Showing posts with label BBEB. Show all posts
Showing posts with label BBEB. Show all posts

Wednesday, 10 July 2019

Vae Victis reviews BBB, BBEB & BBBB

Many readers of this blog may already be familiar with Vae Victis. For those who are not: VV is a gorgeous, lavish, high-quality French wargaming magazine. The publication of Konstantinos Travlos's Bloody Big Balkan Battles campaign book (BBBB) prompted Nicolas Strategos at VV to commission a review not only of BBBB but also of the parent BBB ruleset and its companion BBEB scenario book.

The review is mainly descriptive of the mechanisms and contents, but perhaps I can extract and translate its essential assessment here without committing too many crimes against the French language.

For BBEB, it just lists the wars covered. For BBBB, it goes further:
"The content is extremely educational and provides an excellent synthesis of events."

For the BBB rules:
"Overall, BBB offers a level of abstraction and a scale of game suited to 'big battles', with simple mechanisms and loads of high quality scenarios. Basically it allows you and some good buddies to get together around a standard wargame table and recreate the major 'collisions' of the second half of the 19th century (and the start of the 20th)."

Summary:
"Good points: simple mechanisms, suitable for multi-player games, high quality scenarios.
Flaws: running out of ammunition (this seems a bit excessive and will happen too often during a game)."

My thanks to Nicolas for arranging the review, and to VV's reviewer Jean-Philippe Imbach for doing a thorough job and bringing BBB to the attention of our wargaming comrades across the Channel.

I guess at some point we should do that French-language edition of BBB ...

Thursday, 19 November 2015

Warfare 2015: showtime!

I don't get to many wargames shows - too many weekends get taken up by work, family, etc - but I made an exception for the Warfare show in Reading UK last weekend. That's because it was our first time demo-ing "Bloody Big BATTLES!" at a major show. What a blast! Definitely the High Quality Gaming Experience (TM).

Our Oxford team was there both days, running our demo/participation Franco-Prussian War battle, St Quentin. Altogether we entertained about a dozen participants and many more interested spectators. Not only that, but Pat and Malc of the host club, Wargames Association of Reading, were also running a beautifully conceived and executed Balaclava BBB game, which was extremely popular and in constant and raucous action. Balaclava AAR and photos are in the BBB Yahoo group thanks to Malc. I also posted AARs of the two St Quentin games on the BBB Yahoo group, as well as a thankyou to everyone who made it such a great weekend.


I was really overwhelmed by the scale of the positive reaction to BBB. Caliver Books, the main UK outlet for BBB, had a stand at Warfare and sold out early on the first day.  (I'd warned them we would probably be sending customers their way, but apparently they sold a load at Crisis in Antwerp the week before as well.) Fortunately they were expecting a new shipment to arrive on Sunday. Anyway, as I was saying, lots and lots of really positive reaction, both from people who had never seen the game before and from the pleasantly surprising number of players who are already having great fun with BBB. I spent so much time talking with so many good guys that I didn't get a chance to see the rest of the show.

One important consequence: in response to popular demand, we are now seriously planning to run a BBB event in Oxford some time in 2016. Probably a Sunday (dates yet to be discussed), probably 10 or 12 historical battles to accommodate up to 50 or so players, most likely a mix of major battles like Koniggratz or Solferino and smaller 90-minute games. If you're interested in keeping informed, join or at least monitor the BBB Yahoo group.

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Also just for the record I should note a couple of recent club games. Monday just gone I ran the "Bzura Breakout" WWII KGC game again, as it was minimum effort. It turned out to be as mobile and exciting as hoped. And two weeks before that I played in Mark's excellent BBB game of Isted (1850) from the First Scheswig-Holstein War. I can't do it justice with a full AAR but the scenario and a couple of photos are in Flickr.

As I was on the winning side at Isted, and played in the second (drawn) game at Warfare, my running total for the year, excluding games I refereed rather than played in, is now:

Games played to conclusion - 29.
Won - 13.
Drawn - 6.
Lost - 10. 

Friday, 31 July 2015

The Quest for the "High Quality Gaming Experience"

I had the privilege earlier this week to be an invited guest at a wargame of Koeniggraetz (1866), the huge climactic battle of the Austro-Prussian War. Our host Andrew had based his game on my Koeniggraetz scenario from "Bloody Big European Battles!", but doubled it in size: twice as many troops and units, on a table twice as long, and twice as many game turns. With Andrew's beautifully painted armies on an attractive layout, this made for a magnificent spectacle, and he had assembled a convivial team of players and provided generous hospitality. Six hours of driving for 9 hours of entertainment proved to be time well spent as it was a most excellent day all round.

This set me to musing on the ingredients required for what a buddy of mine describes as "the High Quality Gaming Experience". Or as he has also been known to say, life's too short to waste playing lame games with jerks (or words to that effect). This is a philosophy I fully embrace, and I'm happy to say that most weeks I manage to live it. Here's my recipe for the HQGE:

The Terrain
The Troops
The Venue
The Rules
The Scenario
The Company

The Terrain
Under which heading we may also include paraphernalia - all the markers, tools, charts, dice etc the game requires. Terrain and paraphernalia must first and foremost be functional, enabling us to play the game we want to play. But above and beyond the functional aspect is the aesthetic one. A few $$ on terrain can go a long way: hills, trees, buildings etc are more versatile than the armies themselves, as you can use most terrain items bar the most specialized for a very wide range of battles. I see too many games at the club, or even at conventions, where the effort devoted to terrain is perfunctory at best: an unadorned piece of green felt serves as a forest, another token bit of cloth with some crest lines drawn on it gets called a hill. These do the job, of course. But realistic scenery brings the game to life. I have made it a rule to buy some terrain items every time I attend a convention. Invest in terrain!

The Troops
These are what presumably attracted most wargamers to the hobby in the first place, aren't they? The reason why we're here: model soldiers. Most of us love to see a finely crafted diorama base of lifelike miniature figurines, faithfully representing some or other famous regiment or incident. As with terrain, so with troops, function comes first, and many's the wargames table that has been contested by lead soldiers painted shoddily or not at all. Does it matter? In one sense, no - we can fight battles with blocks of wood or bits of cardboard and they will work just fine - but attractively modelled armies add so much to the spectacle.

The Venue
We all use what space we can get. It may be a village hall or similar multi-function venue. It may be a cloth thrown over the dining table to stretch the tolerance of one's significant other. But every wargamer's aspiration should be to have their own dedicated War Room, large enough to accommodate an extensive table, a lavish collection of armies and terrain, and a number of generously-proportioned wargamers. This room should be replete with military-themed decorations - paintings, maps, medals, headgear and other militaria. Martial music in the background doesn't go amiss. Ready rations for the troops and a beer fridge also enhance the experience.

The Rules
As another wise friend once told me, our games are primarily about making decisions. A game in which options are very limited, in which actions have to be resolved slowly and laboriously, and in which each turn feels much like the last with no interesting decisions to make is a poor game. A good game is one where the situation changes and presents players with significant new choices every turn, and where the game mechanisms are sufficiently easily grasped and memorised that it can be played at 2am by tired dyslexic innumerate wargamers who have had a few drinks. Many many games fail these tests. This was a major motivation to develop "Bloody Big Battles!".

The Scenario
Similar considerations apply here as for the rules. A simple line-'em-up game is fine as far as it goes, but if we seek the High Quality Gaming Experience we can do better. Whether historical or invented, a scenario should offer some distinctive challenges, and should give all the players interesting things to do and some choice of ways to do them. I have cited Bob Mackenzie's fine essay on "Scenario Design" before, and here I shall do it again. I took Bob's lessons to heart, and I hope this shows in my scenarios in BBB and BBEB.

The Company
In wargaming, as in life in general, we all need friends. To have just one regular gaming buddy is a good start. But if you rely on one friend, then there may be many weeks when because of holidays, or work, or family commitments, or all the many other possible distractions, you can't get together. Far better to have a group of like-minded enthusiasts, large enough that you can always muster a quorum, even if a few of you are away. For the past five or six years I have been blessed with a really great circle of friends who share my interest in C19 wars and my approach to games - fun first, history next, and winning or losing being of only minor importance. Because we fight multi-player games, our corner of the club is very welcoming, and many a passing visitor, ignored by the tournament players, has joined in a game of BBB; if a player or two has to drop out at short notice, the game still goes ahead and nobody is let down; multi-player games are also less confrontational than one-to-one, head-to-head clashes, and tend to defuse the chance of personality clashes and rule squabbles.

As well as my excellent home team, I also periodically have the pleasure of hanging out with Scott's high-caliber crew in the US. That's where my High Quality Gaming Experience philosophy derives from. I suppose it's an American approach, that willingness to pay a premium price for a premium product, etc, by contrast with the parsimonious attitude I used to have, of making do for the least cost. And as of this week, I now know yet another circle of erudite and amenable wargamers, a little closer to home than Virginia, and with whom I hope to have further wargaming opportunities in future.

The Key Ingredient?
So of our six ingredients, which is the key one? Terrain, troops and venue are all important, of course, but the first two can be improvised with simple pen and paper if need be, while anywhere with a table could be a venue. Rules and scenario are more significant, I suggest, as these are The Game, and a poor choice of rules can be an all-too accurate simulation of war (in the oft-quoted sense of being "95% boredom, 5% sheer misery"). But the vital ingredient? Solo wargamers may demur, but I believe it is the other guys (or gals) round the table who will ultimately determine whether yours is a High Quality Gaming Experience. Choose your friends carefully, and cherish the good ones!



Wednesday, 1 July 2015

Ways to represent complex hilly terrain

When I were a lad, wargames were simple: you had maybe half a dozen battalions of Napoleonic British against a similar number of their French counterparts, you set up one or two woods, one or two small hills, perhaps a farmhouse or a stream, and off you went. This kind of generic encounter battle on basic and schematic terrain still makes lots of people happy: the tactical challenge can be sufficiently teasing, and the visual spectacle, especially in 28mm, can be wonderful.

But for my jaded palate, the generic encounter is no longer enough. If it isn't a direct and fairly faithful representation of a historical battle, even if a game has been one of non-stop see-saw excitement, I am left feeling vaguely unsatisfied. Hence my constant quest to refight big, important, historical battles, which led to the publication of "Bloody Big Battles!" and "Bloody Big European Battles!".

Now one problem with historical battles over historical battlefields is that real terrain is often very inconveniently 3D and lumpy. The traditional two-low-knolls-and-one-steep-ridge approach no longer works. You find you sometimes need absolutely masses of hills. And they are rarely tidy shapes either. They might be extensive plateaus; they might be a scattering of irregularly shaped individual hills; they might be a series of interconnected, snaking ridgelines, with multiple reentrants.

http://www.mirela.bg/dynamic/i/districts/php/416/416/3_1.jpg 
Part of the Slivnitsa battlefield - very lumpy-bumpy

The point of this blog post (yes, I am finally getting to the point) is to highlight a few different creative ways that BBB players have tackled the challenge of complex hilly terrain. The five main different ways I have identified so far are:

- The Polystyrene Jigsaw
- Contour Formers
- Mix of 2D / 3D
- Custom Hill Tiles
- The Painted Cloth

 The Polystyrene Jigsaw





This has been my favoured method for a long time. When I embarked seriously on the BBB project, I realised hills would be an issue. So I invested in about £200 worth of hills of various dimensions from Total Systems Scenic (TSS), to add to my existing collection I'd carved from green ammunition packing. These have served me well, and I can jig them to make up pretty much any layout I need. It's a versatile, functional approach, and produces a reasonably attractive result, as witness my Custoza battlefield above. Downside, as you can see, is that the hills don't always marry up tidily and you can get canyons and caves where you don't want them, or ambiguity over where hills start and finish.

Contour Formers
On this thread on the Pendraken Forum, "Leman" has described how he produced a very fine example of this method. He has created custom-made terrain for Spicheren by cutting out the hills from a large cardboard box (folded out flat). Laying a cloth over the top of them gives a really good effect.
Matthew Green's Waterloo game, reported on TMP and on his blog, similarly used polystyrene tiles as contour formers under his usual green cloth.
This is more laborious than the polystyrene jigsaw, and  all the work goes into just one battle (which of course can still mean several games and many hours of entertainment if you replay it a few times).

Mix of 2D / 3D
Where there are many hills of more than one contour, one way to 'cheat' and simplify the problem is to represent the first level in 2 dimensions rather than three, and only use 3D hills for the higher level(s). This can be done either by simply delineating the 2D lower level using hedges, pipecleaners, sprinkled chippings, chalk outline etc; or, as Konstantinos Travlos did for his Nikopol Russo-Turkish War game, using coloured paper templates and other flat terrain items for the lower layer. I have used this method effectively for The Alma (Crimean War), below, and more recently for Katseljevo (Russo-Turkish).











Custom Hill Tiles
For our St Quentin (Franco-Prussian War) display game, I spent hours carving hills of the right shape from modelling tiles, then painting and flocking them. It looked good! But the cost-benefit /effort-to-reward analysis wasn't great, and I don't think I'd do it that way again.

The Painted Cloth
BBB players have produced some really striking examples of battlefields painted directly onto a gaming cloth, hills and all (with the hills then accentuated by placing books or other padding under the cloth in the traditional manner). Vincent Tsao in New York created one for his fine Waterloo 200th Anniversary game. And Franz in Germany has produced gorgeous layouts for Mars-la-Tour and Montebello (see photos in the BBB Yahoo group). I have also seen this done for Gettysburg.


So the message is: don't be put off doing historical battles by the fact that they often demand complex terrain. There are several different ways you can deal with it, and without too much effort you can produce a great visual effect.