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<blockquote data-quote="MerricB" data-source="post: 1343768" data-attributes="member: 3586"><p>Funny you should mention that...</p><p></p><p>I've done a review of <em>Cry Havoc</em>, but it'll be published on the 3rdedition.org, since they occasionally send me products to review. </p><p></p><p>A brief summary of the review, however:</p><p></p><p><em>Cry Havoc</em> is one of the most disappointing products put out for the d20 System. For a "definitive" guide, it is lacking in many areas. The parts of it that aren't the Unit Combat system are pretty good, but as the Unit Combat system is about 80% of the book, and has trouble in handling over 12 figures per side, you'd be far better advised looking for another system. Two out of Five.</p><p></p><p>Here's three examples of major flaws in the book:</p><p>* 50 humans in a unit take up <em>twenty-five</em> 50'x50' squares of space.</p><p>* Adjacent units are not in combat until they attack each other; causing "Melee Contact". If you're not in melee contact, no AoOs are produced for moving. Not a bad idea, but with 50 units, keeping track of melee contact is a pain.</p><p>* Whoever wins initiative moves all their units first. When you add this to the fact that there are no Attacks of Opportunity when moving, and flanking rules <em>do</em> exist... Not bad with 5 figures per side (each of 10 men), horrible with 30 figures per side. Whoever moves first gets a huge advantage.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 1343768, member: 3586"] Funny you should mention that... I've done a review of [i]Cry Havoc[/i], but it'll be published on the 3rdedition.org, since they occasionally send me products to review. A brief summary of the review, however: [i]Cry Havoc[/i] is one of the most disappointing products put out for the d20 System. For a "definitive" guide, it is lacking in many areas. The parts of it that aren't the Unit Combat system are pretty good, but as the Unit Combat system is about 80% of the book, and has trouble in handling over 12 figures per side, you'd be far better advised looking for another system. Two out of Five. Here's three examples of major flaws in the book: * 50 humans in a unit take up [i]twenty-five[/i] 50'x50' squares of space. * Adjacent units are not in combat until they attack each other; causing "Melee Contact". If you're not in melee contact, no AoOs are produced for moving. Not a bad idea, but with 50 units, keeping track of melee contact is a pain. * Whoever wins initiative moves all their units first. When you add this to the fact that there are no Attacks of Opportunity when moving, and flanking rules [i]do[/i] exist... Not bad with 5 figures per side (each of 10 men), horrible with 30 figures per side. Whoever moves first gets a huge advantage. Cheers! [/QUOTE]
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