Wednesday, 29 September 2010

Modified 'Battle Cry': Play-test 1

Turn 1
The first line of the attacking Union troops moved forward two hexes (they moved and did not fire, hence the longer movement distance). As a result, they came into extreme range of the three Confederate Artillery units (whose range was six hexes rather than the normal five as they were sited on top of the berm).

The three dice thrown 'killed' two of the attacking Union Infantry (one each from the centre and right-hand units).

Turn 2
Despite their losses, the front rank of Union troops again moved forward two hexes, supported by the second line that moved forward a similar distance.

The reduction in range made the cannon fire from defending Confederate Artillery units even more effective (they each threw two dice), and all three Union units suffered the loss of two figures (units were allowed to exchange 'flags' that would otherwise have caused them to fall back for additional figure losses on a one-for-one basis).

Turn 3
The very depleted first line of attackers now reached the edge of the Confederate defences.

The Confederate Artillery now fired at almost point-blank range (they threw four dice each) and caused one further casualty on the right-hand Union Infantry unit (which was now destroyed), three on the centre unit (which was also destroyed) ...

... and three on the left-hand unit (which was wiped out).

The entire first line of the Union attack had been swept away, but the second line had been continuing to advance behind it.

Turn 4
The second line of Union troops now came under fire.

They fared somewhat better than the troops that they had followed along the beach, and each unit only suffered the loss of a single figure each.

Turn 5
They next turn brought the Union attackers up to the edge of the Confederate defences.

The Confederate Artillery units each threw four dice, and the right-hand Union unit was 'hit' three times, which meant that it was destroyed. The centre unit was hit once ...

... and the left-hand Union Infantry unit suffered two casualties.

Turn 6
At this point the Union now only had a total of two Infantry units, and they could only muster three figures between them. They attempted to climb over the fieldworks and into the moat, but at point-blank range the Confederate Artillery swept them away.

The modification that allowed the Union Infantry to move forward rapidly at a rate of two hexes per turn if they did not fire, seemed to work quite well, but exchanging 'flags' for further figure losses meant that units were shot to pieces very quickly. I hope to run another play-test using the same scenario but with 'flags' forcing units to fall-back rather than lose additional figures.


  1. Captain Richard's miniature Civil War,

    It was an interesting scenario to play-test. It poses problems for the Union attackers; do they stop and engage the defences with rifle fire, or do they try to get as close as they can as quickly as they can so that they can assault the defences?

    I could re-fight this scenario several times using different tactics (or minor variants of the rules) to see the results, and if I had the time, I would. That said, I intend to re-fight it at least once with a slight modification to the rules I am using.

    All the best,


  2. I've played all of the Command-and-Colors based rules and have tried the "flags as casualties" variant at times. I don't like it because it allows a level of control the player should not have.

  3. Dale,

    Having tried it, I am forced to agree with you. It does give the players too much control.

    I hope to re-fight this scenario without that rule, and I am looking forward to seeing the result.

    All the best,



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