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Subject: Cry Havoc Strategy Guide – Humans rss

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Chevee Dodd
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This is part 4 in a series of strategy articles brought to you by the game’s original designer, Grant Rodiek.

Welcome to the strategy guide for the Human faction of Cry Havoc. The Humans are the boogeymen of Cry Havoc, the invincible and overwhelming space marines with their cursed use of Drop Trooper cards and Airfields. This menace, while obvious and hard hitting like a well-wielded hammer, is not invincible. In some ways this guide may evolve less towards how to win with them, and more towards how to defeat them.

I jest, because I’m a smart alek and cannot help it, but don’t lose heart when contesting the Humans. Cry Havoc is an asymmetric game, and all of the factions are rated on a curve of difficulty. The Humans are the most obvious and the most simple. If Cry Havoc were not asymmetric, every player would probably control the Humans. They are the best faction to give to your new friend, or a player who is less adept at planning ahead, less skilled at recovering from mistakes, or just likes to Hulk smash.

Let’s dig into these Human scoundrels, shall we?




The Original Inspiration

The Humans were originally inspired by highly mobile cavalry units, or the armored tactics of the Germans during World War II. Back when Cry Havoc was Battle for York, before Skills, every faction had a passive “support” ability. For the Humans, then known as the Royal Brigade, they could effectively move an additional time if they were moving into a Battle. This meant if you saw a pocket of Royal Brigade cubes on the map, you knew they had a two space punch radius.

Effectively, they were the boxers with the long reach.

Now that all four guides are out, just to reflect on all of them, the original inspirations were:
Machines: Defensive, disciplined troops.
Humans: Highly mobile and aggressive.
Pilgrims: Tricky, nefarious, less battle focused.
Trogs: Hit and run guerilla tactics.

I’d say that’s still mostly true! Fun to look back on the history. Let’s step briefly into the present.

We’re dropping in 8 seconds, ooh rah!

I love space marines. I love love love them. In Halo, whenever the ODST (Orbital Drop Shock Troopers) showed up, I was plain happier. When Starship Troopers hit the big screen, I was thrilled. When I discovered it was based on a book, I was even happier. The armored marines in The Expanse series? Awesome. I love Bobbie Draper. Sardaukar pouring out of drop ships? Yes please.

Cry Havoc’s theme is a love letter to gritty, war-focused science fiction. There can be an urge sometimes to create something entirely novel or new, but a good theme often roots people into the experience and basically says: this is where you are. People who have read these books, played Starcraft, seen the movies, can sorta get the gist when they sit down to Cry Havoc. I know this, because I can see things click when I make these comparisons at demos.

Maybe in the future we’ll venture farther off the beaten path, but we wanted to ground ourselves first into the classics, and our human drop troopers are the very center piece of that desire.



The Strengths of the Humans

The Humans are lightning fast in the game. It is their goal to win the game early, then hold on as the Pilgrims and Machines begin to turn their engines to a fine, purring fury. Every Skill and Structure in the Human arsenal is devoted to this blitzkrieg style of warfare, and very few are devoted to them actually keeping their territory.

In the beginning of the game for most, players will want to Recruit to maximize their initial move, or Move with their starting Units in force to a Region with a discovery token and another with some Trogs. Using Scouting, the Humans can take control of an adjacent Region, then Build Artillery as their first Action. They can then activate the Artillery to put an Artillery token into a Region with Trogs. If you have the Units to solve that Attrition issue, a Watchtower token will firm up your approach towards the Territory Control. If you have the Wrenches? Do both!

Artillery is incredibly useful and potent in that it acts as two Attrition that cannot be prevented or altered. But, it cannot be placed in Battle Regions. Neither can a Watchtower! This means Humans need to activate it before their move, which alerts the enemy that they are coming. Now, a savvy Human player knows this, and they can place it simply as a bluff, or a deterrent. If I know you’re going to kill two of my Units, I may go elsewhere, or wait longer until I can bulk up my attacking force.

Knowing that Artillery and Watchtower cannot be placed in Battle Regions is a very good incentive to be the first mover. If you have the correct Tactics, such as ones that let you add Units, you can move in with a weaker force, prevent Humans from turning on their Structures, and then bulk up in the battle itself. Humans really like to go sooner in initiative for this very reason, and knowing that is very much to your advantage.

Airfield is also useful, though a Human player will need to stock up on Wrenches (i.e. Mountain Tactics cards) to activate it AND Artillery. Airfield also has limited use, as eventually the Human will either have all of the surrounding Regions, or they’ll no longer be unoccupied. Humans need to capitalize on its benefits sooner rather than later.
Why is that? Well, the Human default Skill is Occupation. Humans can discard a card to use it each round. Occupation grants Humans 1 Point for every Region they Control. If the Humans do this every round for even just 3 Regions per round, that’s 15 points! But, keep a few things in mind. The Humans must discard a card, which means they cannot use it to Build, Activate, Move, or Battle. Card advantage, like in Magic, is a real thing.

While we’re on the topic of Occupation, and Airfields, we must also talk about Enable Scoring. This is a very costly and contextual Action and it’s one the Humans very much want to have. If a Human has even 3 Regions and in the same round they use Occupation, and Enable Scoring, that’s 6 points. But, don’t be disheartened. In the same way Occupation consumes cards and Actions, Enable Scoring does the same. The Humans are strong out the gate, and weak in the marathon. Time they spend doing this means they will win fewer fights, and their deck will be less potent. If you can steal Enable Scoring from them, or diminish its benefits, by the fourth and fifth round the Humans will be like a bunch of weekend warriors facing off against Special Forces.

“Eesh!” think the Humans. We have to get better cards! Veteran Forces gives one card a double use. If you’re smart and pick your battles in consistent Terrain, that’ll help recoup that loss in Actions. Recon Forces rewards that early aggression even more by granting you a free Tactics draw for every Battle in which you’re the attacker. If Recon Forces is a skill in the game, your first Action every round should be Artillery, followed by a massive Move into as many Territories as possible! Similar to Data Extraction for the Pilgrims, a Human player with Recon Forces should be as aggressive as they can afford to be.

Seek and Destroy is the final Human Skill and the crown jewel of schadenfreude fiends and spoil sports everywhere. As it’ll resolve last it may not be the best point generator, but it can guarantee a position is sufficiently soft for a future round’s conquest. The Machines should be constantly evening the scales with their Shred Drones and Orbital Snipers to make it simple for them to move in next round. Seek and Destroy is a more focused and lower cost option for the Humans. Don’t chase a few measly VP with Seek and Destroy. Use it to guarantee and easier conquest of a Crystal rich adjacent Region. Soften it further next round with Watchtower and Artillery, and go for that late game 8 point swing. Eyes on the prize, Marine.

Whereas the Machines and Pilgrims are slowly, steadily marching towards a single goal the entire game, a good Human player needs to pivot. Early in the game, they are trying to snatch easier territory, seeking bloodless victories, to build a small, but steadily growing buffer of victory points using Occupation and Enable Scoring. Around mid-game, they need to quiet themselves for a bit, step out of the limelight, and refine their deck. In the final rounds, they need to choose where to stand firm against big Machine and Pilgrim pushes. When the Regions are worth 5-8 points in that last round, holding one or two of them is the difference between Human hegemony and an efficient Machine meat farm. Or, Pilgrim science, but I didn’t have a clever name for them.

The Weaknesses of the Humans

The Humans are not very good at holding onto what they take. Not being able to use Artillery and Watchtower in a Battle Region means humans forfeit initiative in every round to those who are more willing to punch them. In 3-4 player games, non-Human players must pay a slight tax which is devoting some effort to curtailing early Human (and Trog) expansionism. Not your entire round, but an Action here or there to keep the Humans in check.
In two player? You need to fundamentally alter your strategy. The Humans are good at dancing around the boxing ring and can bat away unfocused thrusts. If you come at them, head on, with one focus in mind? They’ll crumble like wet paper. A few weeks ago I managed to constrain my friend on a single front, and the sheer onslaught of my focus was too much for him. If the humans are getting rowdy? Go for the nose. They multi-task really well, but they suffer when you go head first.

Humans also lose steam long term. They spend Actions and cards to score points, which they should do, but it means that if they don’t shore up their card disadvantage at some point, or catch a windfall through discoveries, they’ll simply be ill-equipped for the late game carnage.

Human Structures also lose steam. Artillery and Watchtower and Airfield are great, but they have a short leash and as the front lines move and evolve, the Human buildings become outdated and ineffectual. Machines have Moving City and Transform, and Pilgrims don’t really want to move, and Trogs are literally everywhere, but Humans? They’re stuck. Knowing this, you can refuse to feed them. Every battle adds more crystals. What the humans want more than anything is for you to keep fighting on their doorstep. Even if they lose some of them, as long as they end up with that juicy, valuable region in the end? They’ll win. Let the Humans have their puny 1-3 Crystal Regions. Go for it. Have it. We’ll fight to the death over the good stuff over here, outside the range of your Artillery.

Human Strategy Tips

*Humans need to build a VP buffer early by exploiting Occupation, Scouting, Airfield, and Enable Scoring.
*Humans need to think ahead to the next round so they can use Artillery and Watchtower to support their assaults. Once it’s a battle region, these are useless.
*Humans need to pivot at some point to strengthen their Tactics, or else the final two rounds will be very difficult as the Humans will find themselves outmatched.
*Humans should try to keep their opponents unfocused and distracted. Humans profit most when their enemies must deal with multiple fronts. Focused Machines and Trogs are way, way more scary.
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Grant Rodiek
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So, as the designer I get a handful of free copies of the game and my extra copies arrived today. I gave them to four close friends, who played York, and then Cry Havoc, easily one hundred times. Sorta a simple thanks.

Antonio suggested we play over lunch (It's Thanksgiving so we have a light work day) so we all jumped in for a four player game.

I let them choose factions. Gibson took the Machines as he's never played them (uh oh!), Dave took the Pilgrims...as he's never played them (uh oh!) and Antonio took the Trogs because...he's never played them before (doh!).

So, we took three noobs versus me with Humans. And, let's call me "experienced."

The game was close!

We played with three Skills. Early on the Trogs had all 16 of their Units recruited and surrounding the Humans. I never had more than five regions, and that fifth one was lost. I had to fight tooth and nail for four regions (one of which was my HQ) all game.

The Machines used Moving City and Transform deviously to constantly have shred drones and Bunkers everywhere. They manipulated the board (and me) quite a bit.

The Pilgrims played well. They *almost* built a triangle of death (and science), but didn't quite go all the way. Interestingly, they pulled two +2 Unit Exploration tokens on Action 1/Round 1, so they didn't have the recruit deficit that normally plagues the Pilgrims.

Here is where they lost, and why I won:
1. The Trogs didn't use their Skills enough to manage their Reserve and corral the rest of us.
2. The Trogs over recruited early by triggering tokens and didn't really draw Terrain Tactics until the end of the game. This meant they fought every battle with just numbers and they lost a lot of them.
3. The Machines didn't focus their machinations enough to really capitalize on them. They sorta dabbled and plodded and they didn't BUY something with the work.
4. The Pilgrims used Teleport to outflank the Trogs and take a vital 12 point region...but they didn't do it in force. So, they were never able to hold it and they just fed this region further with the crystals added in Battle. Granted, letting the trogs have it at half points is better, but the Pilgrims missed an opportunity here.
5. Too many people triggered enable Scoring when it didn't benefit them enough.

What did I do well as the Humans?
1. I nickel and dimed them with Occupation. I often couldn't afford the card to discard, especially as I was never able to gain more than 1 card from my skill that gives me 1 card for every Battle I initiate (I'm bad with names). But, I did many draw Actions and really managed my hand well. I earned about 15 points doing this over the course of the game.

2. I chose my battles carefully and I won the ones I needed to win. I recruited heavy early (thanks Jungle cards!) and always had a pile of Oceans to move my men around.

3. I profited from some Enable Scoring mistakes.

4. I only used 2 Build Actions: 1 to add a Watchtower and Artillery and Activate both (for a Region I then took), and a second time to add another Artillery. I wasn't in a good position to use them, so I didn't waste time on these.

5. I fought primarily in Jungle/Ocean Regions, which really played to my needs for Action economy, so I was either going to Add --> Recruit men faster than you, or the men I had on the ground were going to outfight you.

Overall, the Trogs and Machines did a good job fencing me in (Pilgrims were on the other side of the planet). But, they didn't focus and truly leverage their resources, so I won in the end by about 4 points (against the pilgrims).

So, enjoy this Strategy Guide addendum!


Caption from the Game: "I'm going to let you have this Region because I hate Grant more."
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Jon Snow
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Just a clarification for those less familiar with the rules. When Grant says that Human Artillery and Watchtowers cannot be built in a Battle Region, that's part of the general rule that no structures at all (of anyone's) can be built in a Battle Region. I had to go back and check that one out myself.

Also, not all skills are in all games, as mentioned above. Grant seems to be going toward the variation I first suggested on the boards (although I'm sure Grant has done it many times earlier). I've now used it also, where experienced players get to choose which Skills they will use in a particular game, after first determining how many each will get.

Okay Grant, thanks again! Now you can write a Strategy Guide for the Eight Promo Terrain Cards I've started to use...if you're not already working on the detailed Structures and Skills Guide you discussed earlier. (Edit): This latter is now posted as the "Full Content" FAQ (FAQ 2.0).
 
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Grant Rodiek
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chas59 wrote:
Also, not all skills are in all games, as mentioned above. Grant seems to be going toward the variation I first suggested on the boards although I'm sure Grant has done it many times earlier. I've now used it also, where experienced players get to choose which Skills they will use in a particular game, after determining how many each will get.


Depending on my mood and experience of players, I vary between random and choosing a set.
 
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Joe Stude
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We just played our sixth game tonight, with the humans building on an outrageously good first round and staking themselves to such a significant lead by the end of round two that the only way to make the game even close by the end of round 4 was to run them off the table with the Machines and I fighting over the scraps... it didn't happen. I'm becoming disenchanted with the game now because roughly 2/3 of our games have played out according to this script and it's becoming predictable.

People have been quick to cry imbalance but I think the bigger issue is that gameplay feels scripted because the factions are shoehorned into their respective playstyles with deviation often meaning suboptimal play because of how action-constrained the game is. The humans rush out and do their thing while the other factions frantically mobilize to try to counter in time, all the while trying to sneak in the things that make them unique factions worth playing in the first place. It's super frustrating.

I've read all the strat guides, tried different things, read forums, theorycrafted, and on and on and I'm honestly at a loss here regarding how to play the game outside the script so that the factions can deviate from their playstyles. Is it even possible? I'm especially interested in accounts of players countering an early Human airfield rush by other methods NOT involving the other two factions ganging up to wipe them off the board.
 
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Fito R
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I'm confused, why would you NOT want to team up to stall the Human advance?

Also, I guess this also depends on what Skills you're using and how you're letting the Trog battles play out. Also, remember that sometimes the best thing to do with Airfield'ed Regions is to just send in a unit to flip the Trog token and reset the Region. If you can do this on a turn Humans enabled scoring you're getting a lot of tempo for just one unit.
 
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Joe Stude
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Nothing wrong with it on a game by game basis. What I don't wait is for every game to play out the same way. The humans don't win every time in our group, but they consistently get strong enough starts that if the Machines and Pilgrims mess with each other too much it's game over.

Skills: We've had similar results using different skill mixes for all players. One thing about the skills I feel also gives the humans a leg up is that their skills have no limiting requirements, meaning it's easier to use them more frequently, and have significant impact across the course of the game. For the humans, as long as they're attacking and using airfields to grab territory, all three skills (in a 'Veteran' game) are easy to use every round. This means, for example, they're likely to score around 15 VP per game just from Occupation alone. In contrast, consider the Pilgrims... Typically they end up with three skills that all require spending a crystal from their pool. That means unless you've had the time and resources to set up three Harvesters without allowing the humans to run away with the game AND without the Machines trying to mess with you, using more than one skill in a turn isn't likely to happen.

The Trogs.... We've tried that approach. In the last game I even burned a crystal from my pool to use Teleportation to drop a couple of units into a region full of Trogs for the sole purpose of flipping off Human control in a 6-7 crystal region. I had to waste an action, a crystal from my pool, and two units just to counter an action that cost the humans a single wrench (activating an Airfield). Even if you move in directly, it still costs a unit and a move action for no net gain other than takeing humans down a peg. In a game that's likely going to be 12 actions long that just doesn't make sense.

I'm thinking I might forget about 3-player and only break this out when I've got 4 as I suspect having a human Trog player would solve a lot of these issues.
 
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Fito R
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If you have Teleport, it's usually better to just amass a huge army in your HQ then hot-drop deep into enemy territory. In this case, you could just Teleport into the regions with the Airfield, thus shutting that down right quick. If the Human has more then one Airfield, then that's a lot of actions not spent mustering units and moving them into position. Being willing to gain initiative over the Humans also helps.

You also say that sometimes spending the action to disrupt the Human player isn't worth it.... but if that player is going to win, then are any actions spent to disrupt them actually wasted?
 
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Joe Stude
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Teleport: Depends on board state, right? I rarely ever had units in my base because they were out taking or holding territory. Problem with teleporting too deep, especially on the other side of obstructing Trog tokens is it removes retreat options, so a single control objective loss could be devastating.

Not that spending actions to disrupt the humans isn't worth it, but if I'm spending more to bop them out than they spent to get in consistently that's a net loss that's eventually going to catch up with me.
 
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Fito R
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Pilgrims typically lean on Power Orb to put dudes on the map, so Recruiting isn't used often. With Teleport, however, you can use a single action to Recruit 4+ units, then immediately use Teleport to send them in (assuming you already have a crystal in your pool).

If you're worried about stranding your guys in enemy territory, you can always pull the same trick again next turn. This only works if you have the initiative, though.
 
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Joe Stude
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Played with four the other day and it was a great game. As expected having a human Trog player completely eliminated the round 1 "let's airdrop everywhere) strategy for the Humans (me). Everyone but the Machines was in the running until I took myself out of it by accidentally engaging on 3 fronts and not having enough resources to go around.



 
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