Showing posts with label battle cry. Show all posts
Showing posts with label battle cry. Show all posts

Tuesday, May 31, 2005

Battle Cry as a Gateway Game

My son Eitan only used to play strategic computer games (although he would often used cheat codes, apparently playing it more for the destruction than the strategy). I bought Battle Cry for him, but aside from liking the pieces, he didn't seem to take to the game, wanting a lot more complicated rules.

Then I found him an ASL player (Ran), and he took to it, playing with our game group now once every few weeks when Ran is available. Interestingly, he is now starting to play with Battle Cry a bit more, with my other son Saarya, and introducing it to his friends. I think ASL awakened something in him, the desire to play with others, and not just with the computer. As he feels that ASL is too complicated for his friends, he is looking at BC in a new light, as something he and his friends can do together (most of the time he is with his friends they hang out wondering what to do).

Yehuda

Monday, May 23, 2005

When Children Play

I have two sons, Eitan and Saarya. Eitan is the rebel, and pretty much doesn't like to do anything, but he always loves violent but strategic computer games (Red Alert, Caeser, etc...).

Saarya is the consonant gamer who likes all types of games, like me. Our tastes differ, but no more than any other two gamers. He doesn't play Bridge or Magic, and doesn't like Puerto Rico too much, but he loves Goa, Prince of Florence, El Grande, etc... Saarya has been a regular at the game club.

Saarya and Eitan share a room, but almost never talk. Yes, they both play computer games, but they are otherwise very different. Saarya is the quiet one who does all of his homework at the beginning of the year. Eitan also does well in school, but does as little homework (and school) as possible.

Recently, I was contacted by an ASL player in Jerusalem who heard about the group, and even though ASL isn't my thing, I put him in touch with Eitan. Now the two of them come to the game group just to play ASL with each other, which is good.

I had bought Battle Cry to play with Eitan, before the ASL player came along, because I wanted to engage Eitan in some game, and I was hoping we could at least play this.

Last night we found that it is a good middle ground for Saarya and Eitan to meet. While I was helping my daughter with a project, both of them came to me bored, and I sent them to play Battle Cry with each other. You would think they would have played together at some other point in the last eight years they have been living together, but it has never happened.

So they played Battle Cry, and from what I hear, they had a close, enjoyable game. Saarya was up 5 to 4 flags at one point, but Eitan managed to get the last two he needed before the game ended. I hope they continue to play together, as this would be a good contact point for both of them. Good for Eitan to have something to do other than hang out in the center of town. Good for Saarya to have someone else to play with.

Yehuda

Sunday, February 27, 2005

Weekend: Battle Cry

Battle Cry was bought to give me something to play with the other son, Eitan.

Battle Cry is a light wargame. No, it is not anything like a Euro-game, unlike, say, Wallenstein, which has Euro game elements mixed with wargaming elements. Nothing Euro about this one.

BC's biggest assets are threefold: a) beautiful components, including the miniature pieces, the board and the rulebook, which contains lots of history and explanation for each actual scenario being re-created (15 in all). b) Easily set up and customizable game board, with a big hex board, and lots of hex obstacle pieces, like trees and houses. After playing the real scenarios, you can make your own ahistorical ones, thereby giving a weaker player an advantage. c) quick playtime, running at about an hour I would guess for most scenarios.

One item that some may consider an asset I deliberately left out: simple and simplistic rules. The rules are simple, but, unfortunately, way too simple. The entire game rules is about 5 pages including large type and pictures. Basically:

1) Play a card from your hand indicating which 1, 2, or 3 divisions can attack from a particular flank (L, M, R).

2) Move the divisions.

3) Attack with the divisions. Roll a number of dice, one less for each hex distance, and one more if you have a general with you.

4) Pick a new card.

Some extras:

- Line of sight must be considered, but it is simplistic and not always sensible. For instance, an infantry division on a hill does not have line of sight over another division at the bottom of a hill.

- Being within an obstacle gives a reduction in the number of dice rolled by your opponent.

- The object of the game is always to eliminate 6 enemy divisions and/or generals.

The choices in how they simplified were just bad choices. Way too much was cut, leaving a rather dull game without many elements that would seem rather obvious, such as shooting first at something charging you, charging altogether, moving with cover, etc...

The other problem is that the game is not really good for Euro gamers, as it is a war game, plain and simple. But for war- gamers, it is so simplistic that it is lacking. Your opponent gets no attacks on you during your turn. You can run from obstacle to obstacle and attack with impunity. All sorts of simple maneuvers are impossible. And if you don't have the right card, you can't even attack someone right next to you. I understand the cards are to simulate a lack or coordination while ordering troops, but I really think each division should have, at least, a default order, such
as "shoot at enemy".

Luckily, many people on the Geek have added many new and important rules to help the game out - yes, adding some complexity, but entirely necessary. I haven't looked closely at them but they have to be an improvement.