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Shouting the Battle Cry of Freedom
by william c. [Verified Purchaser] Date Added: 08/07/2019 15:25:24

I wanted to get a couple of games in using SBofF before posting a review because at first glance and reading, the rules look a liitle old school and a bit cumbersome. The layout is text heavy - albeit there a a lot of examples - and so for me took a while to grasp some important concepts. Then after a second reading it all fell into place

The rules aim to allow players to recreate the larger actions of the ACW, with e the base unit being the Division - this can be offputting especially for the Union as their formation designations shifted throughout the war. The author suggest a minimum table size of eight foot by six, which is likely beyond home use so is rather suited to club play. However, using smaller forces , enjoyable games can be played on a more standard six by four. However, as I am cramped for space anyway, using smaller scales than the suggested 15mm, for instance 6mm and swapping measurements from inches to cms double your effective table size and allows the rules to shine - note the game provides a ruler which I printed at 50%, I also play using 2mm or 3mm armies.

The tactical rules are straightforward and wll explained and provide a decent game.

However the game really shines using the advanced rules for leadership, orders and fog of war. The author has neatly provided a very playable system that makes you think strategically about probing the enemy position , deploying accordingly and giving effective orders to get the job done. You can blunder forward blindly, but a prepared enemy will cut your forces to ribbons I really like the programmed move (works best with a umpire)that allows the shifting of out of sight forces accross the battlefield ready to launch that flank attack - Chancellorsville anyone?.

As well as the rule set the author provides all the required QR sheets and as mentioned rather nifty rulers, as well as markers for the Fog of War movement.

We have enjoyed our games so far and recommend these rules for something a bit different to bring to your table.

A few wishes , options for militia infantry, army lists and scenarios

[5 of 5 Stars!]
Shouting the Battle Cry of Freedom
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Shouting the Battle Cry of Freedom
by John L. [Verified Purchaser] Date Added: 03/13/2019 14:54:41

Battle Cry of Freedom Review


Battle Cry of Freedom (BCF) is an operational game, players play Army, Corps or Divisions positions. Players are assigned as historic officers with their historic capabilities rated for orders, morale and melee. BCF rules has a set of simple rules which can be enhanced by using various optional rules. BCF also uses a number of items to improve ease of play and for speeding up the games.

The follow is a list of BCF capabilities that I like to highlight.

Hidden Units: Simulating Civil War Conditions BCF players can start the game using tokens to simulate hidden units. These tokens can be real units or fakes. Therefore players need to scout the enemy to learn his deployment and strength. Players can also set of sceneries with all of part of the units on the board to get to the fighting action quirkier.

Orders: An important part of the BCF Orders are very important in these rules. Historic commanders can be good or bad in issuing and receiving order. Therefore players must adjust their paly based upon the skills of their commanders. Also players must take in account that orders must travel to the receiving commander.

Officers Functions: Players must adjust to their Historic Officers BCF normally uses historic officers. Therefore BCF provides evaluations for each of the historic offices used. The players or scenario designer can modify these historic officer capabilities for receiving/sending orders and melee bonus.

Moving: Historic Capabilities and Charging Movement Division officers using their historic values can move a set number of brigades. Brigades that can not be moved by these division orders can be move using the out of command table. This provide an excellent way of duplicating Civil War officers various different command abilities. BCF uses special rules for charging movement. Based upon the amount of time the player uses for organizing, the charging units can move 1 or 3 extra moves. This makes attacks more do ability, stronger and speeds up the game.

Firing and Melee: Historic Data BCF uses historic brigades for creating different brigade values for firing and melee. Therefore player should adjust their strategy and deployment making use of the various brigade capabilities.

Ease of play: Player Aids A big plus for playing BCF is that it requires using only the tables on three separate cardboard sheets (not the rule book) to play. BCF uses modifiers for their firing/melee tables that are added or subtracted (no division or multiplying).

Additional items A big item for me is that the modifiers are even adjustments though out all the tables. A modifier of +1 is the same throughout all the tables. BCF uses a 20 sided die to make modifiers linear and provide this constant modifier adjustments. Melee battles have both the attacker and defender roll a 20 sided die for melees results. This technique provides a wide range of results making melee battles exciting.

Conclusion: BCF is an excellent game for people that want a game that tries to simulate the Civil War battles. Being successful in BCF battles requires developing a plan and the use of orders. Scouting your enemy for size and deployment is necessary for planning. You will need to adjust your play based about your orders, officers and brigade historic capabilities. This is why BCF is interesting and exciting.

John A. Lang II

[5 of 5 Stars!]
Shouting the Battle Cry of Freedom
by Don E. [Verified Purchaser] Date Added: 01/04/2019 14:09:45

I have played Shouting the Battle Cry of Freedom about a half dozen times and have thoroughly enjoyed it each time. The rules are relatively easy to learn and the game is relatively easy to play. However, playing it well is another matter. That requires some careful thought and planning and some knowledge of the warfare of the period. The real virtue of this system is that the thought and planning and the decisions you will have to make will be very much like those the real commanders had to deal with. I found little or no opportunities to “game the system” nor any “gamey” aspects. The level of “realism” is quite high, yet without the increased degree of complexity that so often accompanies such realism. Rules for “hidden movement” and dummy units and the consequent fog of war also contribute to a realistic feel, yet, again, without a significant increase in complexity. This rich system rewards careful advance planning, an ability to think like the actual commanders of the period, and the flexibility to respond to the unexpected when your careful plans are confronted by a wily opponent.

[5 of 5 Stars!]
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