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"First Bull Run BBB with pics" Topic


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vtsaogames06 Feb 2015 11:58 a.m. PST

Thursday evening the Corlears Hook Fencibles played a game of the 1861 battle First Bull Run using the Bloody Big Battle rules. I based it on the Volley & Bayonet scenario and Catenwolde's order of battle. I then added some mistakes, as will be seen. Dice determined Rick and Bill were Yankees and Ken and I Confederates. Of course the Confederates are Bill's and the Yankees mine.

Rule I forgot: reinforcements always get at least a half move onto the table. This had some effect on things for both sides.

There are five objectives on the table: Ball's Ford, Stone Bridge, Henry Hill, Bald Hill and the village of New Market. Control of three or more at game end would decide the winner.

We started with two brigades on the table, Evan's small brigade at the Stone Bridge and Cocke's larger brigade at Ball's Ford. Union troops appeared and threatened the above crossings of Bull Run.

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Clouds of dust were seen to the west. Bartow and Bee marched onto the field and headed west towards Young's Branch, Bee moving tardily. Union troops crossed the bridge, deployed into line and traded fire with Evans.

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Then the western edge erupted with Union troops, though the third brigade failed to move and blocked the road off-board (an error, as noted above). Bartow decided to sit in march column and watch while Bee came up behind and agreed that was a good idea. (I was rolling lousy movement dice.) We broke for dinner.

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Bartow finally got into line and was thumped by a load of Union troops, falling back in disorder. Bee deployed once Bartow was wrecked. Over on the right Evans was charged in front by Keyes' Union brigade and hit in the rear by Palmer's tiny Union cavalry outfit. Evans was driven back with losses. The collapse of Evans and Bartow gave the Union control of the Stone Bridge and Henry Hill. Things were not going well for the Confederacy. Bee stood while the Union troops in front sorted themselves out.

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Jackson now arrived – and failed to get onto the board for a turn. Once he did arrive and deploy, Union artillery rolled high, nailed a base and emptied their limber chests. A quick visit to the caissons replenished them and they were soon back in action. It was a sad way for Jackson to see the elephant, unable to get to Henry Hill.

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The swarm of Union troops in front of Bee's brigade got their act together and they attacked in mass. I called for a dice miracle. I rolled a 6 while Rick rolled a 1. Bee lost a base and retired 9 inches, which was better than what he would have got if I'd rolled lower. There were a powerful lot of Yankees in contact with his brigade. Bee would go on to drive off several other bayonet charges with musket fire, earning the respect of all the players.

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Bonham's large green brigade arrived, a turn early. I need to change the scenario. The Confederates are listed by army. In the actual battle they ignored that and fought by brigade. I need to arrange them by strict order of arrival since Bonham was early and others were late. The Confederate Congress may demand committee hearings about this scenario.

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Jackson kept up a long firefight with two Union brigades, aided by a couple Confederate artillery battalions that were further back.

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On the Confederate right, Cocke advanced and fired on the advanced Union artillery. They limbered up and pulled out in short order.

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On the right I hoped to send Cocke and Kirby Smith's brigades over Holcum's Branch in an assault. But those damn Yankees kept disrupting the lead brigade (Cocke) with musket fire. Then I'd roll a rally in place and wait until the next turn to try again. The Union had left the north bank of Bull Run unguarded so I sent another tiny Confederate cavalry force over the run and menaced Stone Bridge from the north. Schenck's small brigade trotted over the bridge in column and evicted the cavalry. This led me to send Stuart's cavalry over to the north side in the hope that both cavalry units might essay something against that small brigade. Two Union battalions of rifled artillery on Henry Hill were making my rear area hazardous. My infantry in front were too close to Union troops to target, but Early's brigade was disrupted and one of my artillery limbered up and pulled out.

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On my left Bonham's brigade formed deep and tried to assault the heap of Union troops in front of them.

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The charge was stopped dead by musket fire.

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The Union troops rallied and charged Bonham, who was beaten back with the loss of a base. The Union troops exploited and threatened an unsupported artillery battalion.

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The charge was repulsed with point blank canister. Bonham's brigade was seized with panic, lost a base of deserters and fled 12 inches. Since they were within 9 inches of the eastern table edge we removed them from the table. No promotion for Bonham, you may bank on that, unless he has friends in high places. Bee on the other hand was kudos from all. A promotion if he survived, a wreath and honors if he did not.

I thought at least I'd get to hose the Yankees down with canister again but on their defensive fire phase they silenced my guns. They limbered up and pulled out. I had obviously lost the game and was just trying to cause Union casualties so the result didn't look so lopsided, just trying to get on the board. I thought perhaps JEB Stuart and the other cavalry might hit Schenck's brigade from both flanks and put the Stone Bridge out of definite Union control. But Stuart decided not to emerge from the woods and strike the right flank of that brigade. Without him moving, the other cavalry decided against striking the left flank. In any case, after Bonham's collapse a Union brigade in column marched into New Market, making four objectives in Union control. I finally put together an two-brigade assault on my right, which was stooped cold by musket volleys. My last hurrah was when a tiny cavalry went deep around the Union right and engaged Palmer's Union cavalry, scattering them in a running fight.

Union losses were three bases of infantry and one of cavalry. I finally started scoring hits late in the game. Confederate losses were 11 bases of infantry knocked out by fire or assault and 8 run away. It was a pasting.

The game took 4 hours and 40 minutes for 11 turns. I wondered about this and then realized we had played every turn as though there was one player per side. This was required because everyone was learning the game. But if each pair of opposed players did their own thing the game time might be halved or nearly so. Then the game would come in under 3 hours. That makes me feel better. The guys all liked the rules and I need to make up more laminated color quick reference sheets. Then each could have one. They are so much better than the black and white ones I used last time. All liked them and we didn't have any of those "how the hell did that happen" moments. You may not get the result you want but none of them were mystifying. The game is simpler than Fire and Fury. Using 2D6 instead of D10, the results tend to be less extreme.

As for the scenario, I need to take another idea from the V&B game. It is the only V&B game I know of that has activation rolls, needed because no CSA brass is on the table for a while. That game says that any Confederate unit in road column is activated, no die roll needed. I think that's required because otherwise you may well get our result, where the Union rolls past the actual battle lines before the Confederates get there. And I need to put the OOB in strict order of appearance so things don't get mixed up. This is the field at game end, seen from the south.

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Texas Jack06 Feb 2015 12:09 p.m. PST

Despite the result, a lovely game, and very exciting!

I am very interested in these rules, and the more I see the more I like, thanks for the AAR.

KTravlos06 Feb 2015 12:35 p.m. PST

Jolly good show.

vtsaogames06 Feb 2015 12:39 p.m. PST

Most attractive is we can play Franco-Prussian and ACW with the same set of rules, just different stats for the weapons. The down side is this is tempting me to get 1866 Austrians – not what you'd call a winning army.

So may periods, so little time.

One of the things I like about BBB rules is the guns limbering up and pulling out, where in most rules they are standing or dead.

Texas Jack06 Feb 2015 12:53 p.m. PST

I know what you mean about 1866 Austrians! I have been tempted for ages by 1866, both land and sea, but have so far managed to resist. So far…

KTravlos06 Feb 2015 1:14 p.m. PST

Now now, the 1866 Austrians did pretty well in 1864 against the plucky Danes and in 1866 against the Italians. Some different personnel decisions and the German campaign might had been different!

Texas Jack06 Feb 2015 3:12 p.m. PST

And there is some lovely naval action there as well!

vtsaogames06 Feb 2015 3:15 p.m. PST

Some different tactical doctrine and the results might have been very different.

Texas Jack06 Feb 2015 3:25 p.m. PST

Indeed, so I think you should start a new project. evil grin

CATenWolde06 Feb 2015 4:06 p.m. PST

Vincent,

FBR is a really tough battle to balance correctly as a game. I'm not sure if my approach will work, but what I'm going to try (in V&B) is to designate what are essentially "battlefield commands", the equivalent of division commands, based on how and where the CSA troops did their fighting. They are:

Bee's Command: Evans, Cocke, Bartow, and Bee
Jackson's Command: Jackson, Hampton, Stuart, and the combined artillery that arrived around noon on Henry Hill.
Bonham's Command: Bonham and Early
Smith's Command: Smith, Holmes, and Ewell

In V&B terms, the various army commanders will only be able to rally troops.

Additionally, I have a house rule in V&B which allows players to "spend" a brigadier to put a brigade in command for one turn. Usually, these "brigadiers" are just marked on the roster (so "bee's Command would have 3: Evans, Cocke, Bartow), but in FBR they could start with their scattered brigades as appropriate, giving them limited independent command options. I'm not sure if an equivalent command bonus might be used in BBB?

We won't play our game for a couple of weeks, but I'll let you know how it goes.

Cheers,

Christopher

John Leahy Sponsoring Member of TMP06 Feb 2015 6:49 p.m. PST

Wow, I really enjoyed the pics and walk through of the game! thumbs up

I have been watching the reports on these rules. Later 19th Century is a period I love! Just got Wargaming in History Volume 8 1866 for my birthday. I have been playing Corps on Corps actions with Field of Battle my favorite set. I have been thinking about 1870 and multi-corp actions.

I have some questions if you'd care to reply? First brigades represented by multi stand units seems unwieldy for multi corps battles. I can't see how its done unless you have at least 3-400 figs per side.

Second, you mention that 1st Bull run would last @ 3 hours give or take. That's a very small ACW battle. How long would that make Gettysburg? Unplayable in a normal game setting?

Does this make the game suited for really large battles in the later 19th Century or only portions of them?

I'm not knocking the mechanics or anything else? Just the suitability for very large multi corps battles. I have loved Vnb. But Command and Control for a 2 or 3 player game doesn't exist.

Thanks,

John

DontFearDareaper Fezian06 Feb 2015 8:22 p.m. PST

My wargaming group is going to play Alma again on the 22nd of this month and the following Sunday we are going to give ACW with BBB a try and play the Shiloh scenario published on the Yahoogroup.

Dave

ChrisBBB07 Feb 2015 3:11 a.m. PST

Hello John,

BBB troop scales vary per scenario. Usually BBB uses 1000-1500 men or 24-36 guns per 1" base. For this Bull Run game I guess it was more like 500 men per base. For the biggest battle of the period, Koeniggraetz, the scenario in the BBEB scenario book uses 2,500 men / 60 guns, meaning you can still play the game with armies of 100 bases a side. Instead of brigades, at that scale the basic unit is a division of 4 or 5 bases.

And thanks, Vincent, for another fine photo-report!

Chris

Bloody Big BATTLES!
link

DontFearDareaper Fezian07 Feb 2015 3:17 a.m. PST

John, my wargaming group played Alma in about 2 hours and and only two of the players had even looked at the rules before the game. BBB is designed to play the big historical battles (not just parts of them or bathtubbed versions) in one setting. I think with a little experience a large historical battle can be played in an afternoon's gaming session.

I'm very excited about these rules and looking forward to playing more battles with it.

Dave

ChrisBBB07 Feb 2015 3:22 a.m. PST

Sorry, John, just realized I only answered part of your message.

The Franco-Prussian War scenarios in the BBB rulebook average about 75 bases a side. Those in BBEB average about 70 bases a side.

Making the big battles manageable is exactly the point of BBB. All the games are designed to be playable by 4 players comfortably in an evening, on a 6'x4' (or in a couple of instance 8'x4') table. Obviously being familiar with the rules helps, and experienced players can play probably twice as fast as someone playing their first or second BBB game. On a number of different occasions, including one where I was running it for novice players, I have fought Gettysburg, all three days, to completion in under 3 and a half hours. My Gettysburg scenario is here:
TMP link

Hope that helps.
Chris

vtsaogames07 Feb 2015 5:22 a.m. PST

What Chris said. Our group is new at this. I assume we'll get up to speed as we get used to the rules. Also, part of it is that we import ingrained ideas from other rule sets into our playing. Once we ditch that things should go smoother.

All told I like the way the games feel.

John Leahy Sponsoring Member of TMP07 Feb 2015 7:59 a.m. PST

Ah, fluctuating scale. Very cool idea. I was planning on getting the scenario book. Now may have to add the rules too!

Thanks,

John

vtsaogames07 Feb 2015 8:28 a.m. PST

Just so you know, the rules book has Franco-Prussian battles. The scenario book has other 19th century battles. The Yahoo group has the growing library of ACW battles and smaller battles from various wars, including the 1879-1884 War of the Pacific.

coopman07 Feb 2015 6:09 p.m. PST

Got my copy of BBB in today's mail. Looks very interesting. This may be the catalyst that gets me to buying FPW minis.

mghFond10 Feb 2015 8:22 p.m. PST

I have a large collection of 15mm Taiping Rebellion figures and that mostly unknown war took place in the 19th century in China so it fits time wise. Also they had a lot of large battles. The big issue is we don't know a lot of order of battle details.
Still, I may give it a shot at putting a few battles together for that conflict.
So many projects for my wargaming, never enough time!

ChrisBBB11 Feb 2015 9:54 a.m. PST

Yes, Taiping Rebellion is definitely in the frame, as it was definitely BIG! I've suggested to Mark Smith that it might fall within the scope of the Colonial & Imperial collection he's working on; C&I may or may not end up including a Taiping battle or three, but I suspect it won't.

Of course, the challenge is getting good enough maps and orbats. So if BBB players with good access to such resources want to create their own scenarios, that would be great.

Chris

Bloody Big BATTLES!
link

vtsaogames11 Feb 2015 8:03 p.m. PST

If you have Taiping Rebellion you need rules for Imperial troops who are low on opium, and Taipings taking a turn to pray, losing all disruptions…

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