Monday, August 17, 2026

AWI mods for Bloody Big Battles - Bloody Small Battles?

BBB AWI mods by Two Marshals & VT

http://twomarshals.blogspot.com/2017/04/awi-bloody-big-battles-test-game.html

These are based on Two Marshal's mods with some of my own changes.

Weapon

3”

6”

9”

12”

18”

Carbine

1

 

 

 

 

ML

1

1

 

 

 

Rifle

1

1

1

 

 

SA (medium guns)

6

4

3

3

2

LA (light artillery) 3 pdr

4

3

2

2

1

A new artillery type, Light Artillery 3 lb. grasshoppers and the like.

Arc of fire is 45 degrees (not 90 as usual)

Cavalry may dismount and use carbines while dismounted. Undisrupted, dismounted cavalry may evade, ending mounted.

If you don’t have or prefer not to use dismounted cavalry figures, use Two Marshal’s version; cavalry can’t dismount and may not fire.

Cavalry and infantry may support infantry if both deployed in line.

Otherwise, no forming deep, only line and march column formations.

Only one rank may fire.

 

The following affects all militia and many early Continentals (1776-7)

Poorly drilled: Formation change takes a full move, move outside FCP,  turn at end of move, passage of lines -6”

Trained and veterans passage of lines -3”, may charge through friends

NB (no bayonets) -1 in Assault

 

Terrain

Fences: Linear Terrain, -0” skirmishers, -3” Infantry, -6” Cav and Arty.

Fences give no cover or melee bonus.

 

Light Infantry (skirmishers) Trait

Drop the shift right if ‘Firer has skirmishers’, Skirmishers cannot charge the front of a formed unit unless it has disruptions = bases.

Skirmishers -1 in Assault, can evade as per Cavalry and Limbered Artillery.

Firebrand: some leaders add +1 to attached units in Assault. If left alone in contact with enemy they may be lost.

 

Skedaddle Trait – affects all Raw militia units – better militia would be Trained, such as Marion’s, Pickens’ and Sumter’s partisans.  

Unit removed from table after the loss of 2 bases

Panic: Units may receive multiple disruptions, all removed upon rallying.

Movement roll modifiers: each disruption marker on unit -1.

Trained troops ignore first marker, veterans ignore first two markers.

Each friend of equal grade that must retire, skedaddle or be wiped out within 6 “, 1 disruption, Each of better grade, 2 disruptions

Risk to leader: when a leader is attached to a unit that loses any bases, the opposing player may roll a die for each loss caused. A roll of 6 means the leader is lost and not replaced. Otherwise, leaders attached to units may move with them, exploiting or retiring.

 

 

 

 

 

 

 

 

Further: Indians and rangers have no penalty on movement rolls when in wilderness and as targets in woods do get 1 cover shift left, thus one shift for skirmish target, another for woodsmen.

For the Monongahela (only), British troops are easy targets (one shift right shooting at them) because Braddock refused to let them “take trees”.

Units are all light infantry or all formed troops, no mixing at this small level.


Comments are welcome.

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