North
against South.
Miniature wargames rules based on the Battle
Cry game.
Miniatuurspelregels
gebaseerd op het Battle
Cry bordspel.
INTRODUCTION.
These rules are based on the hybrid miniature/boardgame
"Battle Cry" designed by Richard Borg. Their sole purpose is to convert
the game into a proper tabletop miniature wargame. These miniature rules simply
wouldn't be around without Richard's splendid design. Therefore all credits
- apart from the mechanics converting the game into tabletop battles - are his.
This miniature game can only be played with the use of "Battle Cry"
components, so you need a copy of the original game to play.
COMMAND
CARDS.
The mechanism
of these rules is largely based on dividing the battlefield in 3 "sections",
whereby units are activated in one or more sections by means of command cards.
Units can only be moved, battle or execute a special action according to the
orders written on these cards. Therefore the players have to be aware that they
must be able to adapt their tactics at all times to new situations arising due
to orders.
There are two types of command cards in the game:
-
STANDARD COMMAND CARDS: these
activate units for movement and in battle. They indicate to which section of
the battlefield the orders refer to and how many units can be activated.
- SPECIAL COMMAND CARDS: allow
a specific (or special) action as mentioned on the card in question.
These
cards are taken from the hybrid miniature/boardgame "Battle
Cry"
and can be supplemented by cards designed by the players (take care to keep
in mind the balance and spirit of the original game!).
At the beginning of each game, the players take the number of command cards
as per scenario. The information on the cards is only revealed when they are
played.
OBJECTIVE
OF THE GAME.
Is to eliminate
a number of enemy units (1 victory point per unit destroyed) as per scenario
and/or reaching and holding certain objectives (1 or more victory points apiece).
The first player to gain his quota is the victor.
GAME
TURN.
The
player listed in the staffing notes goes first. If no mention is made of this,
a die is thrown; highest score chooses who goes first.
1.
Play a command card.
2. Order units.
3. Move these units.
4. Battle.
5. Draw a new command card.
1.
Play a command card.
Command cards
are normally used to order movement and/or an attack. At the start of your turn,
play one card from your hand. The card will tell you in which section(s) of
the battlefield you may issue orders and how many orders you may give. Some
cards allow you to take special actions (as explained on the card).
If none of the command cards you hold allow you to order any of your units,
discard 1 card and draw a replacement from the command card draw pile. This
ends your turn.
2.
Order units.
After playing a command card, announce which of your units you will order. Only
those units that are given an order may move, battle or take a special action.
You may not give more than one order to each unit.
Note: generals may participate in battles even if they have not been given an
order. See Generals in battle section for details.
3.
Move.
You
may move units you've ordered in any sequence you wish. However, you must complete
1 move before beginning another. Each unit may move only once, except under
the "breakthrough"-rule. All moves must be completed on a turn before
you may battle (battling is explained in the next section of the instructions).
Infantry:
can move up to
two hexagons without battling, or move one hexagon and battle. Infantry is designated
"unit" or "units". An full strength infantry-unit is 8 figures.
Cavalry: can move
up to 3 hexagons and battle, dismount and battle or battle and mount. Cavalry
is designated "unit" or "units". An full strength cavalry-unit
is 5 figures.
Field artillery: can
move up to 1 hexagon without battling, of not move and battle. Field artillery
is designated "unit" or "units". An full strength field
artillery-unit is 4 figures and a gun.
Horse artillery: can
move up to 2 hexagons without battling, of move 1 hexagon and battle. Horse
artillery is designated "unit" or "units". An full strength
horse artillery-unit is 4 figures, a gun and a limber.
Generals: can
move up to 3 hexagons. (or command 1 or 2 units or a brigade). The general is
1 figure.
Moving
units.
Units cannot move
onto or through a hexagon that already contains two friendly (or any number
of enemy) units. A friendly general (in this case) does not count as a unit,
an enemy general does. When a unit enters a hexagon already occupied by a friendly
unit or general, movement ends there.
You may never split a unit. The individual figures within a unit must stay together
and move as a group. Units that have been reduced through casualties may not
combine with other units, except generals.
Some
terrain features affect movement and may prevent a unit from moving its full
distance or battling (see terrain section).
Note:
"retreat" is a different type of movement with slightly different
rules. See retreating section for details.
Moving
generals.
You
may move a general onto a hex occupied by one or two friendly units, as long
as there is no other friendly general in the same hex. If a general enters a
hex occupied by one or two friendly units, he must end his movement for that
turn. A general may never move onto or through a hex occupied by an enemy general
or unit.
Generals
"commanding" one or two units.
As soon as a general
enters a hex already occupied by one or two friendly units, the general takes
command over these units.
A general commanding one or two units may (when ordered through a command card)
be relieved of his command, move away and take command over another unit or
units.
As long as a general commands two units in the same hex, these units are counted
as ONE in relation to command cards.
Example: you play a command card with the order "activate 2 units or
generals on the left flank". In the standard Battle Cry game, you can
activate two separate units on this flank. In case you have two units under
command of a general (in one hex), you can activate both units (move & battle),
as well as another unit on this flank (or two, should you have another general
commanding 2 units on that flank).
If a unit commanded by a general is given an order, the general may move with
the unit, or he may stay in place. This counts as one order. A general who moves
with his unit must move to the same hex. Exception: you may not move a general
commanding unit or units if he has already moved on this turn.
Brigades.
At the start of the game the players are allowed to form
one or more "brigades" (each commanded by a general). The other players
are informed about the composition and location of these brigades. You can never
form more brigades than the number of generals present.
A
brigade is composed of one general and (max) six units (any mix of units is
possible). To be able to act as a brigade, these units must remain in the ZOC
("zone of control") of their general. The ZOC is formed by the hex
containing the general and the 6 adjacent hexes.
A brigade is regarded an one unit for movement purposes (but NOT for battling!).
the brigade moves at the speed of its slowest component. The units composing
the brigade are never allowed to voluntarily leave the ZOC of their general,
except under the "breakthrough"-rule (whereby it is understood that
- on the next turn the player is allowed to activate units in the given section
- the brigade will be reunited).
Example of brigade-movement: you play a card with the order "activate
2 units or general on the left flank". In the standard Battle Cry game,
you can activate two separate units on this flank. In case you have a brigade
under command of a general you can activate all the units of this brigade in
the general's ZOC (movement only!) as well as another unit on this flank (or
two, should you have another general commanding 2 units on that flank, or even
another brigade, should there be one present). However, when the whole (or part
of) the brigade is eligible to do battle after moving, only the number of units
as per the command card can battle.
When
- for whatever reason - one or more units belonging to a brigade end up outside
the ZOC of their general (due to a forced retreat), it is their first priority
to rejoin the brigade as soon as possible. As long as these units remain outside
the ZOC of their general, they are treated as separate units.
A
general commanding a brigade may only leave his brigade when giving up his command.
Thus the brigade ceases to exist and the components are treated as separate
units. This action is an order and takes one turn whereby the units of the brigade
cannot take any other action (except to defend themselves). The inverse process
is used to create a new brigade, whereby the components must be in the general's
ZOC when the new brigade is formed. When forming a brigade the units of the
new brigade cannot take any other action (except to defend themselves).
When a general is forced to leave his brigade (due to a forced retreat), the
brigade continues to exist, but the components have to be moved separately until
the general takes control once more by moving the whole brigade in his ZOC.
Forcing
a breakthrough.
When an infantry
regiment engages in "close combat" (battling an enemy in a adjacent
hex) and succeeds in either destroying the enemy unit or forcing it to retreat
(and thus emptying the hex), the unit can force a "breakthrough" by
entering the now free hex.
Artillery can never force a breakthrough. When forcing a breakthrough, terrain
restrictions are taken into account as otherwise. When a cavalry unit forces
a breakthrough, it can engage the retreating unit in battle once more (but not
follow up again).
4. Battle.
After
completing all moves, the ordered unit(s) must be close enough to the enemy
(and in a position to "see" the enemy) in order to battle. (see "range"
and "line of sight").
Each battle must be resolved before the next is started. A unit may battle another
unit only once per turn (exception: cavalry in a "breakthrough").
A unit may never split its battle dice between several enemy targets. To battle,
do following:
-
determine the range (distance to the enemy target);
- determine the line of sight;
- determine the terrain within the line of sight;
- roll the battle dice. The type of battling unit, battlefield terrain and the
distance to the enemy target determine the number of dice rolled.
Range.
Infantry with smoothbore muskets: range
of 3 hexes. Dice: 3-2-1.
Infantry met rifled muskets: range
of 4 hexes. Dice: 4-3-2-1.
Dismounted cavalry: range
3 hexes. Dice: 3-2-1.
Foot artillery: range
5 hexes. Dice: 5-4-3-2-1.
Horse artillery: range
5 hexes. Dice: 4-3-3-2-1.
When
a unit has suffered casualties, the number of dice thrown is not reduced, but
a unit can never inflict more casualties than the number of figures remaining
in its own ranks. For artillery units, only the figures count, not guns or limbers.
An artillery unit is destroyed when all figures are killed.
Generals
in battle.
A general commanding
one or two infantry- or cavalry units in his own hex may always support either
one of these units by adding one die to the number of dice eligible for the
unit. A general not attached to (a) unit(s) cannot battle.
Line
of sight.
A unit must be
able to "see" the enemy unit it wants to battle. This is known as
having a "line of sight". Imagine a line drawn from the centre of
the hex containing
the battling unit to the centre of the hex containing the target. This line
of sight is blocked only if a hex (of part of a hex) between the battling unit
and the target hex contains an obstruction. Obstructions include a unit or general
(regardless if friend or foe), woods, hills, fields or buildings. The terrain
in the target hex does not block line of sight.
If the imaginary line runs along the edge of one or more hexes that contain
obstructions, line of sight is not blocked unless the obstructions are on both
sides of the line.
Terrain
effects.
As per attached
reference sheets.
5. Resolve battle.
Losses are calculated
before a unit (voluntarily or forced) retreats.
Attack:
use the dice from the Battle Cry game. The attacker scores 1 hit for each dice
symbol that matches the target unit. A hit is also scored for each crossed sabres-symbol
rolled, regardless of unit attacking.
In
case the dice throw shows more than 1 unit symbol (not crossed sabres), the
first hit is an automatic kill and a figure is removed. In all other cases,
the defender may cast one saving throw (1 die) per hit scored. In "close
combat", a saving throw of crossed sabres means a miss. When battling a
unit that is not in an adjacent hex, a figure is saved when either his own symbol
or crossed sabres are thrown. When the last remaining figure of a unit is killed,
the attacker scores a victory point. Should the attacker score more hits than
the number of figures in the defending unit, these additional hits are wasted.
Defence: when the defender decides to make a stand (= not make a voluntary retreat) he may roll one defence die per defending unit (if in range according to the general rules). A hit scored with the defence die automatically results in a kill. A unit can make only one defence throw per turn, even though it might be attacked by several units.
Hitting
a general.
A
general can only be attacked by infantry or cavalry and only when he is not
together with a unit in the same hex. When attacking a general, calculate the
number of dice as usual. The attacking player must then roll a crossed sabres
to hit. Unless the defender makes a successful saving throw, the general is
eliminated and the attacker gains a victory point.
Retreat.
After all hits
have been resolved and casualties removed, retreats must be resolved.
Forced retreat:
for each flag
symbol rolled during the battle, the defending unit must retreat 1 hex towards
its own side of the battlefield (even if this means that it has to leave the
ZOC of its general when being part of a brigade). The defender has the option
to make a saving throw with one die (flag saves). If the attacker throws 2 flags,
the first is an automatic retreat (no saving throw allowed). Terrain has no
effect on retreat moves.
As
long as a unit does not fall below the following numbers of figures, all flags
may be ignored by the defender.
INFANTRY: |
CAVALRY: veterans: 3 figures. seasoned troops: 4 figures. |
ARTILLERY: veterans: 2 figures. seasoned troops: 2 figures |
Units in the same hex as a general may deduct 1 further figure from the above numbers (except artillery).
Voluntary retreat: prior to being attacked, the defender has the option to make a voluntary retreat (1 hex). However, in doing so, the units may not leave its general's ZOC when it is part of a brigade. The attacker battles against the unit before it is allowed to retreat (and casualties are inflicted). A unit making a voluntary retreat is allowed to saving throws, but not a defence throw.
Retreat
rules:
- A unit cannot
retreat in a hex already occupied by two friendly or any number of enemy units.
- If a unit retreats in a hex occupied by a friendly general, it is rallied
and all remaining flags are ignored.
- A unit commanded by a general forced to retreat must take the general with
it, unless the hex contains a second unit that is not retreating.
- If a unit cannot retreat, 1 figure in the losing unit must be eliminated for
each retreat move that cannot be completed. Such losses may include the general,
unless a second unit (not forced to retreat) is present in the same hex.
- If a unit (and/or general) is forced to retreat off the battlefield, the unit
(and/or general) is eliminated.
6.
Draw a command card.
After resolving
all hits and retreats, discard the command card played and draw another card
from the deck. Your turn is now over.
REFERENCE SHEET (frontpage - print on card)
UNIT
|
MOVE
|
|
DICE
& RANGE
|
|
TERRAIN
|
MOVE
|
+-
DICE
|
LINE
OF SIGHT
|
CAVALRY
|
3
|
&
|
3
|
Woods
|
stop
|
-1
attacker
|
blocks
|
|
DISMOUNTED
CAVALRY
|
mount
or
dismount |
& |
3-2-1
|
Orchard
|
-1
attacker
|
|||
Hill
|
-1
attacker
|
blocks
|
||||||
INFANTRY
SMOOTHBORE
MUSKETS
|
1
|
&
|
3-2-1
|
Building
|
stop
|
-2
attacker
|
blocks
|
|
2
|
&
|
0
|
Waterway
|
stop
|
-1
defender
|
|||
INFANTRY
RIFLED MUSKETS |
1
|
&
|
4-3-2-1
|
Bridge
|
||||
2
|
&
|
0
|
Field
|
-1
attacker
|
blocks
|
|||
FOOT
ARTILLERY |
1
|
&
|
0
|
Rough
terrain
|
n/a
|
|||
0
|
&
|
5-4-3-2-1
|
Fence
|
-1
attacker
|
||||
HORSE
ARTILLERY |
2
|
&
|
0
|
Fieldwork
|
-2
attacker
|
|||
1
|
&
|
4-3-3-2-1
|
||||||
ARTILLERY
ON HILLTOP |
+
1 die if deployed on hilltop
|
|||||||
GENERAL
|
3
|
&
|
+
1 die when commanding
(not with artillery) |
60 COMMAND CARDS:
13
Probe (2 units:1 section) 4L-5C-4R 10 Attack (3 units:1 section) 3L-4C-3R 9 Skirmish (1 unit:1 section) 3L-3C-3R 6 Assault (all units:1 section) 2L-2C-2R 4 Coordinated Attack (1 unit: each section) 2 Bombard 2 Fire and Hold Position 2 Forced March 2 Hit and Run |
2
Leadership 2 Sharp Shooter 1 Call for Reinforcements 1 Construct Fieldworks 1 Counter-Attack 1 Rally 1 Short of Supplies 1 All-Out Offensive (all units: all sections) |
REFERENCE
SHEET (backpage - print on card)
Game turn:
1.
Play a command
card.
2.
Announce the units or brigades to be
activated (according
to
command card).
3.
Move
all
activated units or brigades.
4. Battle:
- options defender: (choice
to be made before attacker engages in battle)
- voluntary retreat (1 hex) (no defence throw - breakthrough by attacker not
possible)
- make a stand (with defence throw)
-
attacker battles:
- casts
the eligible number of dice per unit before defender makes a voluntary retreat
(if he has choosen to).
- hits on defender's unit are calculated.
- defender makes
saving throws, kills are eliminated.
- defender throws
defence die (if eligible).
- resolve retreats.
Flags can be ignored if unit strength higher than:
INFANTRY: |
CAVALRY: veterans: 3 figures. seasoned troops: 4 figures. |
ARTILLERY: |
Units in the same hex as a general may deduct 1 further figure from the above numbers (except artillery).
5. Attacker draws a command card.