A seriously big battle is not necessarily the same thing as a seriously big game. After all, the whole point of BBB is to fit the biggest battles - Gettysburg, Solferino, Königgrätz and the like - onto a normal-sized table and into a single afternoon or evening session.
However, smaller battles still tend to produce smaller games. One particular advantage of these arises when they are small enough to swap sides and play the whole thing twice in a session from opposite viewpoints.
Such was the case last Monday, when Crispin rolled out his battlemat for Beaune-la-Rolande. This little skirmish involving fewer than 100,000 men was one of the first battles of the so-called 'republican phase' - the second half of the Franco-Prussian War, after Napoleon III was captured at Sedan. I remembered this being one of the first BBB scenarios Crispin wrote, but I was still taken aback when he said he created it ten years ago, in 2015. With four players (plus Dave W refereeing), we started setting up at 6:30, fought the battle twice, and were packed away by 9:30.
Here's a full photo-AAR of Game 1 in a dozen photos, then just a short verbal account of Game 2, then some Reflections.
How the second game went
We swapped sides. Crispin and I also swapped wings. I took the German left, facing Mark, while Crispin commanded the German reinforcements on the right to fend off Phil.
We decided not to repeat the forward defence. Instead, we posted two brigades in and next to Longcourt, behind the reverse slope of the hills. However, we did mass 72 guns (3 artillery units) on the high ground on our extreme left, where they could pummel Mark's advance.
The French similarly decided to try a different plan, partly because of ours, but partly just for the sake of seeing how it worked out. They responded by sending only a couple of brigades (plus their small cavalry division) up their right-hand touchline, and a couple up the opposite side to face our reinforcements, while all the rest of their force converged to form a big arc focusing on Beaune-la-Rolande.
The French plan worked only in that their concentrated fire inflicted grievous casualties on the Beaune garrison. However, the French were unable to mount an assault to actually take the place. The German plan had worked better: our reverse slope force didn't need to fire a shot all battle; our Grossbatterie stalled the French right flank infiltration and then hurt their mass in the centre; then when 5th Division arrived it rolled up the lefthand end of the French arc around Beaune. The French only held one village at the end - an emphatic German win.
Reflections
Two games in an evening = more than double the fun. There are those who like to savour a game over several sessions totalling 10, 15, 20 hours or more. I have happily acknowledged elsewhere that there is a particular pleasure to be had from the looong game. Nevertheless, the particular wargaming pleasure I mainly seek is that of making plans and high-level decisions and seeing how they work out. There are only so many such decisions to make in any given battle. If I can spend my 15 hours playing five games rather than one, that's a lot more big decisions, hence a lot more of that particular mental pleasure. This time we managed to fit two games into three hours and work through two alternative pairs of plans for the same battle. Not only did we have the direct pleasure from each game, there was also the pleasure of comparing the two - the whole was greater than the sum of the parts.
The other side of the hill. When I commanded the French left, I was very conscious of how brittle my army of Raw Fragile régiments de marche and garde mobile was: a single casualty would render a brigade Spent and largely combat-ineffective; those Krupp guns were very capable of inflicting such casualties; we had to cross a lot of open ground under their fire. The French task seemed very daunting (especially after failing at a similar task in a game of Coulmiers the week before). However, when I swapped my kepi for a pickelhaube, it didn't look any easier! Being outranged by twice our numbers of rifles wasn't a happy prospect, even with some entrenchments to hide in. Where to deploy was quite a tricky puzzle and we were fortunate it worked out so well. In short: it's a challenge for both sides, in very different ways - a tribute to Crispin's scenario design.
Fortifications in BBB. It seems too easy for an attacker to shoot defenders out of trenches. I'm not sure why it's taken me 10 years to reach this conclusion ... anyway, my thought is that a good house rule would be that units in fortifications can only be fired on a) by artillery, b) by units within 3", c) in Offensive Fire Phase if the target unit fired during the preceding Defensive Fire Phase, or d) in Defensive Fire Phase if the target unit declares it wants to fire in its Offensive Fire Phase. What do you think? (Maybe something for 2nd edition!) 😉.
The scenario is available from the BBB io group files here (you need to join the group to gain access).
Why not use a roll that fortifications permit a unit to ignore tha first lost base result due to shooting. Would that not be a simple solution?
ReplyDeleteI discovered exactly the same issue with fortifications (as opposed to rifle pits) in my ACW rules.. My plan is to ignore any retreat results caused by firing, only those due to melee, so trenches have to be assaulted.
ReplyDeleteMaybe ignore lost bases if in fortifications and just allow disorder from firing?
ReplyDeleteSimilar issue made my Puebla scenario entirely too easy for the French, who lost the actual battle. Might use the ignore fire losses idea.
ReplyDeleteOur Beune-la-Rolande game back in the day saw the 5th Division smash my left flank, leading to an emphatic German win.
Thanks for all the comments. Some good ideas there. If anyone tries them, I'd be interested to hear how it goes.
ReplyDeleteThe more I think about it, the better I like Konstantinos' idea. But only testing will tell. And I am in Maine, away from my legions for the next couple months.
ReplyDeleteI will try to do some solo testing with this
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