BB38

Started by martin goddard, April 09, 2019, 09:24:27 PM

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martin goddard

38 has just gone out.

Better units. An overall category that includes household, strong and winning units.
Generals attributes now achieved on 5,6.  That will even out occurrence.
Scenery movement system still under review.
Within simplified.
Small; game notes added. Nothing tried yet though.

Leslie BT

Played a game on BB38 yesterday.
Never found the change to generals attributes so we only used 6's.  Needs adding to the battlesheet.
Used the piggy chase system properly this time.
We used the smallest army and the largest army, the smallest took the cavalry and lost two units for nothing. The third managed to keep one base alive.
The other army took two household foot instead of the suggested cavalry, far more useful.
We started the game in the 8-20 bracket. The defender lost 8 half bases and just 2 units to the reserves.
Defender edge.
empty, rough hill, wood, meadow.
gentle hill, linear, empty, empty.
empty, empty, marsh, empty.
empty, empty, empty, wood.
attacker edge.
The defender held three of the base line zones.
He just ran out of units with the attacker having 19 foot units.
We ran up against the fight dice cap every fight. So most fight just became a game of dice 14 v 14 or once 14 v 13.
The scenery layout was bizarre with the layout greatly changed.
Lost several generals near the game end.
Morale worked, shooting worked.
Low on arrows was used, happened to some wards and was later removed.
Out of order worked.
Game ended with 9 on the countdown as the defender had not troops left.
One question we did not find an answer for is can you nominate an empty zone to advance?
The defender won all the scenario gains.

At the game end the defender had 13 points, the attacker 63 points.
The smaller but better army just ran out of bases.

There is a typo on page 50-51 there is a maximum of two and should read three.

martin goddard

Playtesting. Excellent Les.  Thanks for taking the time to get it all down.
Sounds like the defender got massacred!  Were you the defender Les or Ralph?

Zones without generals can sill manoeuvre and fight.

Cavalry can be fine art at the moment. We used them on Thursday. They charged up a hill, got slaughtered and that was the last seen of them. The target ward lost just half a base.

The game before that my cavalry turned up twice. Once they smashed a foot ward. Second time they turned up, picked up an unreliable general who then refused to charge.

1. Are you finding guns effective enough?
2. Are cavalry worth the cost.
3. Did you use your general to boost unit quality and fighting?


I think the rules are taking shape (?).

Onwards and ........

Leslie BT

I was the attacker with the large cheaper army.
I attached the general to a unit that then pushed it up to household for an attack, the unit was out of order but the attached general made it back to a good unit.
Yes we used zones with out generals.
Did not use a gun because the hill protected the opponent. Again the cost is similar to the cavalry. At  the moment foot units are the best value.  With you haveing to pick the army before you know if you are attacker or defender often the points for cavalry and artillery are a real gamble!
Perhaps the cavalry should just be given to each army and then you roll for them as an asset!
With me trading the three cavalry units for two more household foot the poor army was given a boost.