Tag Archives: ACW

Back to BBB: American Civil War

Last night at the club we played a game put on my regular club colleague Terry, using his American Civil War figures, and based loosely on the battle of Peachtree Creek. We went back to the original, unmodified Bloody Big Battles rules. This is interesting since I’ve spent so much energy rewriting these rules for the Napoleonic era, so that they are now far distant from the original.

The game confirmed my contention that BBB is fine for the era it was designed for (the second half of the 19th Century) but flawed for earlier battles. The game played very well. There were four of us with half a dozen infantry units a side, plus artillery. We easily accomplished five moves, at which point it was clear that the Confederate attack had failed, in spite of relative unfamiliarity with this version of the rules.

What is so different about this era? First is that firing is much more important. Infantry weapons are more lethal because the are effective over a much longer range: 9in rather than 3in, reflecting the use of rifled muskets. We represented two Union units as having early breech-loaders, which gave them extra lethality at short range. This extra range meant there was much more firing, featuring occasional base losses. Artillery was more effective too, especially rifled guns. There was more of it too – in original BBB each base represents twice as many guns as in our Napoleonic rules. One Confederate division was wiped out by artillery fire alone.

We were left with one of our frustrations with these rules: inflicting a disruption on a unit has no effect if it is already disrupted, rendering much fire ineffective. But in context that seemed to matter less. One aspect of the rules was striking though: the effect of the “out of ammo” provision, which happens when units throw an 11 or 12 in firing. In our rules we have replaced this with a disruption, which is not far from mimicking its effect on artillery. But for infantry the effect is halve its firepower and it is very hard to shake: the unit must spend a move out of range of the enemy. This is nearly impossible in such a closely-fought game with such long weapons ranges. It is not a bad way of representing the progressive fatigue of troops, when the other method, base loss, is more drastic. Both units of breech-loaders suffered this, though not before some serious damage had been done to their opponents. This was quite neat example of play balance: not allowing an advantage and lucky throwing to get out of hand.

The game itself revolves around lots of dice throws, whose effects can be dramatic: movement throws, firing and melee. However over time these tend to balance out, and the rules overall do feel well constructed and balanced. It is interesting that when applying them to a slightly different era that this balance seemed to fall apart, especially when we tried to adapt them to the rather different role played by cavalry, and the effect of cavalry on infantry.

The small arms ranges used in this game are interesting. Nine inches is about 1,350m, or over three-quarters of a mile. Rifled small arms were technically effective at these ranges, but I doubt that such long range fire was important, and the ranges have been extended for games purposes. They doubtless represent a rather more dispersed use of forces than represented by the bases on the table. On that basis the Napoleonic ranges could be extended to six inches – and yet that would run counter to the feel of the era. Napoleonic battles were largely about tightly managed masses of infantry (and cavalry) engaging at relatively close ranges. Skirmishers were used extensively, but the three inch range (450m) captures this, as the actual effective range was under one inch.

Our conclusion is that we will use original BBB for future ACW games. If we ever get into the Bismarck Wars, we can use them there too. I did try them in a solo game for an 1866 encounter between Prussians and Austrians, and they were similarly entertaining then. But we’ll use our new rules for Napoleonics: we plan another game of these next week.

Altar of Freedom ACW rules

First an apology to my email followers. The email system broke down due to a technical issue, which is now fixed. So my most recent post a couple of weeks ago on our latest game of BBB didn’t go out on email.

For the last two weeks we have been trying the Altar of Freedom American Civil War rules. This started from a suggestion made as a comment to this blog, as the rules combine a very interesting command and movement system with simple movement and combat mechanics.

Last week we tried a scenario I devised based on the first day of Gettysburg. My fellow players liked the mechanics, by and large, but the game didn’t work that well. Partly that was to do with the way the game was set up. Our brigade units were made up of pairs of bases of 15mm figures that were put together on the night, using folded paper labels. These would not stand on the club’s sculpted hills. Also as an encounter battle there was a lot of manoeuvring and very little combat, as the Union side decided to pull off a withdrawal rather than try to defend the Seminary area.

Given the this failure, this week we tried the Shiloh scenario from the rule book, described as “small” for 2-3 players (we had 5…). It is of a similar size, but this time there were no hills, and the units were pre-based and labelled. We still only got through about five moves, and only in the last was there a major combat. The Confederates found it slow going amid the forests, and the Union side once again pulled back to defend a more cohesive defensive position.

The main point of interest in AoF is the command and bidding system. Each side gets a number of priority points (PPs) based on their leaders. These are allocated to divisions, to controlling the “turn clock” or to end of turn adjustments. Controlling the turn clock gives you the initiative and some control over how long the turn lasts. Each turn is effectively divided up into a number of moves depending on the number of PPs allocated to divisions. So, for example, all those with PPs of five would move first, then any with four, and so on. Their may be as few as two moves in a turn, or as many (theoretically, in the Shiloh scenario) as 12; more likely three or four. So if you allocate just one or two PPs to a division, it is quite likely that the turn ends before you reach it. This is all very interesting; players need to consider their bidding strategies very carefully – and there is also a lot of scope to vary different command structures for different armies. One of AoF’s design principles is to focus on these differences in command rather than different troop or weapon types. In the Shiloh game, the Union side is one combined army under Grant who has a single block of 20 PPs to allocate as the player chooses; the Confederates have 22 points but split between an army general and four corps commanders, each of which had further restrictions from leadership characteristics. That, and given the more passive Union stance in the earlier phases of the battle, meant that it was easy for the Union side to control the turn clock, and the Confederates soon gave up trying.

The movement and combat systems are, on the other hand, very simple. That caused some grumbles amongst players who expected some rules to work in ways that they didn’t – in particular that firing and close combat were alternatives, when players expect a fire first and close combat later system (such as in the Fire and Fury/Bloody Big Battles system). But it is one of the things that makes the rules playable, once you are over how they work and stop arguing that such-and-such looks wrong.

The verdict? Too early to tell. The command system is intriguing, but a bit gamey. Allocating your PPs and the various strategies needed to outwit your opponents in the bidding do not correspond closely to anything in actual warfare. It was quite slow going to build up forces for the attack. The combat did not play out to be quick and decisive, as billed. A lot of this is learning curve. Perhaps the Confederates needed to push forwards with a smaller number of divisions, and bring the rest up later once the path had been cleared. Because of the way the PPs were distributed between the corps commanders, it wasn’t so easy to refuse one flank and concentrate on the other. And the combat could be more decisive once we’ve worked out how to play to best advantage.

Another problem is that the representation of the battlefield was not very accurate, as we had to set it up quickly using whatever terrain pieces the club had. Perhaps there were more ways through without having to plough through forest… though the forest was very much a feature of the historical battle.

So far it looks as if we’ll appropriate the game as a club regular, once we’ve learned how to speed up, and represent the often rather complex terrain – based on actual battles. I’m less sure that I’ll be copying the mechanics for my Napoleonic venture. But the rules are a lesson in good game design.