Imperious leader
05-04-2007, 07:51 PM
Milton Bradley’s 1962 Battle Cry
Remastered
All original rules for this game are in effect with the exception of combat which are suspended and replaced with the following rules:
Player Turn sequence:
1. Player makes purchases for new units
2. Player rolls two dice for movement and moves his pieces
3. Player resolves combat
4. Player conducts non-combat movement ( rolls one die)
5. Player places new units in controlled Cities or Ports
New Unit Values:
Unit Cost Move Attack Defend Special
Infantry 1 1 1 1 Can entrench in city
Cavalry 2 2 2 2 Can cover retreats
Artillery 3 2 3 3 Preemptive shot, Range of 2
General - 4 - 2 +1 to units in range of 4
Gunboat 4 2 2 2 Carry 1 land unit
Ironclad 8 2 4 4 Takes two hits, Carry 2 units
Unit purchases:
Each player receives 5 points to purchase units each turn. No more than 2 infantry can be purchased each turn and the potential of infantry purchases can be saved for future turns.
Example: you can buy 1 Cavalry and 1 Artillery on one turn and buy 4 Infantry the next turn (save 1).
Combat system:
Combat is considered active when you have units adjacent from enemy forces. Cavalry and Artillery can attack units from a diagonal position, while Infantry can only be located for combat on a flat side. The attacking player rolls a die trying to roll its attack factor or less. The defender then rolls trying to hit at its defense factor or less. Both players remove loses after both players have concluded their rolls. This constitutes a combat round. The attacker can initiate multiple combat rounds as he desires.
Attack positions:
Infantry can only attack from the sides, Cavalry can attack from any position even diagonally, Artillery can do the same but can even fire 2 spaces diagonally.
Retreats:
The attacker can retreat at any time. This only requires that he stops rolling dice during combat. The defender can retreat units only if he has Cavalry units. Each Cavalry can allow the retreat of one other unit (including another Cavalry unit) per combat round. The unit that is retreated must be within 2 spaces of a friendly Cavalry unit.
Advance after Combat:
If the defender has lost the battle the attacker has the ability to take the empty square if he chooses.
Notes on New Units:
Entrenchment:
If infantry occupy a city they can defend at +1 die roll (+2 if with a general in range.
Artillery combat:
During combat all units need to be adjacent to an enemy unit to participate in combat except for artillery. These units can ‘fire’ from up to 2 squares away (even diagonally). Also, they attack preemptively. That is if they hit the allocated defending unit is removed from play before it has any chance to shoot back. Of course if the Artillery is attacking from 2 squares away then the defender could not shoot back anyway.
Coastal artillery rule: Artillery adjacent to or in a friendly controlled port, they can roll once against any enemy vessel that is also located in the adjacent sea zone.
Generals:
* In the two player game each side has one general: Lee and Grant
* In the four player version each player has his own General: Lee/ Jackson and Grant/ Sheridan
In movement these pieces can freely move up to 4 squares and do not count towards the dice roll. They can affect friendly units in combat up to their combat range (also of 4 squares). In combat they add a +1 to all units in combat range. If attacked they defend at 2, but can retreat after any combat round (even if defending). An ‘attacked’ General cannot be brought back if it was hit in combat, but players can also declare a capture and latter trade (or sell them) back to their original owner.
Non-Combat:
After all combat is concluded the active player rolls one die and this represents additional units that can move and redeploy. Units that already moved in the first movement can again be chosen to move as well as Generals.
Naval combat:
You will need to mark the board into 8 sea zones: 5 running on the eastern side (Ports: Boston, New York, Norfolk, Charleston, Savannah)—with the first 2 under Union control and 3 in the South (Ports: New Orleans, Mobile, and another sea zone at 4 player boundary separation.
Ships can freely travel to sea zones even if enemy occupied, but either player has the ability to engage the enemy ships unless they are in a controlled port. All naval combat is for one round only. If a player has managed to occupy an enemy port and it has naval forces, then they are dislodged and must move immediately to sea. If this occurs naval combat can also then occur. Otherwise ships in port are protected from naval combat.
Invasions and Transport:
Each naval vessel can also carry one or two land units and use them to invade enemy territory or just land in a friendly port. The land unit must embark at a friendly port with the ship this ship can then move to any sea zones in movement range and disembark the land units into enemy controlled squares (must be clear of enemy units in the landed square). Units using ships for friendly transport are only unloaded in friendly controlled ports. If the ship is destroyed while carrying cargo then the cargo too is destroyed.
Placement:
Land units can only be placed in cities, while naval units can only be placed in Ports. No more than one unit can be placed in one city/port per turn.
Loss of Capital:
If either player loses their capital (Washington or Richmond) their General(s) no longer get any bonus and income drops by one for each city in occupied hands. Example: The Union player controls Richmond, the Confederate player’s money drops to 4 and each additional Confederate city in Union hands also results in a loss of one additional point even if production drops to zero. Once the Confederate player retakes his capital city, then all his production and leadership benefits return on his following turn.
Remastered
All original rules for this game are in effect with the exception of combat which are suspended and replaced with the following rules:
Player Turn sequence:
1. Player makes purchases for new units
2. Player rolls two dice for movement and moves his pieces
3. Player resolves combat
4. Player conducts non-combat movement ( rolls one die)
5. Player places new units in controlled Cities or Ports
New Unit Values:
Unit Cost Move Attack Defend Special
Infantry 1 1 1 1 Can entrench in city
Cavalry 2 2 2 2 Can cover retreats
Artillery 3 2 3 3 Preemptive shot, Range of 2
General - 4 - 2 +1 to units in range of 4
Gunboat 4 2 2 2 Carry 1 land unit
Ironclad 8 2 4 4 Takes two hits, Carry 2 units
Unit purchases:
Each player receives 5 points to purchase units each turn. No more than 2 infantry can be purchased each turn and the potential of infantry purchases can be saved for future turns.
Example: you can buy 1 Cavalry and 1 Artillery on one turn and buy 4 Infantry the next turn (save 1).
Combat system:
Combat is considered active when you have units adjacent from enemy forces. Cavalry and Artillery can attack units from a diagonal position, while Infantry can only be located for combat on a flat side. The attacking player rolls a die trying to roll its attack factor or less. The defender then rolls trying to hit at its defense factor or less. Both players remove loses after both players have concluded their rolls. This constitutes a combat round. The attacker can initiate multiple combat rounds as he desires.
Attack positions:
Infantry can only attack from the sides, Cavalry can attack from any position even diagonally, Artillery can do the same but can even fire 2 spaces diagonally.
Retreats:
The attacker can retreat at any time. This only requires that he stops rolling dice during combat. The defender can retreat units only if he has Cavalry units. Each Cavalry can allow the retreat of one other unit (including another Cavalry unit) per combat round. The unit that is retreated must be within 2 spaces of a friendly Cavalry unit.
Advance after Combat:
If the defender has lost the battle the attacker has the ability to take the empty square if he chooses.
Notes on New Units:
Entrenchment:
If infantry occupy a city they can defend at +1 die roll (+2 if with a general in range.
Artillery combat:
During combat all units need to be adjacent to an enemy unit to participate in combat except for artillery. These units can ‘fire’ from up to 2 squares away (even diagonally). Also, they attack preemptively. That is if they hit the allocated defending unit is removed from play before it has any chance to shoot back. Of course if the Artillery is attacking from 2 squares away then the defender could not shoot back anyway.
Coastal artillery rule: Artillery adjacent to or in a friendly controlled port, they can roll once against any enemy vessel that is also located in the adjacent sea zone.
Generals:
* In the two player game each side has one general: Lee and Grant
* In the four player version each player has his own General: Lee/ Jackson and Grant/ Sheridan
In movement these pieces can freely move up to 4 squares and do not count towards the dice roll. They can affect friendly units in combat up to their combat range (also of 4 squares). In combat they add a +1 to all units in combat range. If attacked they defend at 2, but can retreat after any combat round (even if defending). An ‘attacked’ General cannot be brought back if it was hit in combat, but players can also declare a capture and latter trade (or sell them) back to their original owner.
Non-Combat:
After all combat is concluded the active player rolls one die and this represents additional units that can move and redeploy. Units that already moved in the first movement can again be chosen to move as well as Generals.
Naval combat:
You will need to mark the board into 8 sea zones: 5 running on the eastern side (Ports: Boston, New York, Norfolk, Charleston, Savannah)—with the first 2 under Union control and 3 in the South (Ports: New Orleans, Mobile, and another sea zone at 4 player boundary separation.
Ships can freely travel to sea zones even if enemy occupied, but either player has the ability to engage the enemy ships unless they are in a controlled port. All naval combat is for one round only. If a player has managed to occupy an enemy port and it has naval forces, then they are dislodged and must move immediately to sea. If this occurs naval combat can also then occur. Otherwise ships in port are protected from naval combat.
Invasions and Transport:
Each naval vessel can also carry one or two land units and use them to invade enemy territory or just land in a friendly port. The land unit must embark at a friendly port with the ship this ship can then move to any sea zones in movement range and disembark the land units into enemy controlled squares (must be clear of enemy units in the landed square). Units using ships for friendly transport are only unloaded in friendly controlled ports. If the ship is destroyed while carrying cargo then the cargo too is destroyed.
Placement:
Land units can only be placed in cities, while naval units can only be placed in Ports. No more than one unit can be placed in one city/port per turn.
Loss of Capital:
If either player loses their capital (Washington or Richmond) their General(s) no longer get any bonus and income drops by one for each city in occupied hands. Example: The Union player controls Richmond, the Confederate player’s money drops to 4 and each additional Confederate city in Union hands also results in a loss of one additional point even if production drops to zero. Once the Confederate player retakes his capital city, then all his production and leadership benefits return on his following turn.