Having already word-processed my notes comparing the movement rates and combat resolution systems used in BATTLE CRY and MEMOIR ’44, it only took me a few minutes to set out some ideas for incorporation into a modified version of BATTLE CRY:
Units
Infantry
Wood or Forest hex
Units
Infantry
- Move two hexes or
- Move one hex and battle
- Range = 4 hexes; four battle dice are thrown: 4-3-2-1
- Move one hex or battle
- Range = 5 hexes; five battle dice are thrown: 5-4-3-2-1
- Move one hex or battle
- Range = 6 hexes; three battle dice are thrown: 3-3-2-2-1-1
- Move three hexes and battle
- Range = 1 hex; three battle dice are thrown: 3
- Move three hexes
- Add one battle dice to Infantry and Cavalry units they are in the same hex with
Wood or Forest hex
- Units must stop when they enter a wood or forest
- Units entering a wood or forest may not battle
- When battling a unit that is in a wood or forest, reduce the number of battle dice thrown by one
- Woods or forests block line of sight
- No movement restrictions
- No battle restrictions except that when battling a unit that is in an orchard or vineyard, reduce the number of battle dice thrown by one
- Orchards or vineyards do not block line of sight
- No movement restrictions
- When battling a unit that is on a hill, reduce the number of battle dice thrown by one except when a unit on a hill is battling a unit that is also on a hill; in this case the number of battle dice thrown is as per normal
- Artillery firing from a hill increases the range they can fire by one hex (5-4-3-2-1-1 for smooth-bore and 3-3-2-2-1-1-1 for rifled artillery)
- Hills block line of sight except when units on a hill are looking at units on other hill that are the same height
- Units must stop when they enter a built-up area
- Units entering a built-up area may not battle
- When battling a unit that is in a built-up area, reduce the number of battle dice thrown by two
- Built-up areas block line of sight
- Units must stop when they enter a hex containing a river or stream
- Units may only cross rivers or streams in hexes that contain a bridge
- Rivers and streams do not block line of sight
- No movement restrictions except that units in fields containing tall crops may only move one hex
- When battling a unit that is in a field containing tall crops, reduce the number of battle dice thrown by one
- A field of tall crops block line of sight
- Only Infantry may enter rough terrain
- No battle restrictions
- Rough terrain does not block line of sight
- Units must stop when they enter a hex containing a fence or wire
- When battling a unit that is in a hex containing a fence, reduce the number of battle dice thrown by one
- When in a hex containing a fence or wire, Infantry either reduce the number of battle dice thrown by one when battling or do not battle and remove the fence or wire
- Fences or wire do not block line of sight
- No movement restrictions for the fieldworks; other restrictions may apply
- When battling a unit that is in a fieldwork, reduce the number of battle dice thrown by two
- Units in fieldworks ignore the first ‘flag’ rolled against them
- Fieldworks do not block line of sight
- Units moving on sand may only move a maximum of two hexes
- No battle restrictions
- Sand does not block line of sight
- Units moving on a water may only move a maximum of one hex if they are landing; units may not retreat into water
- Units on an water may not battle
- Water does not block line of sight
Hi Bob,
ReplyDeleteThese look really good - I especially liked the difference between rifled and smoothbore artillery. How had you planned to tackle the command cards issue?
All the best,
DC
David Crook,
ReplyDeleteI thought the using the combat resolution system from 'Memoir '44' for rifled artillery was the best solution; simple, easy to remember, and it differentiated between the two types of artillery. Smooth-bore artillery has more effect at close range, but gradually loses out to rifled artillery as the range grows.
Once I have the movement rates and combat resolution system working to my satisfaction (and I still have an idea that is taken straight from Morschauser’s ‘Frontier’ rules that I want to try), I intend to look at the Command Card system. At present, they are great for face-to-face wargames fought out on the ‘Battle Cry’ board, but I am looking to develop the rules so that I can use my other hexed terrain systems. I have one or two ideas that I have used before that may be suitable, but I like my game design process to be evolutionary rather than revolutionary, and will take one step at a time. I will get there in the end; it might just take a bit longer than expected!
All the best,
Bob