Showing posts with label BBB. Show all posts
Showing posts with label BBB. Show all posts

Sunday, 24 July 2022

Gettysburg at Joy of Six

 As I mentioned in my Joy of Six 2022 report, Tim C and Chris Pringle were putting on Gettysburg using Bloody Big Battles as a demo game.


I was only able to go to the show for the afternoon, so I called in after lunch, and much to my surprise I was offered a chance to play.


The battlefield from the southwest. Little Round Top is in the foreground, Seminary Ridge off to the left and Gettysburg dimly visible in the distance at the confluence of the roads. The 'woods' are rubberised floor mat painted green, which look great and just lay over the terrain.


They had already played the first day in the morning, and were just setting up for the second day. Union troops can be seen in Gettysburg and CSA columns heading though the woods. The bunch of units in front are about to be set up in their start positions.


I was invited to take on Lee's wing in the north while Chris ran Longstreet in the south. Tim took the Union troops facing me and Diego took the Union forces around Little Round Top.

Here my columns are moving up to Gettysberg to reinforce the troops at the front. Anderson (on the right) has decided to dither and is milling around not doing much. Lee is just visible behind the forces advancing directly on Gettysburg from the north. He can't be everywhere to sort things out unfortunately. 


This scenario features some randomised objectives, and one of them was this ridge to the northeast of the town. The Union garrisoned this strongly, which was a bit unfortunate for the isolated CSA division beneath it. As Gettysburg was already engaged by three of my divisions, I sent two reserve divisions to assist.

I've not played BBB for a while and although I can remember the basic concepts I was a bit rusty on the specifics. It is impressively simple, but subtle at the same time. A sort of combination of Volley & Bayonet and Fire & Fury which gives you plenty to think about but also moves along at a fair old pace as the move distances are long and the table relatively small.

All those woods and streams are rather slowing my chaps down, even though they are in march column. Fortunately my artillery has managed to disrupt some of the Union troops on the ridge. Most firing results in disruption, it takes a large weight of fire to actually remove bases.


My other three divisions were engaged around Gettysburg. Anderson finally got moving and we forced the defending US Division out, but it took a while due to the poor terrain, and by now three more US divisions are on the ridge above the town and a rather alarming number of artillery pieces.

My chaps are generally in a double ranked ('supported line') deployment as I recall this was the most effective attacking formation. Both ranks get to fight in assault and there is a bonus for the deep deployment. The Union have shaken out into lines to maximise their firepower and frontage.

On this sector the critical objective is the ridge rather than the town, but the force ratios aren't favourable for an attack here now so I'll just concentrate on keeping the Union pinned down.


Down in the south Longstreet is trying to take the area around Little Round Top, so I need to stop the Union reinforcing here. The CSA don't have a large numerical superiority in this sector, but their troop quality is better so the Union are gradually battered and pushed backed. One melee in particular causes immense damage. 


Back around Gettysburg my guys are content to just blaze away at exposed US units, and supported by a couple of artillery battalions are quite effective in smashing the enemy up. Two US Divisions are disorganised now, one of which launched an ill advised assault across a a stream and uphill into the woods, only to be repulsed with heavy losses. Not something I intend to replicate.


Northwest of Gettysburg, much to everyones amazement my isolated division managed to take the ridge, and then survived a counterattack by two US divisions despite being disorganised. My supporting divisions and artillery were just close enough to disrupt the Union troops as they moved to attack which provided enough support to hold the Yanks off, but my guys on the ridge exhausted their ammo in the process.


Rather unwisely the Union counterattacked along the ridge, exposing their flank to my own troops further down. The subsequent assault into them sent the Union  troops fleeing in panic down the far side and ridge firmly in CSA hands. 


Things now quietened down a bit as my guys consolidated their gains. Cemetery Ridge was far too strongly defended to attack, with a huge battery of guns massed on the slopes, so in the centre Lee contented himself with occupying Gettysburg.


In the south, Longstreet had driven the Union right back to Little Round Top, at which point their line stabilised. When Pickett turns up tomorrow, I'm sure we will just smash their line right in....

That was a very enjoyable game, and it was nice to be playing BBB again. It is great system as I like the Fire & Fury type integrated morale/activation approach, although there are maybe too many tables and modifiers for my  tastes as it covers such an enormous period. My usual approach to nineteenth century games like this one, or Neil Thomas is to extract the relevant tables and modifiers for each specific conflict into a separate QRS, which generally makes things much simpler.

Many thanks to Tim and Chris for hosting.


Saturday, 3 August 2019

Bloody Big Battles ACW

Being something of a fan of Fire and Fury and its innumerable variants (I've mainly used it for FPW and early WW1) as well as a fan of Chris Pringles various nineteenth century rulesets, I rushed out to buy a copy of Bloody Big Battles when it came out. Having read it through it has subsequently sat firmly on my bookshelf as I've been stuck fiddling around with other things.

Tim C returned enthused from the recent BBB games day, and offered to put an ACW on using his (very pretty) 6mm figures. I hurriedly re-read my copy of the rules and was equally enthused.



Jerry and me got to play the goodies. We had several divisions of various size and quality scattered about defending some vital river crossing. Unfortunately our chaps had been caught napping and all started 'disrupted', so had to rally to do anything useful.


A close up of the lovely terrain and toys. Baccus 6mm on 1" bases, buildings, rivers and bridges a mix of Irregular and Leven. Woods made from cut up carpet tiles, and a base cloth made from old velvet curtains. Roads are strips of cloth. The white markers are unit stats (size, rating, weapons), the little yellow dice show we are disrupted.


The wicked Rebs pouring on in marc column. March columns give a bonus to activation rolls and allow double movement down roads. All very Volley & Bayonet.


Close up of the Rebs. The white dice indicates that the hill is also an objective. Firmly in rebel hands I think.


Tim and John both sported Rebel kepis.


The action opened when I pushed our cavalry pickets and a small division forward to slow up the Rebel cavalry. Our musketry was lucky and disrupted one of the cavalry units.


Over on the left flank the Rebs seemed to have got stuck in the woods and all was quiet.


Sadly the the Confederate infantry made short work of our cavalry and began deploying in scarily large numbers. I pushed another division forward, and withdrew back from the hill to conform. I do like manouvering whole divisions.


A more general view. One of our reserve divisions is moving off to the right. The Rebel column stuck on our left flank is visible in the distance, but the bulk of their strength is on the right. By this time both sides were exchanging a fair degree of cannon and musket fire to little effect.


The rebel centre looking a bit congested.


Sheridans Division made an appearance as welcome reinforcements. The cavalry vanguard secured the bridge objective.


The Rebels pushed forward and things started hotting up. Both my lead divisions were disrupted and one lost a base.


Our left flank was now starting to look pretty secure as the reinforcements rolled in. 


I formed up the units here into an extended firing line with supports.


Sadly my depleted division failed to rally and was left stuck in place to face the Rebel onslaught.


The rest of the chaps had fallen back to defend the river line. Oh well.


The rebels surged forwards and my entire line was disrupted under a hail of fire. The only good thing was that  we managed to halt both the right hand and left hand rebel units with defensive fire.



The Rebs rallied and surged forwards again, and my firing line failed to rally. Ouch.


They also poured over the hill into my isolated troops who were still milling around in disorder. 


For good measure the enemy cavalry charged over the stream! They were duly repulsed but kept my unit occupied.


My division behind the hill was unsurprisingly overrun in close combat. 


And the Rebel assault on the village pushed my guys back over the river.

At that point we called it a day as an honourable draw. It all rattled along very nicely and was a good tryout of all the mechanisms.  I'd be keen to try it for the FPW (for which it was originally written), and naturally I'll need to do a grid based variant. I did actually to a hex modified version of Great War Spearhead using the F&F/BBB activation system, so it would be easy enough to take the move distances and ranges from that.