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© Scott
Reeves for Boulder Games. All rights reserved.
A REVIEW
OF BATTLE CRY
by
Larry Welborn
The
last year has been a great one for both Wargamers and Eurogamers
as many memorable games have been released. One of the latest to
come out is BATTLE CRY from Hasbro/Avalon Hill. Designed by
Richard Borg, this low complexity game covers tactical battles
of the American Civil War, or as it is more commonly known here
in South Carolina, The War of Northern Aggression.
The
first thing you notice when you open the box is the excellent
quality of the components. The board is thick and mounted and
consists of a blank hexagonal grid, measuring 13 by 9 hexes.
There are 46 double-sided terrain tiles, similar to the tiles
found in SETTLERS OF CATAN. These are placed in different hexes
on the board, depending on the scenario, creating a unique map.
There are 10 different terrain types such as Woods, Buildings,
Rivers, Hills, etc. The terrain tiles affect movement, combat,
and line of sight. The game includes 116 playing pieces,
consisting of Generals, Infantry, Cavalry, and Artillery. The
pieces are colored Blue & Gray, naturally, and include a
fair amount of detail. BATTLE CRY also has a deck of 60 command
cards. There are 15 separate scenarios included, each
representing a different battle. Scenarios include First Bull
Run, Antietam, Gettysburg, Shiloh, etc.
The
game board is divided into three sections, the center and left
and right flank. Each player gets from 3 to 6 cards, depending
upon the scenario selected. Each turn you play one card and
follow the directions on it. At the end of your turn you draw
another card. Command cards determine which section or sections
of the board can be activated, and how many units in each
activated section can be given orders. Only activated units may
move and/or attack. Examples are "Probe, Left", which
allows you to activate 2 units located on your left flank and
"Coordinated Attack", which allows you to activate one
unit in each section. There are also special cards, which allow
you to do things that are normally outside of the rules. An
example is "Hit and Run", which allows a Cavalry unit
to move, battle, then move again. The inability to move all your
units, or possibly even the few that you want to move the most,
adds tension and increases the decision-making process. You have
to carefully plan your actions in advance and coordinate your
moves based upon your cards. Attacks made in a haphazard
fashion, without regard to your hand, will probably be
unsuccessful.
Combat is conducted with dice.
The six-sided dice are not numbered, but rather have various
pictures on them. Each die
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has 2
infantry faces, and one face each of Calvary, Artillery,
Cross-Sabers, and White Flag. White Flags cause the defending
unit to retreat. Cross-Sabers score a hit against any defending
unit. The remaining sides score hits only against the matching
defending unit. The type of unit attacking, the range to the
defending unit and any applicable terrain determines the number
of dice used to attack. Artillery, Calvary, and Infantry have
different movement and attack values depending on range and
various modifiers. A General is unable to attack by himself but
adds an additional die to the attack when attached to an
Infantry or Calvary Unit. Units take damage in the form of
"step-losses", a concept that is familiar to most
wargamers. Infantry has 4 steps, Calvary 3, Artillery 2 and
Generals only 1. Unit steps are displayed in an elegant and
simple manner. Each unit starts with a number of pieces equal to
the number of steps it has. As the unit suffers damage and is
reduced, you simply remove the appropriate number of pieces from
the unit. When the last step is removed, that unit is destroyed
and is out of play. A scenario is won when a player destroys 6
opposing units.
The game has rules for line of
sight, ranged fire, decreased effectiveness of attacks at longer
range, and terrain effects. Some have criticized the game for
not including many additional rules that are present in more
complex wargames, such as facing, supply, or reduced combat
effectiveness as the unit sustains casualties. But these rules
are clearly outside the scope of BATTLE CRY. There are much
better games available for the player interested in a highly
complex game. If you purchase BATTLE CRY with the expectation
that it will be a detailed simulation, you will be sorely
disappointed.
BATTLE
CRY is a great "beer and pretzels" game and I highly
recommend it. Mr. Borg has succeeded in making the game easy to
learn, fast playing, and fun. Most scenarios can be completed in
30-60 minutes. Grognards and Eurogamers alike will enjoy it. It
is also an excellent game to introduce novices and younger
players to wargaming. The rules are simple and can be learned in
10 minutes. But don’t let the simplicity of the rules fool
you. There are a lot of decisions to be made in this game and
the better player will generally win out. With the number of
scenarios available and the ability to design additional
scenarios, BATTLE CRY has a high replay value and can be enjoyed
for years to come.
Larry
Welborn has been an avid gamer for nearly 30 years and a playtester
for over 15. He enjoys both wargames and eurogames. He is currently
playing PATHS OF GLORY, BATTLE CRY, DRIVE ON PARIS, MHING, LOST
CITIES and TA YU. He lives in South Carolina with his wife,
Melissa.
THE LAUGHING
MONK
by K-ban
THE
LAUGHING MONK ... THE BEST THING SINCE SLICED BREAD ... OR NOT!
ESCHNAPUR
(Schmidt Spiele) - Rheinhard Staupe's recent release, subtitled
"the Secret of the Golden Temples", is a beautifully
produced effort that includes a 3-inch high 3D figurine of a
laughing monk. Players acquire, trade and spend movement tiles,
symbol cards and number cards in their quest to discover
treasure tokens. The treasure tokens bestow points both on the
player making the discovery and on the player risking the
highest number card (1-30). Lowest card risked earns the
treasure tile, itself, which can earn end game bonuses or
penalties. The victory points earned are indicated on the
board's perimeter score-track.
The
Laughing Monk is awarded to the player currently in last place
on the score-track. While possessing it, any points that the
player scores are doubled. If that leapfrogs a player past a
rival, then the Monk is forked over to the new trailer. This
mechanism serves the obvious function of keeping what is
essentially a family game close, with nearly everyone in
contention. What gets overlooked is that it encourages a player
to strategically hold down his victory points and then try to
time key plays for that really big score. (or sometimes try to
win a relatively small treasure only if it allows the player to
remain in last place).
ESCHNAPUR
is one of those rare games that allows gamers an
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