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SATURDAY 6 JULY 2019


BONNIE BLUE FLAG


I recently purchased the Bonnie Blue Flag rules from Caliver books.

They've had great reviews and are simple rather than simplistic. I absolutely
agree - and what a breath of fresh air.




Now, we have a traditional style turn sequence, where it's IGO UGO, but it works
admirably, in fact reminding me of the 'simple to learn, difficult to master'
style of Steve's Muskets & Mayhem rules.





So you would think that a lack of interaction - or one sided play would be a bad
thing, but we didn't find that during play at all.




An initiative roll decides who goes first in the turn, and a lot rides on this,
but to be honest, the randomness of this didn't ruin the game; in fact both
sides made plans for winning/losing the initiative each turn, which means that
the game has its own built in tactical nuance.

The key takeaways however:

 * a percentile based system, rolled by the defender based on quality of
   attacked vs defender. You need to roll high on % dice after some modifiers -
   and roll 10% or less, and your unit will quit the field. At first this seemed
   arbitrary, but seemed to fit the narrative well in the end. Granted, the
   scenario was small, so losing a unit had its effect, but it still worked.
 * I shuddered when I saw the modifiers, but to be honest, they become seamless
   after a few turns. 
 * The same system is used for Firing and Melee. Now, purists will say
   'Impossible!' but it seems to work.
 * Attrition points for each unit, high or low depending on quality, with the
   commander able to add as he can, works very well. Although there is a marker
   (a small dice) it works beautifully as a nice little morale/resource
   management system, and becomes a headache as to how you manage your troops
   when under pressure, and assign those precious command points (as it should
   be).

These rules would work so well for American Revolution and Nine Years War, and
especially Marlburian, with very few changes, and a few period flavour elements.
 The Edinburgh Wargames site already appears to use them for Franco Prussian and
Napoleonics if you visit their website.
There is also a Sudan pack out ('Up the Nile), which I see being amended easily
for Indian Wars and/or WWI.


 These would work admirably for larger games, and multi brigade games. 



 


 Early moves onto table, one regiment at a time. It's a race to the crossroads.




 


Union elects to bring on artillery/infantry combo, while Rebs race to the fence
line with infantry columns...



 ...and get the better of the initiative rolls.




Reb rolls were superb in response to Union Artillery, and they hold steady.



 






Rebs in a very strong position at the crossroads, as calamity strikes. Union
troops (a Veteran unit) roll less than 10% during a roll and quit the field.





 The Union tries to press the attack despite the loss of a unit, but the Rebs
are too strong (passing almost every roll - they roll two 100s).





 ...Disaster! Another Union victim of the infamous '10% rule'.



 Union guns are pushed back. There is no infantry ion the Union right to protect
them now.





 By now, Reb artillery has taken the crossroads, and is in a very good position
to affect the course of the Union assault.




 






 With confidence gained from their efforts so far, the Rebs abandon the safety
of the rail fence to charge Union guns'. 'What bravado suh!'





 The charge ultimately becomes a stalemate over a series of turns...




 ...but the Union is forced back on the left, and ultimately, can not take the
crossroads.




A really good set of simple rules, with some tactical nuances, lots of tactical
flavour, and ohhhh...they can be hacked for other periods so very easily. 











Posted by Duc de Gobin at 13:57
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Labels: American Civil War, Bonnie Blue Flag


8 COMMENTS:

 1. Sgt Steiner6 July 2019 at 15:45
    
    Better than Field Of Battle !!!!????????
    
    ReplyDelete
    Replies
    Duc de Gobin6 July 2019 at 15:55
    
    Well, I wouldn't go that far of course.
    Just quicker to set up if less time available.
    
    Delete
    Replies
    Reply
    
    
    Reply
    
    
 2. Disgruntled Fusilier6 July 2019 at 19:33
    
    Looking good sir! I need to check these out as I've been on something of an
    ACW kick lately. Simple is always better.
    
    Wand speaking of simple, WOW Muskets and Mayhem! Now there's something I
    haven't heard or read in awhile! I ought to get my SYW guys out and play
    them :)
    
    ReplyDelete
    Replies
    Duc de Gobin7 July 2019 at 02:49
    
    Yes mate - very simple, with a a few innovations. And yes, such a reminder
    of M&M. I might do a game or two myself :)
    
    Delete
    Replies
    Reply
    
    
    Reply
    
    
 3. Doug Miller8 July 2019 at 14:32
    
    Very nice! I'm much in favor of percentage systems and APs. Simple rules
    that yield realistic results are also very much of interest. These rules
    seem worth a look.
    
    
    ReplyDelete
    Replies
    Duc de Gobin8 July 2019 at 14:59
    
    Most definitely Doug. I've always liked percentile mechanics (now granted
    they work equally well with a D20, as they are 5% graduations). Very easily
    hacked for AWI and other periods too.
    
    Delete
    Replies
    Reply
    
    
    Reply
    
    
 4. Maudlin Jack Tar9 July 2019 at 12:41
    
    Nice ACW action Sir and sounds like a good set of rules.
    
    ReplyDelete
    Replies
    Duc de Gobin9 July 2019 at 13:48
    
    Thanks Jack.
    A very nice set of rules for sure - and simple without being simplistic as
    is always good.
    Just noticing that the percentiles are ranked in 5% graduations, so a D20
    would work and make things even simpler.
    
    Delete
    Replies
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    Reply
    
    

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   7 years ago
   
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   Forge of War Facebook page
   7 years ago
   
 * Task Force Ranger
   Arthur's Date with Irene
   7 years ago
   
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   Adventure Maximus! and Risus: RPGing with my 5 Year Old
   8 years ago
   
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   All Change!
   8 years ago
   
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   Rules: Living on the Frontline
   8 years ago
   
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   POITANIAN KNIGHTS
   8 years ago
   
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   New supplement plus thinking out loud.
   10 years ago
   
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   Solo Piquet Tutorial Part 7: The Battle of Cross Keys
   11 years ago
   
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   Could do very rudimentary plates this way, in theory
   14 years ago
   
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   Argossean Test Pieces
   14 years ago
   
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 * Tales from a Wargame Shed - Blog
   
   
 * Tales from a Wargame Shed - Home
   
   
 * Fish Tales
   
   

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