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“It is for us the living, rather, to be dedicated here to the unfinished work which they who fought here have thus far so nobly advanced. It is rather for us to be here dedicated to the great task remaining before us—that from these honored dead we take increased devotion to that cause for which they gave the last full measure of devotion—that we here highly resolve that these dead shall not have died in vain—that this nation, under God, shall have a new birth of freedom—and that government of the people, by the people, for the people, shall not perish from the earth.”
Abraham Lincoln
Gettysburg
November 19, 1863
At the outbreak of hostilities, both sides were unprepared for war. The weeks after Fort Sumter saw both North and South gripped with an enthusiasm for a war which most thought, optimistically, would be decided swiftly.
The Union regular army was only 16,000 strong, and many of those troops were at frontier posts in the West. In addition to them, Lincoln could call on the state militias. In April 1861, Lincoln called for 75,000 volunteers to serve for three months. In July, he asked for another 400,000 to fight for three years. The Confederacy had to raise its army virtually from scratch, although the Southern state militias were generally better prepared than those in the North. The Confederate Congress authorized President Davis to raise 100,000 volunteers in February 1861 for up to twelve months. In August, this was increased to 400,000 for a period of three years. General in Chief Winfield Scott urged Lincoln to offer Robert E. Lee command of the Union army. Lee, however, declined the offer and resigned from the army. Within four weeks, Lee took command of Virginia’s military forces as a major general in the Confederate army.
The South, by avoiding defeat, hoped to win by making the war so costly for the North that public support for the war would wane. President Davis preferred to wage a defensive war, trading space for time. However, he could ill afford to lose territory, which would further deplete the South’s limited resources and weaken Southern morale. The Confederacy adopted what has become known as an “offensive-defensive” strategy. While maintaining a cordon defense, Confederate armies would exploit opportunities to counterattack and raid. The objective was to disrupt Union plans and undermine Northern morale.
Unlike the South, the North had to win the war. Gen. Scott proposed the “Anaconda Plan,” in which the Union would impose a naval blockade on the South and win control of the Mississippi. This would deprive the South of military resources and split the Confederacy in two. Scott believed this plan would bring the South to terms with less bloodshed than any other plan. However, Scott’s method would take time, and he feared, quite rightly, “the impatience of our patriotic and loyal Union friends. They will urge instant and vigorous action, regardless, I fear, the consequences.” Scott was right. With the Confederate capitol only a hundred miles away, the cry in the Northern press was “On to Richmond.”
In early July 1861, Confederate forces were within a day’s march of Washington. Mindful of public opinion and that the initial three-month enlistment period was coming to a close, Lincoln pressed Gen. Irvin McDowell to take action. McDowell expressed concern because the army was not yet ready for battle. But Lincoln was adamant. “You are green, it is true,” the president remarked, “but they are green, also; you are all green alike.” With a force of about 30,000 troops, McDowell drew up plans to attack the main Confederate army under the command of Gen. Beauregard. McDowell’s plan of attack was to advance with 35,000 troops on the main Confederate army of 20,000 under Pierre G. T. Beauregard, which was camped near Manassas Junction.
The first major battle of the Civil War was about to unfold, and like so many battles that would follow—Bull Run to Appomattox Courthouse—the soldiers and leaders of North and South would display a measure of courage and sacrifice that would, more than any other event in our nation’s history, set the direction for America’s future.
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The Battle Cry game features 30 stylized Civil War battles and skirmishes. These scenarios focus on important terrain features from the original battlefields and represent the historical deployment of Union and Confederate forces that participated in each battle.
Victory will require strategic card play, timely dice rolling, and an aggressive, yet flexible, battle plan. The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Be first to capture a set number of opponent’s flag figures and/or flag tokens, as noted in the scenario, to win!
Classic Battle Cry Battles
First Bull Run, Virginia — July 21, 1861
Pea Ridge, Arkansas (Elkhorn Tavern) — March 7, 1862
Kernstown, Virginia — March 23, 1862
Shiloh, Tennessee (first day of battle) — April 6–7, 1862
Gaines Mill, Virginia — June 27, 1862
Second Bull Run, Virginia (Brawner’s Farm) — August 28, 1862
Antietam, Maryland — September 17, 1862
Fredericksburg, Virginia — December 13, 1862
Murfreesboro, Tennessee (first day of battle) — Dec. 31–Jan. 2, 1863
Gettysburg, Pennsylvania (Devil’s Den & Wheat Field, second day of battle) — July 1–3, 1863
Gettysburg, Pennsylvania (Pickett’s Charge, third day of battle) — July 1–3, 1863
Chickamauga, Georgia (second day of battle) — September 19–20, 1863
New Market, Virginia — May 15, 1864
New Hope Church, Georgia — May 25, 1864
Jackson Campaign Supplement
McDowell, Virginia — May 8, 1862
Winchester, Virginia — May 25, 1862
Cedar Mountain, Virginia — August 9, 1862
150th Civil War Anniversary Edition Battles
Falling Waters, West Virginia — July 2, 1861
Wilson’s Creek, Missouri (Bloody Hill) — August 10, 1861
Greenbrier River, West Virginia — October 3, 1861
Belmont, Missouri — November 7, 1861
Dranesville, Virginia — December 20, 1861
Fort Donelson, Tennessee (Confederate Breakout) — February 15, 1862
Little Sugar Creek, Arkansas — February 17, 1862
Williamsburg, Virginia (North of Fort Magruder) — May 5, 1862
Oak Grove, Virginia — June 25, 1862
Richmond, Kentucky (Union Final Position) — August 30, 1862
Ox Hill, Virginia — September 1, 1862
Perryville, Kentucky — October 8, 1862
Prairie Grove, Arkansas — December 7, 1862
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1 Game Board
60 Command Cards
46 Double-sided Terrain Tiles
9 Double-sided Entrenchment/Fieldwork Tokens
14 Double-sided Flag Tokens
8 Battle Dice
1 Flag Label Sheet
Confederate (gray) and Union (blue) armies, each with the following plastic figures:
3 Generals with Flags
3 Artillery with Flags
6 Artillery Crewmembers
3 Cavalry with Flags
6 Cavalry
10 Infantry with Flags
30 Infantry
Apply an appropriate flag sticker to each figure with a flag stand.
The game board represents a battlefield and is divided into three sections by two dotted lines—giving each player a left flank section, a center section, and a right flank section. Where a dotted line cuts through a hex, the hex is part of both the flank section and the center section. The victory stand areas hold captured enemy flags.
Using command cards, you’ll order your troops to move, attack, and/or do something special. There are two types of command cards: section cards and tactic cards.
When you play a section card, the card will indicate how many and which type of units you may order to move and/or battle. The card will also indicate in which section or sections of the battlefield you may issue orders.
Tactic cards feature special rules that enable units to move and/or battle in unique ways or that create other effects as noted in the text of the card.
You’ll roll a variable number of dice to resolve battles. The dice are custom made for this game and have the following 6 sides:
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Select one of the 30 battle scenarios from the Scenarios section, starting on page 17. Each scenario includes a battlefield map, a brief overview of the battle, and staffing notes.
The 30 scenarios are based on actual Civil War battles. Every attempt has been made to ensure accuracy, within the boundaries of the game system. Keep in mind, however, that history is, by definition, interpretive. “Facts” are often contradictory. Press and government reports are not always accurate. Historians, sometimes disagree. People are misquoted. Embellishment, mistakes, faulty memories and conflicting records also play a role. In war, nothing is certain.
If this is your first game of Battle Cry, start with the First Bull Run scenario on page 17.
This scenario will help you become familiar with the rules and the basics of fighting a Civil War battle.
Each scenario has a battlefield map that shows where to deploy armies and place terrain tiles and tokens on the game board.
Set up the game board according to the map.
Each silhouette on the map represents either a single general figure or a unit comprised of multiple troop figures.
A Note on Scale The number of historical forces represented by a game unit varies by scenario. For example, in some scenarios an infantry unit in the game may represent an entire division, while in other scenarios it might represent a single regiment.
Terrain has a variety of effects as described in the Terrain section on page 12 and on the quick-reference sheet.
Click here for further terrain reference.
Flag tokens mark special units or objective hexes. When a special unit or objective hex is present in a scenario, it will be labeled on the map and explained in the staffing notes.
Special Unit: When you move a special unit, move the corresponding token along with it. The token doesn’t count as a piece that can be removed to satisfy losses, and the token is not transferable. Remove the token from the battlefield when the last piece in the special unit is eliminated.
Objective Hex: Place a flag token on the objective hex. Normally when your unit occupies an objective hex, you capture the flag token and place it on your victory stand.
Each scenario includes staffing notes with information on the following:
The generals in command. In some scenarios, the generals aren’t present on the battlefield; only the field officers whose presence affected the actual outcome of the battle are represented.
Each player’s hand size of command cards.
The player who goes first.
The number of captured flags needed to win the game.
Any special rules or victory conditions that apply.
When a battle’s special rules require a unit to occupy an objective hex to earn a victory flag token, a general figure by itself can’t capture that objective hex; only an infantry, cavalry or artillery unit can capture a victory flag token.
Shuffle the command cards and deal the number of cards shown in the staffing notes to each player. Players keep their cards secret. Place the remaining cards face down in a draw pile, within easy reach of both players.
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The player listed in the staffing notes goes first. Players then alternate taking turns. On your turn, follow the sequence shown below:
1. Play a command card.
2. Announce orders.
3. Move.
4. Battle.
5. Draw a new command card.
Play one command card from your hand. The card will tell you in which section(s) of the battlefield you may issue orders and how many orders you may give. Some cards allow you to take special actions, as explained on the card.
Announce which of your generals and/or units you will order. Only those ordered figures may move, battle, or take a special action this turn. You can’t give more than one order to each general or unit.
You may move generals and units you’ve ordered in any sequence you wish. However, you must complete each move before beginning another. All moves must be completed on a turn before you may battle. (Battling is step 4 of the turn sequence.)
Infantry — An ordered infantry unit may move 1 hex in any direction and battle.
Cavalry — An ordered cavalry unit may move up to 3 hexes in any direction and battle.
Artillery — An ordered artillery unit may move 1 hex in any direction or it may battle. An artillery unit may not move and battle.
General — An ordered general may move up to 3 hexes in any direction. When alone, a general may not battle.
A general in the same hex as a friendly unit is “attached” to the unit.
Note: Retreating is a different type of movement with slightly different rules. See Retreat, pg. 11.
After completing all moves, your ordered units able to battle may battle. However, they must first be close enough to the enemy and be in a position to “see” the enemy. (See Range, pg. 9, and Line of Sight, pg. 10.)
A unit may battle only once per turn. You must resolve each battle before starting the next.
To battle, do the following:
Infantry — Range of 4 hexes.
An ordered infantry unit may battle an enemy target that is 4 or fewer hexes away in any direction. An infantry unit rolls 4 battle dice when the target is in an adjacent hex, and 1 die less for each additional hex away from the enemy. For example, to battle an enemy that is 4 hexes away in clear terrain, an infantry unit would roll 1 battle die.
Artillery — Range of 5 hexes.
An ordered artillery unit may battle an enemy target that is 5 or fewer hexes away in any direction. An artillery unit rolls 5 battle dice when the target is in an adjacent hex, and 1 die less for each additional hex away from the enemy. For example, to battle an enemy that is 5 hexes away in clear terrain, an artillery unit would roll 1 battle die.
Cavalry — Range of 1 hex.
An ordered cavalry unit rolls 3 battle dice, but may battle only an adjacent enemy target.
General — No range.
See Generals in Battle, pg. 9.
<<Insert Range diagram>>
A unit must be able to see the enemy unit it wants to battle. This is known as having line of sight to the enemy.
Imagine a line drawn from the center of the hex containing the battling unit to the center of the hex containing the enemy target. This line of sight is blocked if a hex (or part of a hex) between the battling unit and the target hex contains an obstruction. Obstructions include a unit or general (regardless if friend or foe) and some terrain. (See Terrain, pg. 12.) The terrain in the target hex does not block line of sight.
If the imaginary line runs along the edge of 1 or more hexes that contain obstructions, line of sight is not blocked unless the obstructions are on both sides of the line.
Line of Sight Example
<<Diagram of line of sight - see pg. 8 of previous rulebook>>
“A” may fire at “B” even though the imaginary line between their hex centers passes along the edge of 2 hexes containing woods. (These only block line of sight on one-half of the target hex.)
“A” may not fire at “C” because the woods hexes are on both sides of the imaginary line between the hex centers. This leaves no part of the enemy’s target hex visible.
“A” may not fire at “D” because the imaginary line between their hex centers passes through the woods hex, thereby blocking line of sight.
“A” may not fire at “E” because the imaginary line between their hex centers passes through part of the woods hex, thereby blocking line of sight. If “E” moved 1 hex forward, then “A” would have a clear line of sight.
Determine the total number of battle dice a unit will roll as follows:
Example: You play a Leadership tactic card and order an infantry unit with an attached general that is targeting an enemy infantry unit 2 hexes away on a woods hex. First, determine the dice to be rolled based on range, 3 dice, then deduct the woods protection of –1 die, which equals 2 dice. Then add the Leadership bonus of +1 die for a total of 3 dice.
Once you’ve determined how many battle dice to use in a battle, roll the dice. Each die rolled will result in a hit, a retreat, or a miss. Hits are resolved first, followed by retreats.
The attacker scores one hit for each symbol rolled that matches the target unit. The attacker also scores a hit for each sabers symbol rolled, regardless of the type of unit attacked. For example, a targeted infantry unit suffers 1 hit for each infantry symbol and 1 hit for each sabers symbol rolled.
<<diagram of dice sides except for retreat>>
Artillery hit Infantry hit Cavalry hit Any unit/general hit
For each hit scored, remove one figure from the target unit. Remove the flag bearer piece last. When the flag bearer (last piece) in the opponent’s unit is removed, place it on an empty star of the victory stand on your side of the battlefield.
If an attacking player rolls more hits than the number of playing pieces in the defending unit, the additional hits have no effect.
A general may only be attacked and hit when alone in a hex.
When attacking a general, calculate the number of battle dice to be rolled as usual. The attacking player must then roll at least one sabers symbol. If the roll succeeds, the defending general is eliminated. When you eliminate a defending general, place it on an empty space of the victory stand on your side of the battlefield.
If a general is attached to a unit that has just been eliminated, and the attacker still has one or more additional sabers to use, those sabers hits do not affect the general. To hit and remove a general that is attached to a unit during a single turn, you must do the following:
After you resolve all hits and remove casualties, then resolve retreats. For each flag symbol rolled during the battle, the defending unit must retreat 1 hex toward its own edge of the battlefield. Terrain has no effect on retreat moves; therefore, a retreating unit may move through terrain that normally would stop movement. Impassable terrain, however, may not be moved through during a retreat move.
The defending player decides to which hex a unit retreats using the following rules:
You failed to roll any of the symbols needed to hit an enemy target or to force the enemy to retreat.
After resolving all hits and retreats, discard the command card that you played and draw another card from the deck. Your turn is now over.
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The first player to capture the required number of flags for the selected battle scenario’s victory conditions wins the game.
To play a match, swap sides after the first battle and play again. The winner is the player who captures the most flags from both battles combined.