win more than its share of games. Some do not enjoy this role, some do; it’s a personality thing.

• New elements including Partisans, the Chinese Civil War, and Island warfare do add additional complexity to the system.

• Diplomacy is a popular aspect of the system, but because war historically broke out earlier in China than it did in Europe, less Diplomacy typically occurs.

• Play Balance had to be reset. Although the original version actually boosted Japan’s historical capabilities for game purposes, many gamers were unhappy with Japan’s prospects. A modified v1.1 was released, incorporating balance tweaks to give Japan a better chance. New players must realize that Time is not Japan’s friend, and play accordingly: the clock is running.

Basically, how does CnC compare to T&T?

CnC involves less Diplomacy and more naval warfare. Naval warfare is high-stakes, tense and dramatic. The expanse of the Pacific means enemy sea movement is unpredictable, and the new naval Techs make sea battles even more tense. Carriers, orphaned in T&T, come into their own in this game.

How do CnC Factions compare to T&T Factions?

Japan, like Germany in T&T, starts with a Production and military advantage while being the “monkey in the middle” of its Rivals geographically. It has similar Resource problems but unlike the T&T Axis, Japan does not have the time or diplomatic wherewithal to acquire needed Resources diplomatically. In compensation, its military advantage in 1936 is much superior to Germany’s, so it is better prepared for immediate conquest. Dutch East Indies (DEI) oil is crucial to Japan’s economic expansion.

The USA, like the West in T&T, is well supplied with POP and RES but weak in INDustry and woefully unprepared militarily. An economic Sleeping Giant, its high IND cost is much reduced if Declared War upon. With the help of British Empire (India, Malaya and Australia) POP/RES gained via diplomacy, it can become an economic powerhouse that Japan cannot match peacefully. However, a successful Japan expansionist program will deprive it of this Asian POP/RES, allowing Japan economic parity. The success of Nationalist China versus Japan and the Communists has considerable impact on USA Victory.

The Soviet Faction is very different from the T&T USSR. Partially composed of Siberian Russia, which is played as a weaker USSR with attractive RESources, it also must play a completely different style of game as Mao’s Chinese Reds. The Reds begin no stronger than a Minor Neutral in a backwater of China, but have the “super power” of revolutionary political insurgency, represented by cardboard-chit Partisans that are difficult to eradicate and slowly but irresistibly grow into a military force that (with Russian help) can flood China like a tidal wave. For them, the goal is control of any and all Chinese territory, including areas without POP/RES sources.

What are the Added Rules Complications?

Proxy Powers

Nat China and Red China are Proxy Powers played by “Foster Powers” USA and Soviets respectively, for whom the Chinese Civil War for control of China is a major determinant of Victory. Proxy Power combat has no Peace Dividend consequences for the Foster Powers.

Independent Proxy Power Production is based on Chinese territory controlled and popular Loyalty “bought” with Investment cards. Homegrown Chinese forces are weak and confined to China but automatically Supplied! More capable “Regular” Chinese units (AF, Tank and Infantry) can be produced by the Foster Powers at their own expense.

Partisans

Partisans are political markers that self-replicate if left undisturbed. Ultimately they can be converted into military power, though premature conversion is inadvisable.

The Soviets can create Partisans during Government cardplay by playing a diplomacy card for a Chinese area and placing a Partisan marker there instead of an Influence marker. (Also, two matching Chinese diplomacy cards can be placed the Soviet Secret Vault, which can be later revealed to instantly create a surprise 2 CV “Insurgent” army there.)

Partisans can proliferate during Seasons when the Soviets expend Commands to Recruit in Partisan-occupied areas, rolling 1d6 per such area. On a dierolls of “6”, Recruiting succeeds and a new Partisan is placed (with the “Propaganda” RedTech, Recruiting succeeds on “5” or “6”).

A Partisan can be converted to military power (“Militarized”) by expending one Command to replace it with a 1 CV Militia unit, but if the unit appears in an Enemy-occupied area it naturally must attack and will face Enemy first-fire, so caution is advised. The Reds are usually flush with Command as their Proxy Production produces Action cards.

Partisans can be attacked (“Suppressed”) by Enemy units but such attacks can backfire and generate new Partisans on Combat dierolls of “6”. The “Guerrilla Warfare” Red Tech also gives Partisans the ability to Fire first at (“Ambush”) Enemy units trying to Suppress them.

Island Warfare

The Pacific is full of tiny islands that are important strategically, so “Islets” and “Islet Groups” are introduced with varying unit capacity, some of which are Bases with unit-building ability.

Ground units at Sea are separately targetable and lose 2 CV per Hit, making Island-hopping much safer than open-sea Convoys.

Other Chrome

  1. Marines are an Infantry sub-type that can Fire when making a Sea Landing.
  2. VoNs in China only generate one World Reaction card (two for Violating a Proxy Power).
  3. Japanese Violation of Vietnam or DEI adds USA Influence on the BritEmp.
  4. There are sanctions for the USA entering China and also for Russia except Manchuria.
  5. Red Techs available only to the Soviets enhance Partisan abilities.
  6. In Winter, Japan and the USA can use any Command card to Redeploy units Strategically to Base or Home Territory only.

Japanese Special Powers

Japan has some special powers (they need them!).

  1. Japan can make Sneak Attacks when Declaring War, allowing unimpeded Sea Movement and a bonus “Sneak Fire” for AFs and Carriers before the Battle begins.
  2. Japanese Fleets fire N4 (not N3).
  3. Japanese Fleets have FirstFire if no one has Naval Radar.
  4. Japanese Marines (“SNLFs”) on Islands/Straits do not need Supply to survive and Build.
  5. Japanese AFs and Carriers can pre-declare “Kamikaze”, then fire N4 and self-destruct.

That’s Basically It!

The above summarizes almost all of the difference between the games. I hope this explanation will encourage some hesitant gamers to give CnC a whirl. While it has sold and been rated nearly as well as T&T, according to BGG stats it isn’t getting played as often.

As an additional encouragement to play, Marten Raadsveld and I have developed a short 2-Player CnC scenario beginning at Pearl Harbor called Japan Strikes. Reduced play time and no 3rd player required! It has been posted on the GMT and BGG webpages for CnC. Enjoy!


CnC Japan Strikes Scenario

Craig Besinque
Author: Craig Besinque

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