Saturday, 25 September 2010

A modified version of ‘Battle Cry’

Having already word-processed my notes comparing the movement rates and combat resolution systems used in BATTLE CRY and MEMOIR ’44, it only took me a few minutes to set out some ideas for incorporation into a modified version of BATTLE CRY:

Units
Infantry
  • Move two hexes or
  • Move one hex and battle
  • Range = 4 hexes; four battle dice are thrown: 4-3-2-1
Smooth-bore Artillery
  • Move one hex or battle
  • Range = 5 hexes; five battle dice are thrown: 5-4-3-2-1
Rifled Artillery
  • Move one hex or battle
  • Range = 6 hexes; three battle dice are thrown: 3-3-2-2-1-1
Cavalry
  • Move three hexes and battle
  • Range = 1 hex; three battle dice are thrown: 3
General
  • Move three hexes
  • Add one battle dice to Infantry and Cavalry units they are in the same hex with
Terrain
Wood or Forest hex
  • Units must stop when they enter a wood or forest
  • Units entering a wood or forest may not battle
  • When battling a unit that is in a wood or forest, reduce the number of battle dice thrown by one
  • Woods or forests block line of sight
Orchard or vineyard hex
  • No movement restrictions
  • No battle restrictions except that when battling a unit that is in an orchard or vineyard, reduce the number of battle dice thrown by one
  • Orchards or vineyards do not block line of sight
Hill hex
  • No movement restrictions
  • When battling a unit that is on a hill, reduce the number of battle dice thrown by one except when a unit on a hill is battling a unit that is also on a hill; in this case the number of battle dice thrown is as per normal
  • Artillery firing from a hill increases the range they can fire by one hex (5-4-3-2-1-1 for smooth-bore and 3-3-2-2-1-1-1 for rifled artillery)
  • Hills block line of sight except when units on a hill are looking at units on other hill that are the same height
Built-up Area hex
  • Units must stop when they enter a built-up area
  • Units entering a built-up area may not battle
  • When battling a unit that is in a built-up area, reduce the number of battle dice thrown by two
  • Built-up areas block line of sight
River or Stream hex
  • Units must stop when they enter a hex containing a river or stream
  • Units may only cross rivers or streams in hexes that contain a bridge
  • Rivers and streams do not block line of sight
Field hex
  • No movement restrictions except that units in fields containing tall crops may only move one hex
  • When battling a unit that is in a field containing tall crops, reduce the number of battle dice thrown by one
  • A field of tall crops block line of sight
Rough terrain hex
  • Only Infantry may enter rough terrain
  • No battle restrictions
  • Rough terrain does not block line of sight
Fence or Wire hex
  • Units must stop when they enter a hex containing a fence or wire
  • When battling a unit that is in a hex containing a fence, reduce the number of battle dice thrown by one
  • When in a hex containing a fence or wire, Infantry either reduce the number of battle dice thrown by one when battling or do not battle and remove the fence or wire
  • Fences or wire do not block line of sight
Fieldworks hex
  • No movement restrictions for the fieldworks; other restrictions may apply
  • When battling a unit that is in a fieldwork, reduce the number of battle dice thrown by two
  • Units in fieldworks ignore the first ‘flag’ rolled against them
  • Fieldworks do not block line of sight
Sand hex
  • Units moving on sand may only move a maximum of two hexes
  • No battle restrictions
  • Sand does not block line of sight
Water hex
  • Units moving on a water may only move a maximum of one hex if they are landing; units may not retreat into water
  • Units on an water may not battle
  • Water does not block line of sight
Now all I have to do is to play-test my ideas!

2 comments:

  1. Hi Bob,

    These look really good - I especially liked the difference between rifled and smoothbore artillery. How had you planned to tackle the command cards issue?

    All the best,

    DC

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  2. David Crook,

    I thought the using the combat resolution system from 'Memoir '44' for rifled artillery was the best solution; simple, easy to remember, and it differentiated between the two types of artillery. Smooth-bore artillery has more effect at close range, but gradually loses out to rifled artillery as the range grows.

    Once I have the movement rates and combat resolution system working to my satisfaction (and I still have an idea that is taken straight from Morschauser’s ‘Frontier’ rules that I want to try), I intend to look at the Command Card system. At present, they are great for face-to-face wargames fought out on the ‘Battle Cry’ board, but I am looking to develop the rules so that I can use my other hexed terrain systems. I have one or two ideas that I have used before that may be suitable, but I like my game design process to be evolutionary rather than revolutionary, and will take one step at a time. I will get there in the end; it might just take a bit longer than expected!

    All the best,

    Bob

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