3 basic variant rules for BCry

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10 years 1 week ago - 10 years 1 week ago #52 by GG
Hello,

First congrats to Alessandro & Michael for giving life to all thoses C&C Websites!

OK: I won't fall (again) in the trap of the guy jumping into a new game and after a few battles wanting to change everything.
Also it may destroy the flavor of this easy game wanted by the creator and it could break a balance establish between the rules and the cards.

But I did played it a lot long time ago and used successfully 3 rules that do not change the value of the cards nor the spirit of the game.

1) The sabers only hit in melee. The generals can still be hit at range with sabers.
2) The generals make any unit on their hex and on any adjacent hex ignore a flag.
3) The generals make any unit on their hex and on any adjacent hex take ground.

B)
Last edit: 10 years 1 week ago by GG.
The following user(s) said Thank You: Sluggo, Tantalon

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10 years 1 week ago #53 by Bayernkini
You are right GG, the new edition was done nearly perfect,
but if the designers have taken the chance, and added also following rules:

1. XSW hits only in melee.
2. Support/Ignoring Flag rules, similar CCA and CCN.

the new editon would be perfect ;)

I play always with the rules above, if my opponent agree, and it works fine :)

My dice are the hell!

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10 years 1 week ago - 10 years 1 week ago #54 by GG
Replied by GG on topic 3 basic variant rules for BCry
I think my propositions 2 & 3 may be also interesting for the following reasons:

1) It makes the generals slightly more important because they REALLY were in ACW!

2) The two advantages given ALLREADY EXIST in the official rules, so nothing really new added. And thoses two advantages (ignoring flag and taking ground) given to adjacent troops do not unbalance nothing because they aren't very powerfull: In the first case you can't battle back and in both cases you are never sure to have cards to order any action with the same units when it's your turn!

4) The players will try to place their generals more naturaly IN THE MIDDLE or BEHIND their formations instead of the sides with the usual support/ignore rule!

5) The players will SEPARATE their generals to make their capacity more usefull witch is not the case with the official rules (the players was obliged to place them on adjacent units during important attacks)!

6) Those generals will actually be placed in the middle of formations in LINES because the official rule without support/ignore (witch I propose to follow) tend the players to attack in lines or separate lines (like it was) instead of the middle-age triangles witch do not provide any support here!

7) If to make a triangle with angle first anyway: The player will put the general ON THE FRONT UNIT for them not to retreat! Making then the leader more heroic and realistic! OK I know: If attacking with a triangle bottom first: the player will tend to put the general on the back unit ... But even if in the back: HIS POSITION WILL STILL BE BEAUTIFULLY AND LOGICALY CENTRAL! In the middle of their troops as must be a good leader!

So the main result will still tend to be LINES OF 3 UNITS ATTACKING OR DEFENDING WITH THEIR INFLUENT LEADER IN THE MIDDLE!

Love it IMAO!

:)
Last edit: 10 years 1 week ago by GG.

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10 years 1 week ago #55 by Sluggo
You raise some excellent points GG!

I will try to incorporate your rules regarding Generals in my next plays & see how if affects the battle results.

Thanks for posting!

"But when a long train of abuses and usurpations, pursuing invariably the same object evinces a design to reduce them under absolute despotism, it is their right, it is their duty, to throw off such government, and to provide new guards for their future security."

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The following user(s) said Thank You: GG

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