The Musings, Pictures and Battle Reports of 40+ years of Wargaming experience.

Monday, November 14, 2016

Big Battle Nuts! -- AAR and small review

Been almost a year since my last post......

Two Hour Wargames has recently published a new set of WW II rules based on their popular 'Chain Reaction' system: Big Battle Nuts!.
I've been looking for a system to replace 'Flames of War', and I was hoping this was it.  The game uses many of the concepts of the 'CR' system, a system I enjoy.

Units are rated with a 'Reputation' number.  This is used to make reaction checks, when in combat, and rallying.  Infantry movement speeds and weapon ranges are generic.  The game also includes a TON of vehicles; obviously their stats vary vehicle to vehicle.

Basing is similar to FoW, multiple figures to a stand.  Platoons are made up of 2-3 stands with an additional support weapon (MG, AT weapon or Mortar).  So really, 3-4 stands.  Companies are made up of  3 Platoons, Battalions are made up of 3 Companies.  If playing at a Company level, there will be a HQ stand and a 'Company Support Weapon'.  If playing at Battalion level there will be a Battalion HQ stand.  The higher organization HQ stands can be used to replace the Reputation number of lesser rated formations.  Reinforcements can randomly appear in the game; they show up based on the Competitive Activation check.

Combat is resolved by starting with 2d6, adding or subtracting dice do to circumstances.  Rolled against a units Rep number, successes are counted against a chart and depending on if the target is 'In Cover' or not, a result is achieved.

The game comes with 3 types of missions, Patrol, Attack and Defend.  It also has a 10 mission campaign (which can be played as single missions if you want).  An extensive campaign system (to combine games strung together) is also included.

And of course, it comes with an AI system of charts, so like other titles in the 'Chain Reaction' system, this game can be played solo.  That is how I played my first 2 games.

Overall, if you like the 'CR' system, I recommend this game.  I am familiar with 'Chain Reaction' so I wasn't lost in charts.  If you are not familiar with the way 'CR' works you (like me) will be overwhelmed at first, but as soon as the light comes on, everything will fall into place.  

Admittedly it isn't a replacement for FoW, but it is a good set of rules that gave me two enjoyable solo games.  I plan on introducing Big Battle Nuts! to my friends as soon as possible.  And if they like it as much as I do, I see a Co-operative campaign in the future.

Below is the After Action Report of my first two games.  I hope you enjoy........ 


Somewhere in France, 1944

 
Here is the situation.  Capt. Elmore has been ordered to send a patrol out to recon the farm building at the north end of the board.  Elmore decides to send a platoon currently being commanded by Sgt. Shawn.  Even though the Platoon is without a commanding Officer, Shawn is a good man with much combat experience  (Rep 5), Sgt. Shawn is an ideal choice to lead this mission.


Shawn's platoon consist of 3 Infantry stands and an attached MG for fire support.


Sgt. Shawn decides the best approach is to keep the hill and the tree stands to the left between his platoon and any possible German eyes.  After the American Platoon has been placed I place the PEFs (Possible Enemy Forces).  The white poker chips on the edges are markers dividing the board into 9 12"x12" squares.  In solo games, 3 PEFs (I use red poker chips) are placed after the player forces are deployed.  I rolled a d6 3 times, got a '2' (top middle) and 2 '6s' (right side middle).

Time for the action to begin.  On the first Activation Check the Americans rolled a '5', the German, a '2'.  Not only did the Americans get to move first, but possibly reinforcements!  A roll on the reinforcement table reveals the a Squad (from another platoon) has entered the area.



A check to see what their Rep is, it's only a 3!  They must be Goof-Offs from another Company!  Probably don't even realize there are Germans about!

When you resolve PEFs you start with the one farthest from friendly forces.  One of the PEFs move into the woods with a LOS to Sgt. Shawn's Platoon.......



And it is revealed to be.......NOTHING!!  "There must be something out there Sarge, the Krauts are too quiet....."  I move to the next PEF, it moves to the top of the hill and becomes.....



A Squad with an attached MG in defensive positions!!  An insight check is made...and it comes up a tie!  But ties go to the non-moving side!!  Sgt. Shawn spots the German foxholes and orders his men to open fire!  I roll 2 dice for the Squad, plus 1 extra for the support weapon and get just one hit!  Since the Germans are in cover that means they will return fire....BUT WAIT!!  I forgot to add an extra die for each extra Squad the firer has more than the defender.  Rolling two more dice gets me two more hits!  Three total hits causes the loss of a Squad and two 'Crisis' tests to be made.

The two 'Crisis' test result in the German MG Squad pulling out of the trenches and falling back.



The remaining PEF moves one section away from the enemy.  Sgt. Shawn decides to move around the hill, keeping the woods on his left flank.  The move causes the last PEF to be revealed, another Squad in a defensive position.



An In Sight test is made, but since both sides are out of range, nothing happens.  The Americans open fire on the retreating MG unit, destroying it.

Sgt. Shawn's men win the next Activation check and decide to move forward into range of the last German squad.  Since an in Sight test was made last turn, none is taken now.  The GIs open up on the Germans, destroying it.



At this point I decided Sgt. Shawn's Platoon had completed it's mission and have them return back the the Company CP.  Reporting in, Shawn learns that Battalion has ordered an attack on the farm they had just re-conned.  Two of the Companies Platoons will be used, the 3rd still waiting for replacements.  (I made this up, I wanted my next game to use just two platoons.)

Game two: Still somewhere in France

Sgt. Shawn rested his men, got them hot chow and more ammo.  The last mission seemed too easy, he hoped this Platoon attack would work out the same.  1st Platoon was commanded by Lt. Wigglesworth.  A good Officer with some mortar experience,(Rep 4) he still hadn't seen the things Sgt. Shawn had.  Because of this, Capt. Elmore (Rep 5) would lead the assault, keeping close to Wigglesworth's platoon.  Wigglesworth's Squad was assigned a mortar.  The Company support weapon is a MG, Elmore assigns it to Shawn's Squad.  The extra firepower means they will lead the attack, Wigglesworth's men were to make for the hilltop to give them a clear LOS for their mortar.


After the Americans were placed I rolled for the German PEFs.  I rolled two '4s' (left center) and a '2' (top middle).

The Americans advance while the PEFs stayed still.  Sgt. Shawn pushed his men up the middle while Lt. Wigglesworth moved his men to the hilltop.  Capt. Elmore stayed close in case he needed to direct mortar fire.  Suddenly the middle PEF surged forward into the woods directly in front of Sgt. Shawn's Platoon.  A Resolution check was made and it....was nothing!  But Something was out there.....


Sensing that the German threat may be on his left flank, Shawn moved his men into the small copse of trees on his left.  Unfortunately for Shawn some of his men got hung out in the open on the right.  A PEF resolution was made and.......again nothing!!  But Something is out there....

The last PEF was then resolved and it was two Squads with a MG in Defensive positions. 

 
An In Sight test was made, the Americans winning and shooting first.  Since only three of the five Squads had a clear LOS to the German unit, only 2d6 were rolled.  The American fire was ineffective and the Germans returned fire....destroying one of the Squads in the open!!


Sgt. Shawn's men won the next Activation ordered then entire Squad forward and poured intense fire on the German position.


Even though the GIs were depleted in fire power, they scored enough hits to cause the Germans to lose a Squad and make two crisis tests.  They failed both and fled the board.

The Americans had again won the field, this time with minor losses.  It could have been worse.......