I posted a little while ago about the reissued version of the classic 80s boardgame Cry Havoc. I have fond memories of playing this at uni and loving the narrative feel of the scenarios.... rather than a rather boring description of eg 2 forces encounter each other in a village, you have a story about insults between named characters which lead to a brawl. This is a summary of scenario #1 and feels much more evocative. So how did the game go, and do the mechanics hold up after 40+ years. Hmmm......
On the plus side....
- The maps are nice and make for an interesting battlefield... in the 1st scenario the fighting takes place around a few buildings with a central street and there are lots of tactical choices about where to try and funnel the fight and make best use of doorways, widows etc
- The characters are distinct and named which adds to the feel of the story
- The rules are relatively simple and are quick to pick up
Sadly there are quite a few more negatives...
(...and I'll caveat this by adding that I lost the game so maybe some of this is sour grapes, but I don't think so...)
The game was relaunched with a real emphasis on it being very faithful to the original and sadly that includes lots of gaps in rules which require house rules or modding, and some real imbalances. I get the nostalgia appeal but there was a real missed opportunity to tidy up the many gaps in the rules (eg line of sight) or rebalance some of the issues. Similarly the counters could have been made a bit more substantial.
Archers. I don't remember them being hugely overpowered but reading old reviews this seems to have always been an issue and should definitely have been addressed. Bow armed characters get to fire, then move, then fire again and then fight. At close range they can't miss and are guaranteed to kill or wound an opponent (and 2 wounds are a kill). I guess they were armed with some kind of laser-guided armour piercing bow! They are also able to fire over multiple intervening figures... this makes some sense in a battle with massed archery fire, but in a skirmish doesn't feel right at all. I have a feeling some of this may have been picked up in the follow up games to Cry Havoc back in the 80s (Viking Raiders, Outremer etc) but I'm not sure. It would be easy to add some simple house rules to make things more realistic, eg archers can only fire once if they've moved, change the overhead fire etc. Maybe reduce their melee effectiveness if they've fired earlier in the turn or not allow it as they're still carrying a bow. Of course these all make a simple game more complex.
The counters. Each character has 2 double sided counters with a fully healthy character, a stunned version, a wounded one and, finally, a corpse. This quickly became a little fiddly swapping out counters and making sure we had the right side showing. In our game we only has 6 characters but I can imagine with a large force this would become a bit of a headache. I had thought you could replace the counters with 15mm or 20mm figures but this would need assorted counters to mark their status.
If I'm honest I came away a bit frustrated from the game. Not because I lost (probably)... my opponent Anthony had learned a lot from a previous run out of this scenario and played a smart game, using his archer to kill several people before hemming my remaining peasants inside a house and ganging up on them. Everyone's favourite cat, Leonard, arrived to help but sadly turned up too late... I could have done with him batting a few of Anthony's counters off the table!!
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| Reinforcements arrive too late! |
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| The village |
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| Starting positions |
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| The bodies begin to pile up |
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| Sir Leonard de Woking |
So the verdict so far isn't great... I'd be tempted to give a larger game a go to see how that works but realistically I think Cry Havoc may be destined for the loft or for eBay. I did find some Advanced Cry Havoc rules online which might address some of the flaws but, at first reading, they seem to add lots of complexity but I'm not sure they'll make for a smooth game. They have shades of the piling on of layers that you get in games like ASL, but I haven't read them properly yet so they might clear up a lot of the issues. I guess I'm looking for something simpler and more 'fun' and there are a host of more modern rules around like The Barons War, Ecorcheurs, 1 Hour Skirmish Wargames, Lion Rampant, or (my 'go to' skirmish rules) Fistful of Lead
Sometimes things weren't better in the good old days...













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