Battle Cry:
A Return to Fun Wargames

Full-Featured Game Review

By Walt Mulder



Battle Cry. When I first heard the title was being, released, I thought it was a reprint of the original Battlecry (Civil War Game) by the Milton Bradley American Heritage series of 1961. I was satisfied with that news since I have many of the original American Heritage series games such as Broadside and Dogfight, and was hoping to pick up the new version of this one on eBay for substantially less than the original's price. Many of these older games revolved around abstract strategies, but all were tied together with a common bond: simple rules, and neat bits which made the games fun to play.

Then I discover that the new Battle Cry is a totally revamped game both in scale and game play. All indicators seemed to point to a game that's tactical in nature yet simple to play, have quality components, and provide hours of fun. I have not been disappointed on any count. This game is a worthy addition to the new Hasbro/Avalon Hill line of games.

First off, let me cover what it's not. The game is not an in-depth simulation of intricate complexity with rules covering every situation possible in a battle, to include whether constipation of the troops will affect their morale. This is not Squad Leader for the American Civil War. Nor does this game fall into the category of games considered to be moderately complicated such as Successors, We the People, Paths of Glory, or Hannibal (I mentioned these games since they involve card play which is integral to the mechanics of the game, more on this later). Battle Cry falls squarely in the Beer and Pretzels category, along the lines of the Battlemaster series games by Milton Bradley like Shogun, Axis and Allies, or Broadsides and Boarding Parties. If you don't mind a simple treatment of rules involving movement, attack resolution, and leadership, you will love Battle Cry. If you don't think a civil war battle can be done justice and resolved in under an hour, you probably won't like this game.

Now on what the game is, not what it could have been, or should've been. For what it is, it's a great game. Battle Cry simulates, on a tactical level, individual battles of the American Civil War. The scale could be described as regimental or divisional in nature. If this were a computer game, I'd think it was a copy of Sierra's Civil War Generals on a smaller scale. The units represent anywhere from 2000 to 50,000 troops (best guess) that may have been involved in any given battle (the exact numbers are not important).

Hex sizes could be abstracted to represent from hundreds of feet to hundreds of yards or more. You are trying to recreate a battle over similar terrain conditions, and troop formations of the original battle.

The basic units on each side comprise of Infantry, Cavalry, Artillery, and Generals. Each cohesive unit is made up of different number of figures (4 infantry, 3 cavalry, 2 artillery) one of which carries a flag. Additionally, each General figure has a flag and can be attached to a unit giving it an additional attack bonus. Movement is conducted based on unit type. Generals and cavalry can move three space, infantry and artillery only one. The board is a plain battlefield, divided into center, left and right flanks. Included in the game box are hex tiles (each hex about 2 inches wide) which you place on the board to simulate different terrain. Each type of terrain can provide an advantage or disadvantage to the unit occupying it. Woods and building hexes give you extra protection but slow your movement and prevent you from doing battle the turn you enter them. Hills confer both extra protection and add range to your artillery. Crop fields, fences, entrenchments and orchard are present and also provide extra protection. Rivers/ streams slow your movement, and expose your troops to more damage if attacked. Impassable terrain and river bridges are also provided in the mix. With the different mix of terrain tiles, you can pretty much set up any battle you want, including many "what if' scenarios.

Along that line of thought, there are 15 scenarios included with the game such as Antietam, 1st Bull Run, Fredricksburg, Gettysburg, and my favorite, Chickamunga! (A printing error in the rules caused it to be spelled that way instead of Chickamauga, much to the entertainment of all.) Homegrown scenarios are already springing up on the web. The game lends itself to tinkering.

The object of the game is to capture your opponent's flags. Capture six flags, in any combination of Generals or units eliminated (or forced to retreat off the board) and you win. Pretty simple. There are no objectives to take, point scoring system or secondary victory conditions in the provided scenarios. The mechanism that makes the game fun and adds atmosphere are the Command Cards. Each player starts with a certain number of cards (depending on the scenario) which allow you to move and attack. The cards dictate where and with what you may conduct an attack. During your turn, you may play one command card, or discard and draw one card if you have none that are playable Units specified on the card are given an "order". Ordered units may now move.

Following all moves, units that were given orders conduct attacks, for example, a Skirmish card will only allow you to order one unit or general in a given flank, where as an All Out Attack card will allow you to order (and move) all your units on the board (a very powerful card). There are also flavor cards to allow for sharpshooters or an artillery bombardment. Other special cards like Force March allow all your infantry in a given section to move 2 spaces then attack.

It's the card system of movement that makes the game work. You really have to plan your moves and give consideration to pulling back weakened units or pressing forward for the attack. You might have a Sharp Shooter and Skirmish card in your s hand. Do you go for the movement of one unit for positioning, or do you take the chance that you can pick off an enemy general and gain another flag (and possibly the game if it's your sixth). Maybe you should pull that battered unit back into the woods and wait for a Reinforcement card to come up. There are plenty of choices to be made despite the luck involved in the card drawing portion. After you have played your Command card and taken any actions, you draw a card to replenish your hand to its' original start size.

Battles are resolved through the roll of special dice. Each die has figures of a flag, cavalry, artillery, 2 infantry, or crossed swords on each face. The number of dice rolled depends on the type of unit attacking and the distance to your target. The type of terrain in the target hex further modifies this. If you roll the correct symbol for the type of unit you're attacking, one figure in that unit is removed.

Flags cause units to retreat following combat losses. This is a very simplistic method of combat resolution, but it works. A unit always attacks at full strength as long as it's still on the board. This makes for cautious planning, since that one infantry carrying a flag may turn around next turn and take out your cavalry with the four dice it gets to roll (if it gets next to you). The fact that units still attack at full strength is a sore point for many, including myself.

Overall, I just see it as a way to keep the game simple and moving it along quickly, albeit a bit unrealistic. There's room here for someone to make up house rules to cover this area or even setup a combat result table if they see it as a problem, but again, unnecessary.

The scenario setups try to be historically accurate. The sides may not be equally balanced in tenns of units or command cards held. Some are more balanced than others. Don't expect something like Pickett's Charge at Gettysburg to be a walk in the park as the Confederates. Each scenario can be played in under an hour and there are rules to link battles into a campaign setting (I haven't tried this aspect yet). All the battles are one-day affairs, so if you were playing a Gettysburg battle, expect to only play one day, or one aspect of the battle. There are no rules to cover nighttime reconstitution of troops, morale, weapon type, and supply (although there are some good command cards like Out of Supply and Reinforcements).

It would be futile for me to discuss individual scenario strategies here. First, I'm not a historian and couldn't do it justice, and second, the strategies would change slightly each game based on the Command cards drawn. Again, we're not talking about a deeply detailed game here.

If the game had some wood in it, I'd consider placing it in the German Game category. The rules are simple (more so than something like Axis and Allies). The components are excellent quality and paintable if you're into that. The game is infinitely re-playable with the ability to create your own board.

And, most important, the game is just plain FUN! Yes, they remembered to put the fun in the box along with everything else. And that's what it's all about. There are many other companies that do 'serious' war games like GMT, Multiman Publishing, Decision Games, and Victory Games with rules that will certainly take you longer to read than to play the game Battle Cry. If that's what you're into, steer away from Battle Cry. You probably won't like the simplicity or luck of the draw and die rolls. But, if you want to play the game with your 11-year old, hold a significant lead as the Confederates, and get trounced by overextending your left flank into open terrain rather than failing behind the ridge with weakened forces at the Battle of Bull Run, then buv this game. Ouch! This is the type of game you can use to introduce someone to either miniatures gaming or more complex games on the subject such as For the People.

I've read many user comments on the web already about folks who didn't think they'd like this type of game, and end up giving it endless praise. It would make a great game to have around the gaming group table for the odd pair out to play that side game.

Quibbles

I do have a few minor quibbles. First, the game could have benefited from an enclosed set of advanced rules. Despite all my praise about the simplicity of this game, I wouldn't mind seeing additional rules which needlessly complicate the game (yes, you read that right). I've gone so far as to develop house rules to add things like Charging, Rear Assaults, Rallies, and new terrain. This actually says a lot for the game. All the additional rules and enhancements I've added are just that: enhancements. They're not fixes for any problems in the game. As it is, the game stands on its own and plays very well. (Let it be known that I've purchased two copies of the game to create some of the special dice and terrain in my tinkering, so check out my house rules.)

Second, there is one card (I believe it's All out Assault,) that is a bit unbalancing as it allows all your units to move and attack, and then is reshuffled into the deck. This card is often held until a game winning strike can be delivered. The problem with this card can be fixed by removing it from certain (smaller) scenarios, but again, does not break the aame if left in.

Finally, there are many little rules questions that have arose during play that needed clarification. Fortunately, this area has been fixed through the dedication of Richard Borg (the designer) answering all questions posed to him about the game. An Official FAQ has now been posted at various web sites should you have any questions.

Overall, the mechanics of Battle Cry will lend themselves very well to developing similar games in other eras. With a few tweaks, there's no reason why this type of battle and play system couldn't be adapted to Napoleonic, or Roman times. This is something that Richard Borg and the designers at Hasbro are already looking into. I for one am drooling over the possibilities.

This game gets a solid 95db on the Mulder Meter. That's some loud shouting folks. I wanted more. More terrain, more scenarios, more board space, more varied Command Cards (so I went and bought an extra set and made more, and you can actually get both sets into one box with the lid closing). If you want more, check out my house rules at www.neonate.org, www.grognard.com, or www.boardgamegeek.com for some interesting goodies. So go buy this game, buy two for the extra pieces, and don't repeat Pickett's Charge! You'll be playing this one for years to come.


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