50% found this document useful (2 votes)
112 views2 pages

Full Scale BBB Player Ref v8

1) The document outlines the rules for a tabletop wargame involving full scale bloody battles between troops. 2) The turn sequence involves unit movement, defensive fire, offensive fire, assault, and then the opponent repeats those steps. Night intervals operate on a different sequence outlined on page 25. 3) Troop definitions include quality levels of raw, trained, and veteran troops that confer movement and fire bonuses. Troop types also have attributes like aggressive or fragile that provide additional modifiers.

Uploaded by

Nosmo King
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
50% found this document useful (2 votes)
112 views2 pages

Full Scale BBB Player Ref v8

1) The document outlines the rules for a tabletop wargame involving full scale bloody battles between troops. 2) The turn sequence involves unit movement, defensive fire, offensive fire, assault, and then the opponent repeats those steps. Night intervals operate on a different sequence outlined on page 25. 3) Troop definitions include quality levels of raw, trained, and veteran troops that confer movement and fire bonuses. Troop types also have attributes like aggressive or fragile that provide additional modifiers.

Uploaded by

Nosmo King
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

edmuel@hotmail.

com V8
FULL SCALE BLOODY BIG BATTLES PLAYER REF (page in parenthesis)
2/17/23

COSTS (12) TROOP DEFINITIONS


TURN SEQUENCE (10)
Out of Difficult Linear Form Quality (2)
Player A MOVEMENT (11) Full
Fwd Terrain Obs Chg R Raw -1 spent
1. Unit Movement
Arc T Trained -2 spent
2. Generals
Infantry 12” 3” 3” 6” V Veteran -3 spent
3. Defensive Fire (Player B) 3”
Cavalry 18” 6” 6” 9” Attributes (3)
4. Offensive Fire
Limbered Artillery 12” -- 6” 6” 6” A Aggressive
5. Assault
Deployed Artillery N/A -- N/A N/A 6” D Devastating Volleys
Player B: Repeat 1-5 as A
Generals 18” -- 6” 6” -- F Fragile
Night Intervals: See page 25
NOTES P Passive
Straight Line Move (11) FCP to new FCP; free facing on new FCP R Ragged Volleys
Blame Ed M Cavalry Direction Cav may make one direction change in S 1 Skirmisher Base
Change (12) move path; cost 3” if greater than 45 deg. #S # Skirmisher Bases
Zone of Control (13) Extends 3” in all directions. No move in Unit Notes
(not generals) ZOC excecpt to/from unit exerting ZOC. Multi-Stand Units (Inf, Cav)
Limb Art & Cav may evade if enemy moves Reduced to 1 Stand = Elim
Evade (14) within 12”; must evade half (up to full) & Single Stand Units (Art)
are Disrupted at end of evade. 2 Reduced Results = Elim
Excelsior!
Retire Silenced (19) if starting closer to 1 Base Loss Result = Elim
Ed M’s Wargames Meanderings Isolated Artillery (14) enemy than friendly & moves, limbers, or Command/HQ Units
pivots. Closer to Enemy than friendly =
Minimum Move (12) May always move 2” (with roll and in arc) elim

MOVEMENT TABLE (11, 12) MOVEMENT ROLL MODIFIERS (11)


Roll +1 In Command Radius (6” of HQ or CIC)
GOOD ORDER UNIT (2D6)
DISRUPTED UNIT
+1 In Colum of March/Limbered
Full Move (Raw, Trnd, Vet Recover 1) 11+ Rally: Full Move -1 P Passive in Good Order
Full Move (Trnd, Vet Recover 1) 10 Rally: Full Move -1 F Fragile if Disrupted
Full Move (Vet Recover 1) 9 Rally: Full Move -1 In Difficult Terrain
Full Move 7,8 Rally: Half Move -2 Spent
Half Move 5,6 Rally in Place: No Move SPECIAL MOVEMENT NOTES (11)
No Move 2,3,4 Remain Disrupted: No Move Generals Always Move Full & Are
Retire Half Move (Ignore Terrain) 0,1 Lose 1: Retire Full (Ignore Terrain) Considered in Column of March
Disrupted (Retire Full Move) -1 Broken: Remove From Table Silenced Artillery Always Receive Full
Movement (No Roll)
RANGE BANDS (3) Fire FIREFIGHT RESULT (18,19)
FIRE FACTORS (3, 17) A B C D Factors .25 .5 1 2 4 6 9 12 16 20 25 30 36 42 49 50
3” 6” 9” 12”
12 R T V 1 1 1 2 2 2 3 3 3 3 3 3 3 12

L. A.
SM Smothbore Musket 1
11 R T V 1 1 1 2 2 2 3 3 3 3 3 3 11
SMALL ARMS

ML Muzzle Loading Rifle 1 1 1


10 R T V 1 1 1 2 2 2 3 3 3 3 3 10
NG Needlegun 2 1
9 R T V 1 1 1 2 2 2 3 3 3 3 9
EB Early Breechloader 2 1 1

DIE ROLL: 2D6


8 R T V 1 1 1 2 2 2 3 3 3 8
LB Later Breechloader 2 2 1 1
7 R T V 1 1 1 2 2 2 3 3 7
RR Repeating Rifle 3 3 2 2
6 R T V 1 1 1 2 2 2 3 6
RC Repeating Carbine 3 2
5 R T V 1 1 1 2 2 2 5
3” 12” 18” 24”
4 R T V 1 1 1 2 2 4
SA Smoothbore Arty 9 3 2
3 R T V 1 1 1 2 3
ARTILLERY

RA RIfled Arty 6 4 3 1
2 R T V 1 1 1 2
BLA Breechloading Arty 9 5 4 2
R Artillery Silenced Inf & Cav Disrupted and Halted if Raw
MG Machineguns 12 6
T Artillery Silenced Inf & Cav Disrupted and Halted if Raw or Trained
LOW AMMO (ALL) x 1/2 0 0 0
V Artillery Silenced Inf & Cav Disrupted and Halted if Raw, Trained, or Veteran
RKT Rockets: 6”: supports fire of other units
1 Art Silenced and Reduced Inf & Cav (R,T,V) Disrupted, Halted, and Lose 1 Base
FIRE FACTOR: X 1/2 IF FIRING UNIT IS:
2 Artillery Destroyed Inf & Cav (R,T,V) Disrupted, Halted, and Lose 2 Bases
Disrupted Inf Low on Ammo Reduced Art
3 Artillery Destroyed; Inf & Cav (R,T,V) Disrupted, Halted, and Lose 3 Bases
Art. that Pivoted or Unlimbered (Offensive FIre)
L.A. All: Low on Ammo (on roll of 11 or 12)
ASSAULT (22, 23)
1. Defensive Fire (May Halt Assault (22)) FIREFIGHT COLUMN SHIFTS (18)
2. Offensive Fire (Attacker in contact: 2 ranks) S Firer has Skirmisher 1 Right S Target has Skirmisher 1 Left
3. Both sides Roll D6 & Compare T Target is Tactically Inept 1 Right R Firing Ragged Volleys 1 Left
4. Attacker Roll - Defender Roll = INITIAL DIFFERENCE (ID) D Firing Devasting Volleys 1 Right Target is Crossing Bridge 1 Right
5. Apply Modifiers to ID to get Final Difference (=Result) Target is Limbered Art or Cav 1 Right RKT Rockets Added to Fire 1 Right
Assault Modifiers (add/subtract from Initial Difference) Target Flanked or in March Col 1 Right Terrain (See Terrain Table) 1,2,3 Left
Defender in Cover (See Terrain Table) -1 to -6
Defender Outflanked +2 +7 Def lose 2 bases & Retire full; Attkr not Disrupted, Must Exploit (23)
FINAL DIFFERENCE (23)

Advantages (Attacker Adds; Defender Subtracts) +4-6 [DIS] Def lose 1 base & Retire 9”; Attkr May Exploit or Occupy
Numerical Advantage: 3:2 / 2:1 / 3:1 1/2/3 +1-3 [DIS] Def retires 3”; Attkr Occupies Position
A Aggressive 1
0 [DIS] Both lose 1 base & immediately resolve new assault
In Depth 1
-1-3 [DIS] Attkr Retires 3”
Penalties (Attacker Subtracts, Defender Adds)
Disrupted / Silenced / Low on Ammo 1/1/1
-4-6 [DIS] Attkr lose 1 base and Retire 6”
F Fragile 1 -7 orless Attkr Disrupted, lose 2 bases & Retires Full; Def not Disrupted
Spent 2 [DIS] All units are disrupted (art silenced) after 1st round of assault (23)

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy