In a comment to the last post, Mr. Kinch requested some intel about the Colonial games Ron & I have played using BattleCry. Wherever something isn't specified, the original rules, or such other rules as the players agree upon, will apply.
We have experimented with various ideas but what follows is the final choices we agreed upon for the types of units that we have available to field. The intent was to put Grant Scenarios/Tabletop Teasers on the table so that translation will be part of this post.
UNIT CHARACTERISTICS. & RULES
Unit
|
Move
|
||
Imperial Hvy
Cav
|
0 - 3
|
3
|
Take Ground, Overrun
|
Other Cavalry
|
0 - 3
|
3
|
May retreat 3 on Flag
|
Dismounted
Cavalry
|
2
|
No
|
None
|
0 - 1
|
3/2/1
|
||
Imperial
Infantry
|
2
|
No
|
Emboldened
|
0 - 1
|
4/3/2/1
|
||
Field
Artillery
|
1
|
No
|
None
|
0
|
5/4/3/2/1
|
||
Light
Artillery
|
1 - 2
|
No
|
None
|
0
|
4/3/2/1
|
||
Any Arty (on
hill)
|
Add +1 hex at 1
|
||
Native
Infantry Fire arm weapons
|
2
|
No
|
May retreat 2 on Flag
|
0 - 1
|
2/2/2/2
|
||
Native
Infantry Mixed weapons
|
2
|
No
|
5 figure units
|
0 - 1
|
3/2/1/1
|
May retreat 2 on Flag
| |
Native
Infantry Melee weapons
|
2
|
No
|
5 figure units
|
0 - 1
|
4
|
Take Ground, Elite or Ghazi may Overrun
|
|
Native
Artillery
|
1
|
No
|
None
|
0
|
4/3/2/1
|
||
General
|
3
|
Emboldens or allows Take Ground
|
2. Embolden means that a unit may ignore a flag (retreat) in addition to any other terrain, leadership etc effects.
3. Get out of trouble quick. Units that may retreat more than 1 hex on a flag, do not need to do so and are only penalized if they are unable to retreat at least 1 hex. The idea was to allow skirmishers and non-melee troops like Afghan Jezzailachi (sp?) and irregular cavalry to fade away quickly.
4. Shooting. The Battle dice numbers are read left to right starting at range 1 so Imperial infantry roll 4 dice at range 1, 3 at range 2, 2 at range 3 and 1 at range 4 while native snipers roll 2 dice at range 4,3,2 or 1.
5. After Combat Moves. Units that may "Take Ground" which initiate a melee attack (adjacent) and destroy their opponent or force them to retreat may occupy the hex the enemy was in. If they are allowed to Overrun they may also conduct a melee attack after taking ground.
6. Zone of Control. This is our one rule change and is one we have carried over. A unit which moves adjacent to an enemy unit must stop. A unit that begins adjacent to an enemy may not move to another adjacent hex during normal movement. This does not affect taking ground.
8. On the Move. If a player is unable to play any of the cards in his hand, he may move one unit in any sector but may not battle. If the discarded card is a scout card then the player may scout (ie draw 2 cards and choose one).
9. Hills. I almost forgot hills! Hills in Battlecry are 1 hex things. Hills in the scenarios and on Ron's table can run for a dozen hexes and be of several layers. This has provided us with some of the thorniest conversion problems. I think our current ruling is that Hexon slopes affect line of site but do not count as Battlecry hills, only hill top hexes count. Hill tops ignore lower contours or slopes for LOS and vice versa but otherwise, you can see into but not through another slope or hilltop hex.
The Holy Sheikh El Airfix has led many a warrior to Paradise while remaining to guide more.
See here.
See here.
SCENARIO UNIT TRANSLATIONS
1. Imperials. The Imperial troops are a pretty straight forward translation of unit to unit. We did look at different grades of Imperial troops but since the only non-British units Ron has at this point are Sikhs, Gurkhas and Bengal Lancers, we dropped it. We also looked at special movement or terrain rules for Gurkhas and Rifles as light infantry but it ended up being more trouble than it was worth with little justification. We classified Gatlings, Gardiner Guns and Mountain Guns as Light Artillery. So that leaves us as: 1 infantry unit per scenario infantry or light infantry unit, 1 cavalry unit per light, medium or heavy cavalry unit. 1 gun of the player's choice per battery. If the troops are available and appropriate, Irregular cavalry such as Frontier Light Horse may be substituted for Light Cavalry and Native firearm troops for Light Infantry.
2. Zulus. Any scenario units become Native Infantry with Melee Weapons. To reflect the disadvantage of not having ranged combat and give that "t'ousands of 'em" feel, each scenario unit is replaced by 2 spear units. However, if desired, scenario light infantry units can be fielded as a single Native Infantry with Firearms unit. A reasonable proportion of Zulu units can be fielded as Elite. (In our case limited not only by a sense of fair play but by the number of White Shield figures Ron has.)
3. Afghans. All scenario units are 1 for 1. Cavalry units become Native cavalry, light infantry become Native Infantry with Firearms, Artillery becomes Native Artillery and Infantry are usually Native Infantry with Mixed Weapons. A proportion can however be made Ghazis and as such are fielded as Elite Native Infantry with Melee Weapons. The Mixed weapons units seem to be about the weakest units on the board and we considered allowing extra or changing them but since the Afghans have been winning more games than they lose (even if one was won by a sniper card and a crossed saber roll on the 2nd to last card in the deck).
4. Mahdists. The Mahdist forces are similar to the Afghans except that we do not field any mixed units, instead each scenario Infantry unit becomes two Native Melee Infantry units. The Hadendowah are rated Elite.
FINAL NOTES.
The scenarios often produce situations not covered in the rules, for example, blocking train tracks not to mention, moving a train. Be prepared to improvise!
(ok ok we ruled that it could move a maximum of 4 hexes per turn but could only speed up or slow down by 2 per turn. No card was required to move, the train moving at the start of the owning player's turn. However, a card was required to change speed. )
The scenarios often produce situations not covered in the rules, for example, blocking train tracks not to mention, moving a train. Be prepared to improvise!
(ok ok we ruled that it could move a maximum of 4 hexes per turn but could only speed up or slow down by 2 per turn. No card was required to move, the train moving at the start of the owning player's turn. However, a card was required to change speed. )
Ross Mac,
ReplyDeleteVery interesting ... and very helpful as well. It has made me think about rewriting my own Colonial version of BATTLECRY.
All the best,
Bob
Its certainly a very flexible base, ripe for tinkering :) I'll look forward to seeing some posts if you do revisit them.
DeleteThese rules look excellent. What is the effect of Elite, though?
ReplyDeleteElite native spearmen may do an overrun attack after they take ground (see cryptic note in the right hand column of the chart). It looks like a pretty minor advantage but it makes them a particularly nasty customer for the Brits, more likely to be able to finish a unit if they get to contact.
DeleteNice add on. Thanks for posting.
ReplyDelete