You are on page 1of 3

Advanced Battle Cry Deluxe Edition v3.

0
Original Rules by John OHaver (scribidinus)
Adjusted by Walnut Creek Game Society
Sections 1: Major Rule Changes. Changes by Unit type are detailed below.

When firing, a Unit scores hits if the symbols rolled match the Firing Unit. This is the reverse of standard
Battle Cry! A Flag is still a retreat.

Crossed Sabers only count as Hits at one hex or half the normal range of Artillery. (see Unit details below).

Each Unit completes its orders before the next unit begins. This is different from stock BC, where all ordered
units moved before any units fired. Its simpler to keep track of who has done what.

Retreat Limits: If a Unit cannot legally retreat the full number of hexes called for by combat, it loses a figure for
each hex it cannot retreat instead. Example: If a unit is ordered to retreat 2 hexes but can only retreat one, it
retreats one hex and loses a figure.

Modify the Command Card deck. Distribute equally the following cards: Hit and Run, Leadership, Force
March and Bombard. All Out Offensive, Counter Attack, go 1 to each player. AOO to the player who moves first,
and CA to the other player.

Section 2 Infantry: Firepower 3+/3/2 (+ sign means Crossed Sabers are hits)
When given an order an Infantry Unit may do one of the following actions.
Charge into Melee. Infantry may move 1 hex and attack an adjacent unit (3+ dice). See Battle Back rule.
Infantry Advance after combat (taking ground). If an Infantry Unit eliminates or retreats an adjacent enemy unit
it must advance into the vacated hex
Battle Back Supported units that survive a melee battle back (roll 1 hex range # of dice).
Support To qualify as a supported unit, must have 2 Infantry units adjacent, OR 1 Infantry and 1 General
attached. Note: the General may be either w/the attacked unit, or the supporting unit.
Move 1 hex into any non-prohibited Terrain tile.
Move two hexes if the Infantry Unit does not move adjacent to any enemy unit at any point and it does not enter
any type of full Terrain tile or cross any Fence/Fieldworks hex side except a Bridge.
Self-Rally Attempt: To self-rally, an ordered Infantry Unit it rolls 1 die. If an Infantry symbol is rolled, it regains
1 figure, or if a flag is rolled, it regains 1 figure and must retreat 1 hex.

Section 3 Cavalry: Firepower 3+/0 (+ sign means Crossed Sabers are hits)
When given an order a Cavalry Unit may do one of the following actions.
Move up to 3 hexes and attack. (Just like regular BC). Cavalry may ignore an adjacent unit and move to
attack a non-adjacent unit or just move.
Self-Rally Attempt: To self-rally, an ordered Cavalry Unit rolls 1 die. If a Cavalry symbol is rolled, it regains
1 figure to a maximum of two figures, or if a flag is rolled, it regains 1 figure and must retreat 1 hex.
Cavalry Advance after combat (taking ground). If a Cavalry Unit moves one or more hexes to attack it is
considered a Charge Attack. If that attack eliminates or retreats the attacked enemy unit, The Cavalry MUST
advance into the vacated hex unless a General is attached. If the Cavalry Unit fired without moving, advance
after combat is optional.
Cavalry Vulnerability: When Infantry or Artillery fire at Cavalry, the Cavalry symbol is also a kill.
Dismounting Cavalry may dismount and be converted into an Infantry unit w/the same number of figures as
they currently have on a 1 for 1 basis. This is a permanent change for the remainder of the scenario.

Section 4 Artillery 5+/4+/3/3/2/1 (+ sign means Crossed Sabers are hits):


Fire at an enemy unit. Artillery must target an adjacent enemy unit before firing at a more distant unit.
Move 1 hex into any non-prohibited Terrain tile.
Range from Hill All Artillery gets one additional hex of range if firing from a Hill Tile at their regular maximum
range Combat value.
Artillery may never voluntarily move adjacent to an enemy unit but may be forced by retreat results to do so.
Self-Rally Attempt: Artillery may not self-rally.
No Artillery unit is ever reduced to less than 1 combat die by Terrain modifiers. In other words Artillery may
always roll 1 die versus any target in range and LOS.

Section 5 Generals: No Inherent Firepower Bonus.


When given an order, a General Unit may do one of the following actions.
Move up to three hexes. A General may move freely through any friendly units without stopping to get where he
needs to go. After all hes a General.
Generals that start the turn attached to a Unit confer the following benefits as long as they remain attached to that
Unit.
Morale Bonus: Unit may ignore the first retreat Flag. In addition, if a Unit retreats into a hex with an
unattached General it may stop and ignore any remaining Retreat results scored against it that turn.
Self-Rally Bonus: When attempting to self-rally, a unit w/a General attached rolls two (2) dice and may gain
up to 2 figures per rally attempt. Flags rolled will bring back a figure as well, ignore the first one (retreat only
if you roll 2 flags)
Fire Then Move: An Infantry unit w/a General may always move one hex in any direction after firing. Thus
enabling fire and fall back or fire and advance tactics. Note: Firing is always done first.
Melee Combat Leadership Bonus: All Infantry and Cavalry Units w/General gain 1 Combat die when
attacking an adjacent target. Thus an Infantry Unit with an attached General would have 4+/4/3 Firepower,
and a Cavalry would have 4+.
. Generals with Cavalry: If the General is attached to a Cavalry Unit, the Cavalry may Pursue a retreating
enemy Unit. Thus if a Cavalry Charge causes an enemy Unit to retreat, the charging Cavalry Unit may
advance into the vacated hex and attack the same enemy unit again. Cavalry w/ a General may only make one
Pursuit Attack. By the same token, Cavalry w/a General may ignore the mandatory Advance After Combat as
an exception to the normal Cavalry Charge rule.

General Vulnerability: If any unit with an attached general takes more hits than it has figures, the attached General is
eliminated also.

Section 6 VICTORY CONDITIONS: The first to eliminate six flags wins unless the scenario rules state otherwise.
The game may not last more than twice through the Command Card deck. When the Command Card deck is exhausted
for the second time and neither player has a playable card the game ends. In this case the player who eliminated the
most Flags is the Victor. In case of ties, the player designated as the first player by the scenario loses.

My intent is not to take the game completely out of the game but just make adjustments in the Fire/Move sequence,
lower the casualty rate and movement rates to bring Battle Cry in line with the pace and feel of the American Civil War.
The same way Command and Colors Ancients, out of the box, reflects the pace and feel of Ancient warfare.

The next section is a series of optional rules that add a layer of variety but little complexity. IMHO the best optional
rule is the Time Value of the Command Cards. We always play with this one now.

Section 7 RECOMMENDED MODIFIED RULES:


OPTIONAL and Recommended: Variable Turn Sequence based on the Command Card played. Each Command card
has a Time Value roughly equal to the number of units it activates or affects and its relative power
in the game. Both players secretly select and then reveal their Command card simultaneously. The
fire and movement is resolved with the lowest Time Value card played executed first regardless of
who the scenario designates as the first player. Thus players may have the tactical decision to
choose between striking first or striking harder. In case of Time Value ties the player designated
by the scenario as the first player executes his Command card first. *****

Time Value Command Card Played


1 Skirmish or Sharpshooter
2 Probe or Rally
3 Coordinated Attack or Field Works
4 Attack or Reinforcements
5 Assault or Fire and Hold
6 Tactics Card (In case of tie, 1st player is whichever card orders less units)

Hasty Field Works: Fieldworks built by the Construct Fieldworks Card represent hastily improvised cover and
reduce the attack combat dice by (-1) one die PLUS the terrain value of the hex occupied to a maximum of 2 dice.
Thus Field Works in Woods etc. still provide a 2 dice penalty but Field Works built in Clear Terrain are -1 die. Units
in hasty or scenario defined Fieldworks may ignore the first retreat result per attack. Hasty Fieldworks markers are
removed from the map if the unit moves, is eliminated or retreated. *****

Single Building Tiles: Single Building tiles, farms, schools etc are there for historical interest. I think they represent
structures too small to provide cover for a Regiment let alone a Brigade of infantry. Historically, Mounted Cavalry
couldnt hide in them and neither could artillery. At 2 dice penalty it almost feels WWII style urban warfare. At best
they might be worth a Victory Flag. *****

Two or more adjacent Building tiles are considered Towns. Towns block LOS and cause a 1 die penalty to all
incoming fire as well as permitting units in Towns to ignore the first retreat result. Hasty Fieldworks may be built in
towns for an extra 1 die. *****

ELITE UNITS
OPTIONAL VARIABLE OOB #1, CRACK TROOPS: Crack Infantry is a 5 figure stand. Crack Cavalry is 4
figures. The Union player rolls two dice, for each Infantry symbol rolled he gets a crack Infantry unit, his choice of
regular Crack infantry or Berdans Sharpshooters. The remaining Infantry units in his OOB are 4 figure Units. Next the
Union Player rolls one die for each Cavalry Unit. If he rolls two or more Cavalry symbols he gets 1 Crack Cavalry
Unit. The CSA player follows the same procedure but rolls 3 dice for Crack Infantry Units. For each Infantry symbol
rolled he gets 1 Crack Infantry unit. The CSA player rolls 1 for each Cavalry Unit, for each Cavalry symbol rolled he
gets 1 crack cavalry unit. ****

OPTIONAL CRACK UNIT BERDANS SHARPSHOOTERS: A brigade of US Sharpshooters is a four-figure unit


with Firepower of 2/2/2. Crossed Sabers are always possible hits on attached generals. Re-roll each Crossed Saber as if
the Sharpshooter card had been played. Another Crossed Saber result kills the attached general. If a General is not
attached to the target Crossed Sabers are misses. Sharpshooters fight as Infantry in open order but may also move 1 hex
and fire. Sharpshooters are never reduced to less than one die by the targets terrain. *** (Requires a reroll and Unit ID)

You might also like