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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.
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.
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. ****