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"BBB - WWI Modification - 6mm Eastern Front Game" Topic

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428 hits since 12 Mar 2017
©1994-2018 Bill Armintrout
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Joe1870 Supporting Member of TMP12 Mar 2017 2:46 p.m. PST

We ran a demo 6mm game last week for Russians vs. Germans 1914 during the first weeks of the war on the Eastern Front. Below are some pictures (if I figured out how to download the pictures properly).


Overall the game was fun. We used the WW1 modifications listed on the yahoo group website (version 2) for Bloody Big Battles. Our units were divisions of 15,000 to 18,000 men each (9,000 to 12,000 cavalry units). One heavy artillery battery per side.

We did have some questions that came up with the modifications if anyone knows. The game is an IGOUGO system.

1. When shooting Bombardment with HA, do you have to roll this separately or can you combine the Fire Factor points with a division's small arms and attach artillery fire?

2. Can you fire Heavy Artillery battery into a 'melee' – which is considered to be close range combat instead of an actual melee?

3. Can you explain the sequence by which you can't fire at a unit that did not move in it's movement phase? This is not in the main rules, and for the initial weeks fighting in 1914 we are thinking of removing this.

House Rules: We are looking to do a 2 right column shift for infantry/Heavy artillery shooting at cavalry to in it's front arc.

Thanks for your input.

ChrisBBB Inactive Member13 Mar 2017 5:45 a.m. PST

Joe, thanks very much for posting. I'm really happy to hear you've tried BBB with the experimental WWI mods and got a fun game out of them.

1. Bombardment: are we looking at the same document? ("BBB Great War Draft Modifications v2-1".) If so, there isn't a Bombardment rule written yet, so I assume you mean Suppression. In that case, the answer is you roll separately per asset if it is firing Suppression; or you can save it up, not fire Suppression, but add it into the division's small arms fire in the normal Offensive Fire Phase.

2. Yes, you can fire into a 'melee' because at this scale, a 'melee' between divisions is plenty large enough in area for HA to join in.

3. You can fire at a unit either if it moved (and you are firing Defensive Fire in the enemy turn) or if you moved (and are firing Offensive Fire after moving). The idea is just one side or the other has to be moving for the fight to be active, otherwise everyone has gone to ground.

I hope this helps. All questions, comments and suggestions welcome!


Bloody Big BATTLES!

KTravlos13 Mar 2017 2:40 p.m. PST

good show!

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