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:
veterans: 5 figures.
seasoned troops: 6 figures.
recruits: 7 figures.

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:
veterans: 5 figures.
seasoned troops: 6 figures.
recruits: 7 figures.

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).

5. Attacker draws a command card.