geek
The Hotness
Games|People|Company
Information
Designed By
Art By
Published By
Year Published
1961
# of Players:
2 − 4
User Suggested # of Players
(Not best with any number)
Recommended with 2 players
(2 voters) [poll]
Playing Time
60 minutes
Mfg Suggested Ages
10 and up
User Suggested Ages
10 and up
(1 voter) [poll]
Language Dependence
Moderate in-game text - needs crib sheet or paste ups
(1 voter) [poll]
Category
Mechanic
Primary Name
Battle-Cry
Alternate Names
American Heritage Battle-Cry
American Heritage Civil War
Battle Cry
Civil War
Expanded By
Families
Description Edit | History

One of the American Heritage Command Decision Strategy Games, highly prized by collectors.

This one is the American Civil War game. Each side has 22 pieces (10 infantry, 10 cavalry and 2 artillery), and the starting positions are fixed. The grid is square, with no diagonal movement allowed. On your turn, you roll two dice for movement, resulting in between 2 and 12 movement points to allocate. Infantry moves 1 per pip, cavalry and artillery 2 per pip (a one-square move still consumes 1 pip). Mountains force pieces to pause (they must stop until the next turn). Railroads link stations and can be used to accelerate movement (one station per pip).

Combat is handled by lining pieces up (horizontally or vertically) to face (or flank) an enemy column. You must have battle strength superiority to resolve the battle, and this is done after movement is concluded. Infantry and artillery have combat strength 2, cavalry has combat strength 1. The rear piece then jumps to the other end of the combined columns, and the entire enemy army is removed. To be used, cavalry must have a piece at the front; artillery, if at the rear of your column, eliminates the enemy army without jumping. Artillery cannot attack by itself. Double jumps can happen, if the jumping infantry piece ends up facing a lone cavalry. An open square must exist to jump to, so some map deployments are "safe" --but not against artillery. However, pieces trapped so they cannot move are also removed as if they had lost a battle, so this strategy can backfire.

You win by completely eliminating the enemy army --but a player may concede earlier when a loss becomes unavoidable. The four player game splits command of each army in two, and is played in partnerships.

A really good game, combining a historical theme with rather abstract mechanics.

More Information Edit | History

The key to the game system is east-west travel by rail. The key city is Louisville, Kentucky. Control of this point on the board allows troop movement by rail not only from east to west and back but also permits invasions quickly, especially in the hands of Confederate forces. Use die rolls early to move Infantry to points on the line in the South and keep Artillery near mountain areas if you are the South. There is an advantage to the Confederacy due to the presence of defensive mountains in Tennessee near the Louisville, Kentucky rail junction. The North is not in positon to come down with forces in strength quickly enough and with average die rolls the South has a small advantage here in what would ordinarily be a very balanced game. A competent confederate player can use his western forces to mop up the Union Army in the west and take what is left of the Confederate Western forces to flank attack Union troops grouped together in the east through Pennsylvania, while remembering at all times to maintain control of Louisville. All attacking forces should never be grouped together. They should be in the area so that an average roll of seven would line them up for a successful attack. This discourages the enemy from attacking or taking a risk due to fear of a counterattack.

BGG Marketplace
Pg. 1
Acceptable £20.00 8-Aug-2009 flag
Pg. 1 »
12d 16h 15m
11d 9h 44m
11d 9h 47m
20d 19h 50m
12d 7h 37m
12d 7h 15m
20d 19h 49m
13d 7h 20m
11d 9h 52m
24d 22h 26m
Images
Gallery: All | Game | People | Creative Hot | Recent
[Browse »] [Upload »] [Link Image]
Pg. 1 of 3 »
Files
Title | Hot | Recent
[Browse »] [Upload File »]
Pg. 1 of 1
4 Milton Bradley.pdf
Revised Rules for this classic game adding naval, Generals and unit values
2007-05-04
2 Battle-Cry.PDF
Rules in PDF
2001-10-11
Statistics
Board Game Rank: 4231
Wargame Rank: 1268
Num Ratings: 185
Average Rating: 5.59
Standard Deviation: 1.59
Num Views: 21812
GeekBuddy Analysis: Analyze
Similarly Rated: View
Avg. Game Weight: 1.7 moreinfo
Fans: 2
Personal Comments: 104
Users Owning: 318
Users Wanting: 12
Users Trading: 37
Has Parts For Trade: 3
Want Parts In Trade: 3
Price History: View
Total Plays: 74
Plays This Month: 0
Linked Items Relationship: Expansions for this Game
[Submit Corrections »]
Sort:
Pg. 1 of 1
No Items Found
User Information
Use this tool to rate games, save comments, and manage your collection.
Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.