Why Deep Fried Happy Mice? Who knows? Not me, though perhaps someone will enlighten me. Anyway: DFHM is "The World's First Online Miniatures Restaurant": Mark Severin's website mainly dedicated to reviews of wargames figures, rules, books etc. I encourage you to visit it.
My particular reason for pointing you towards DFHM right now is of course BBB-related. This is the BBBBlog, after all. Vincent Tsao is a BBB player whose beautiful photo-reports I have already posted about. Having reviewed other games for DFHM in the past, Vincent has now kindly written an extensive and well-informed review of BBB and BBEB for DFHM.
I am very grateful both to Vincent for taking the trouble to review BBB, and to Mark for posting the review in his DFHM Rules Directory.
I am very grateful both to Vincent for taking the trouble to review BBB, and to Mark for posting the review in his DFHM Rules Directory.
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TITLE:
- Bloody Big BATTLES!: Rules for Wargaming the Late Nineteenth Century (2014)
- Companion volume: Bloody Big EUROPEAN BATTLES!: Wargame Scenarios for the Late Nineteenth Century (2014)
AUTHOR:
Chris
Pringle
PUBLISHER:
SkirmishCampaigns
PUBLICATION
DATE:
November
2014
WEB
SITE/SUPPORT FORUM:
The
main forum for discussion of BBB and BBEB
Color
maps for all scenarios in both BBB and BBEB
Quick
reference sheets
Complete
small ‘starter’ scenarios
Miscellaneous
additional complete free scenarios
Spreadsheets
listing game size, numbers of troops required for each scenario, etc
Campaign
reports
An
occasional BBB blog for those who prefer blogs
Includes
full review of BBB and BBEB as published in the Foreign Correspondent
jpg
versions of color maps and scenarios
Photo
reports of numerous BBB games
PRICE
(with date):
$25.00
(in 2015)
REVIEWED
BY: Vincent Tsao, no connection with author or publisher.
PERIOD
COVERED:
All
major battles between 1854-1897, especially:
Crimean
War
Italian
War of 1859
American
Civil War
Austro-Prussian
War
Franco-Prussian
War
Russo-Turkish
War
War
of the Pacific
THE
BOOK:
BBB
is a stapled 8.5” x 11” book. It runs 56 pages. It has a color cover with a
B&W interior.
The
rules themselves comprise 27 pages with numerous examples.
27
pages are given over to 9 scenarios for the largest Franco-Prussian War
battles, which link together as a complete FPW campaign.
2
pages of Quick Reference sheets (also available online from the Yahoo group).
Page 1 has movement and terrain charts, page 2 had firefight and assault
tables.
I
strongly advise downloading the color QRS from the Yahoo group. I had it
printed on both sides and laminated. It is far superior to the black and white
version in the rule book and much clearer.
BBEB
is the same physical format. It includes 16 historical scenarios, most of which
are linked into campaigns:
Crimean
War – 4
Italian
War of 1859 – 2
Second
Schleswig War – 1
Austro-Prussian
War – 3
Russo-Turkish
War – 4
Serbo-Bulgarian
War – 1
Greco-Turkish
War – 1
SCOPE:
Units
are typically either brigades or divisions, to enable fighting complete battles
as grand tactical games in a manageable way. All BBB and BBEB scenarios can be
fought by 4 players, mostly on a 6’x4’ table, in an evening.
ARMY
SIZE:
Average
army size for the Franco-Prussian scenarios in BBB is about 70 1”x1” stands a
side, with the largest needing 100 or so.
Most
of the scenarios in BBEB are somewhat smaller.
BASE
UNIT:
An
infantry unit is generally made up of 3-7 stands of figures, cavalry usually 2,
artillery 1. Units typically represent divisions or brigades, but may only be
regiments, depending on the size of the battle.
GAME
SCALES:
- Ground scale variable according to scenario but generally approximates to 1” = 200 yards
- Time scale variable but typically 1 turn = 1 hour
- Figure/Base Ratio variable but typically a 1” base = 1000-1500 men or 24-36 guns
A
number of the smaller scenarios on the Yahoo group use 1 base = 500 troops or
12 guns.
- Recommended Figure size 6mm to 15mm
- Table Size: 4’x6’ is standard; a couple of larger scenarios need 4’x8’; some starter scenarios only need 4’x4’.
- Game Length: the rules are geared to enable games to be played to completion in 3 to 4 hours or less.
When
first learning the game it may take longer. My group takes about 25-30 minutes
per turn as of our third game.
I
think we’ll do better as we get used to the rules.
BASING
SIZES:
The
recommended base size is 1”x1” for infantry, cavalry and artillery alike. The
rules can be used with somewhat smaller or larger base sizes up to 1.5” or so,
provided both sides are based the same.
I
use 1 inch wide bases of varying depth. Square bases do make it easy to figure
out the 45 degree arc of fire.
TURN
SEQUENCE:
- First Player Unit Movement. Dice per unit to see whether/how far each unit can move.
- First Player Generals. Move Generals.
- Defensive Fire. Second Player’s units fire at eligible targets at any point during the move they just did. ‘Halt’ results may move enemy units back where they came from.
- Offensive Fire. First Player’s units now fire.
- The Assault. First Player’s units that charged into contact resolve their Assaults.
- (then repeat all phases with players reversed)
GAME
MECHANICS:
Movement:
2D6 roll per unit, modified by morale factors, generals and doctrine, and
difficult terrain, to determine whether unit gets a full or half move or none,
rallies or not, or may be forced to retire or break. There are 6 modifiers to
the movement table.
Firefight:
calculate total firepower points of all bases firing at a target unit. Column
shifts left or right on firing table according to tactical factors. 2D6 roll to
determine whether Disrupted, Halted, any bases lost, artillery silenced. There
are 7 common column shifts and 3 uncommon ones. Small arms covered are
smoothbore muskets, muzzle-loading rifles (like Minie rifles), needleguns,
early breechloaders, late breechloaders (like the Chassepot), repeating rifles
and repeating carbines. Artillery covered are smoothbore artillery (Napoleon
gun-howitzer), rifled artillery, breech-loading artillery (Krupp guns), machine
guns (Gatling, Mitrailleuse) and rockets.
Assault:
opposed D6 roll. Apply a few tactical modifiers, calculate resulting
difference. Loser pushed back variable distance, may lose bases. Winning
attackers may take the defender’s position or on a big win exploit for half a
turn and possible assault another enemy unit immediately. There are 9 possible
assault modifiers, usually only one or two apply to any one assault.
ARMY
LISTS/SCENARIOS:
There
are no army lists, points systems, or TO&Es provided, as BBB is geared
specifically to fighting historical scenarios.
Scenarios
Included (BBB):
Franco-Prussian War Campaign Scenarios
o
Froeschwiller
o
Borny
/ Colombey
o
Mars-la-Tour
o
Gravelotte
o
Beaumont
o
Sedan
o
Loigny
/ Poupry
o
Beaugency
o
Le
Mans
Scenarios
included (BBEB):
The Crimean War
o
Kurudere
o
The
Alma
o
Inkerman
o
The
Chernaya
Risorgimento! Italian War of 1859
o
Magenta
o
Solferino
The Second Schleswig War
o
Dybbøl
& Als
The Austro-Prussian War of 1866
o
Custoza
o
Nachod,
Trautenau, Skalitz & Soor
o
Königgrätz
The Russo-Turkish War
o
The
Second Battle of Plevna
o
The
Third Battle of Plevna
o
Aladja
Dagh
o
Metchka
/ Tristenik
The Serbo-Bulgarian War
o
Slivnitsa
The Greco-Turkish War
o
Domokos
Each
scenario includes a black and white map, a short history, orders of battle for
both sides, victory conditions, scenario rules, campaign/scenario options and
scenario notes.
The
rules include a simple campaign. You can play a group of the battles in turn,
the winner of the current game gaining some advantage in the next battle.
When
terrain is complex the black and white maps may be difficult to figure. The
files of the Yahoo group have the color version which is much clearer.
REVIEWER’S
COMMENTS:
The soft cover has the only color, so this is not a coffee table set of rules
loaded with eye candy of fabulously painted 28mm figures. On the other hand the
rules don’t cost $40.
There
is a table of contents. The 27 pages of rules contain a good number of helpful
examples. The rules are fairly simple and clearly written. I found only a few
minor typos- a rarity in rules and published books too these days. There are a
good number of clear examples with diagrams. I felt I could play after a
reading or two.
The scenarios are clear and list the number of troops/guns per base. This makes
using the scenarios for other rules straightforward. It’s always nice not to
have to spend time “translating” scenarios.
PLAYER’S
COMMENTS:
First, let me say that BBB meets my dice requirements. High rolls are always
good. I prefer that instead of needing high dice for one type of thing and low
dice for another, and then having trouble remembering when each is called for.
This way snake eyes means trouble and box cars calls for champagne, regardless
of the situation. The rules resemble Fire and Fury, as Fire and Fury resembles
On to Richmond . But it is stripped down, leaner and meaner than F&F.
I’ve played three games so far and like the game more as I go. We are not up to
speed yet, taking 25-30 minutes per turn. I think we can get that down to 15-20
soon. I like the movement system. It is similar to Fire and Fury. In F&F
players roll 1D10 which means the extreme results can happen 1 in 10 times. BBB
uses 2D6 which means the extreme result is 1/36. A disrupted unit rolling on
the movement table won’t break unless it has negative modifiers. Be assured
units won’t always move when you want. If that bothers you, avoid BBB. I prefer
C&C rules since we often play one or two players per side.
Movement
is generous, 12” for infantry and artillery, 18” for cavalry and staff. This
means units will close fairly rapidly, no early turns spent watching units
crawl into range. Units must move in a straight line (unless marching along a
road), so no zooming up from in front to fall on a flank. Units exert a zone of
control. Within 3 inches you either move towards them or away from them. After
completing a move a unit may pivot on its central stand to face any direction.
Fiddly wheeling measurement is gone. A Unit can cover a lot of ground if it is
unopposed. Infantry in column on a road with a good movement roll can cover
nearly three miles in an hour. I’ve played other games where unopposed units
can make perhaps half a mile per hour because the movement and time frame don’t
really match. In BBB you’d best picket open flanks rather than rely on slow
movement by the enemy. Of course a bad movement roll may indicate the unit CO
has decided to stop and consult his schnapps flask…
The
firing table is easy to use, one (2D6) die roll tells all. The designer has put
work into the table so the player doesn’t have to do it during the game. In
many other games guns are firing, moving or dead. Silenced batteries must
limber up and pull out of the fight, at least for the moment. This adds a lot
off flavor to the game.
Units
are halted based on their training level, so raw troops will halt before
trained, etc. This means assaults often stop and turn into firefights, not
unlike accounts of actual fights.
Assaults
are resolved by opposed die rolls, each side rolling 1D6. Again, this is
similar to Fire & Fury. But with each side rolling 1D6 instead of 1D10,
there is a smaller range of results. In F&F a fight between two equally
matched forces has a 2 in 10 chance of one side or the other being routed. One
player I know says F&F is too dicey because of this. In BBB two equally
matched forces will not get the most extreme result. One side or the other must
have at least 2 points of modifiers to get a chance of the extreme result. This
is more deterministic than F&F but assault is still not a done deal. There
is also a good chance that a frontal assault won’t go home and instead become a
firefight. You should disrupt units you wish to charge. The sure way to close
is to avoid the enemy front and hit them in flank or rear. This is easier said
than done.
BBB
requires four different types of markers: disrupted infantry/cavalry or
silenced artillery, reduced artillery, spent and low on ammo. If you are
allergic to markers be warned. It’s not a problem for my group. You may of
course use figures or whatever in place of markers.
I
find the game to be a good, simple, sturdy system for fighting grand-tactical
battles of the 19th Century. I’ve been working on my own
grand-tactical rules for a while and feel like I no longer have to look. BBB is
pretty much what I was looking for. There is command & control, done
simply. You can tweak it for different armies. Truly slow armies can be
declared passive, giving them a -1 modifier on the movement table. With the
bell curve produced by 2D6 that modifier will have more effect than you think.
Better armies can have more generals on the field. They give a +1 modifier for
movement.
Assaults
are more deterministic than F&F, which keeps some of my gaming mates happy,
i.e. we can play these rules. So we have one set of rules for the American
Civil War, the Franco-Prussian War and arcane periods like the 1879-1884 War of
the Pacific ( Chile , Peru and Bolivia ). I even suspect we can use the rules
as is for grand-tactical Napoleonic games. After that last statement I’d best
step lively before I find myself bound to the stake.
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