Sunday, 2 February 2014

Troop Quality In The Battle Cry Variant

In some of the scenarios I have been playing using the Battle Cry based rules (which really need a name of their own) I have played with troop quality. Battle Cry itself doesn't really cover this; one scenario has a unit which starts with a strength of three figures instead of four, but that's about it. In the games I have played so far I have adopted this approach. So a normal unit can take four hits if it's Infantry or three hits if Cavalry or Artillery. Elite units get an extra hit, whilst Militia units have one less hit. This make Militia cavalry, particularly, very vulnerable; not necessarily a bad thing, but somewhat frustrating.

However I was pondering an alternative approach this evening, which I may try I the next game I play, but which I thought I'd throw open to the floor. This is to keep the number of hits a unit can take constant, but vary how likely they are to be inflicted.

I will use Battle Cry terminology, followed by the numbers I use in my actual games.

A normal unit is hit when its symbol comes up, or by a crossed sword (6).

An Elite unit is only hit if its symbol comes up. It can ignore the first crossed sword (6) rolled against it by a particular firing unit.

A Militia unit is hit if its symbol comes up, by a crossed sword (6). In addition the first flag (5) which actually causes the unit to retreat also inflicts one hit on it.

How does that sound?

And, like I say, I need a name for these rules; they're acquiring a life of their own.

1 comment:

  1. Hi Alan,
    You have been presenting some really interesting battle reports and rule tweaks. I have used the varying numbers of hits withstood several times with success. Varying the hits caused instead sounds well worth a try. Good idea.
    For a name, how about "Rebel Yell"? Which also happens to be the name of a bourbon-based beverage I used to make...


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