A new battle report...a new genre for the shed !
So with a few figures painted up, some suitable period vehicles purchased and terrain constructed I was able to host the first of what will be many games in the Shed featuring the Very British Civil war (VBCW)
If this write up peaks your
interest then can I suggest that a great place to start is the VBCW forum, it’s a great place to go for ideas, inspiration and general help.
VBCW Forum
VBCW Forum
The background in summary –
its 1938 and Edward the VII has gone ahead and married his American divorcee
Wallis Simpson. This action has created constitutional chaos with the
government of the day and the opposition walking out of parliament, furthermore
the Church of England outraged by the Kings actions have distanced themselves
from power and called for his removal. Nationalists in the home countries of
Wales, Scotland, Ireland and Cornwall have taken advantage of the power vacuum
and are fighting for independence. To make matter worse with no MPs in the
house Edward VII has asked Oswald Mosley and his British Fascist party to run
the government.
Communist workers are seizing
power from industrialists and overseas interested parties from USSAR, Nazi
Germany and Italy have all been pouring fuel on the fire. The British Army has
fragmented according to its regional ties and the Empire is disintergrating.
Chaos and Anarchy abound.
Whilst resourcing this genre I
came across a ficticious map of the territories controlled by the various
leading factions and focussed in on my own home county surrey. You can see from
the map that the county lies on boundaries of the fascists in the North
(London) and the Anglican League to the South. My campaigns will be based here.
Source:
Source:
The following backgrounds
were prepared for the players (3 including myself) and we got started.
Background
Civil
War has broken out across the UK and has finally arrived in the southern county
of Surrey. The county not only lies on the strategic road and rail links
between London it is also the border between the Anglican League forces of the
south and the Pro Royalist and fascist government forces based in London.
As
hostilities broke out the UK’s scientific community was torn by allegiance,
recognising that their work could be crucial to either sides’ victory.
One
such leading defence scientist is Barnes Wallis. He was working on a number of
new aviation proto types at the Vickers factory in Brooklands.
Barnes,
although a patriot, found that he could not support the Mosley government and
on the morning of the 3rd March 1938 left his home in Effingham and
drove to his office. He quickly cleared his desk of the plans he was working on
and returned home. These actions did not go unnoticed as a colleague, with
right wing affiliations, called the local BUF security police office (BSS –
British State Security) to inform them of Barnes Wallis actions.
Recognising
that these actions may be a prelude to Barnes Wallis switching sides available BUF
and Royalist units in the South London area were despatched to Effingham to
sieze the scientist and his documents.
Civil
War is characterised by spies and it was not long before Anglican forces in the
area were informed of the BUF rush to Effingham. The local League forces
in the area consisted of a small voluntary defence force lead by a local bank
manager Captain Manners. His volunteers have been joined by the pro church
Surrey Hunt And Fox Territorials (SHAFT). These troops have been mobilised into
defensive positions.
The
League is now trying to arrange for an aircraft (Lysander) to pick up Barnes
Wallis and secure him out of the area.
BUF & Royalist Forces
Your two forces are approaching Effingham on the
Northern Roads into the village. Consisting of loyal elements from the Kings
Royal Regiment of Fusiliers (based in the Tower of London) and elements of the
South London Strike Force (BUF).
These forces will arrive on the two Northern roads
– BUF from the River, Royalist troops from the Northern Road approaching the
Village. Your mission is to secure Barnes Wallis and his papers.
It is unknown what sort of resistance you will be
confronted with (known League sympathisers are in the area), but you are aware
that a sizeable friendly force has blocked the road to the southwest. Barnes
Wallis’s home is the largest building in the centre of the village.
It is imperative that Barnes Wallis does not escape
nor do his papers fall into enemy hands.
Note: You have pictures of Barnes Wallis so he
cannot slip the dragnet closing in.
Anglican League Forces
Your informants have told you that a sizeable force
of Royalist and BUF troops are heading towards Effingham. With no time to spare
you must protect the leading scientist Barnes Wallis from capture.
Unfortunately Barnes does not appreciate the
enormity of the situation and has not got out of bed.
It will take him time to get ready and collect all
of his papers. The umpire will inform you of when he is ready to leave the
building. One section dressed similarly to Barnes must start in his house.
Your forces will need to get him out of town. This
can be done in two ways
Firstly a Lysander light aircraft is available to
pick him up. The pilot of this aircraft can arrive after turn 7 but will only
land in the large field outside the village if it is safe to do so. (Umpire
decision). It will take one turn to land and one turn to take off. The Lysander
maybe shot at by units on the ground but not whilst it is in the air. All units
will hear the plane approaching the turn before it arrives.
Secondly Barnes can be evacuated out of town on the
road south along the river – this must be clear for a quick get away.
Barnes Wallis is not a fit man and cannot run.
You
are aware that reinforcements in the form of the East Sussex Christian Farmers Co-operative
union are on route to bolster the Anglican forces. They will be entering on
this road.
Barnes Wallis will be a non-combatant member of
your forces – he maybe either dressed as a member of the LDV or as a member of
SHAFT. Choose at the beginning of the game. He may not however be armed or
shoot in anger. If he is part of a unit that gets attacked his figure will be
the last to die. He is unaffected by morale of the attached unit. Barnes will
either move with the unit to whom he is attached or on the command card (but
not both)
The game opened with the
Royal Fusiliers advancing down the road NW towards Effingham, they need to
cross the rail line to enter the town. The convoy trundled forward. As they
approached the crossing the distinctive chatter of a Vickers machine gun echoed
around the country lane. Telltale muzzle flashes from the upstairs window of
the building opposite the crossing. Ambush !
With two trucks caught in the
crossfire the deathly machinegun drew first blood – five troopers fell in the
first round. With a section in each truck the Fusiliers were going to have to
fight for the crossing.
Towards the NW the Armoured
Car of the Fascists rolled up over the bridge followed by the infantry sections
in requisitioned vehicles (The stone bridge featured was built a few days ago
and will feature in its own tutorial shortly). Spotting the lead elements of
one of the Anglican LDV units making their way across the field the machine gun
sparked into life. Honours even as a few home-guard bit the dust.
BUF Armoured Car strafing truck |
and again ! |
Elsewhere in the village
Captain Manners and his section were pouring fire into the advancing royalist
troops with little affect.
Mean whilst the SHAFT
section, resplendent in their white pith helmets and hunting guns piled into
their trick and headed off to confront the approaching Fascists.
This plan was soon in tatters
as the Armoured car (now across the bridge) stopped their vehicle in its
tracks. The old boys of Shaft deciding that on foot was a better course of
action disembarked.
With the Fusiliers now
disembarked from their vehicles they could begin to attack the HMG nest in the
Building Attic. A well-aimed volley silenced both gunner and crew. The route
was clear. Fearing for his life Captain Manners withdrew into the centre of the
village. Whilst en route they grabbed Barnes Wallis and hastily threw him into
a uniform so as to disguise his appearance.
The fascists soon crossed the
bridge and disembarked alongside the road wall.
The inclement weather
suddenly turned bad as a pea-souper of a fog descended on the battlefield. All
ranges were now reduced to 8 inches for two turns.
Under the cover of the mist
the LDV and shaft forces dragged Barnes Wallis into the woods.
As the fog lifted the drone
of a single light plane could be heard overhead but with nowhere to land – the
armoured car of the BUF stood proudly in the middle of the make do landing
strip – it turned tail back to friendly airspace. Barnes Wallis would not be
flying out.
The BUF occupy the landing field |
Whilst positioning their
forces the BUF were surprised to see members of the East Sussex Cooperative Farmers Working Union approaching along the
road.
A furious firefight erupted over the hedges with the men in black shirts winning the day.
But it was all too late (we’d actually run out of time) – Barnes Wallis was making his way through the woods under the support of three sections to where a getaway car awaited.
Disembarking |
The Workers Cooperative arrive |
A furious firefight erupted over the hedges with the men in black shirts winning the day.
Pruning the Hedges and the Cooperative Workers |
But it was all too late (we’d actually run out of time) – Barnes Wallis was making his way through the woods under the support of three sections to where a getaway car awaited.
The woods full of Barnes Wallis supporters |
Will the loss of this famous
boffin be a nail in the coffin for Edward VII and his allies?
Some thoughts about the game:
1.
We probably used too many troops for our first
game – with eight units per side we struggled to complete the game in three
hours. This was partly held up by learning the rules on the hoof. Any thoughts
on the optimum number?
2.
My games tend to feature a lot of terrain that
breaks up a large table (we played on a 1.5m by 2.5 metre surface) and as such
‘jumping the hedges’ became a real pain as it significantly shortened the
distance units could move. Forward going we will be dropping this rule.
3.
Following on with terrain we decided that units
could see across multiple units of terrain but each terrain obstacle added the
cover bonus (eg unit A shooting at unit B- between the two is a hedge and a
stonewall so therefore -3 to hit)
4.
Template weapons – in particular HMGs are
devastating – we need to start spreading units out rather than clustering them
in groups – I think the mentality of too many Saga games was coming in to play!
5.
We used the extreme range rules – ie adding 12
inches to ranges for rifles and above – these worked well – add 12” to
effective range +2 to hit – only 6 kills
6.
Vehicles were great fun but could be deadly for
occupants if under fire…one truck suffered 3 casualties from a burst of HMG
fire ! It does seem odd that if you fire a section of men – presuppose there
are four in template you effectively get 12 dice rolls with an HMG yet when
using same weapon against a truck you only get 3 dice rolls with no modifiers
to hit – given the truck is a bigger target should there not be die roll
modifiers?
7.
Can armed vehicles fire if they have moved their
full allowance?
8.
To hit rolls – are they modified if a target has
moved – we decided to add a further -1 to hit if it had moved the full 12
inches in the previous movement phase
9.
MG’s jamming – not to sure how to play this but
we decided that all to hit rolls would be made and any 1’s retained – they were
then translated into d6’s for jamming rolls. We did find that guns tended to
jam when used for prolonged bursts. The alternative is to roll for jams as and
when a 1 comes up. Which is right?
10.
Am I correct that an SMG cannot jam?
11.
We decided that elephant guns would have the
punch of an HMG against armoured vehicles but without the burst capability –
until I get my AT units painted up the opposition had no chance of knocking out
an armoured car.
12.
How do support units test for morale ? It never
happened but was a question raised. We assumed that if they were attached to a
section they were treated as part of the section. If they were separate units
(ie moved on command card) then they would be treated as such but got the
benefit of the closest section’s NCO
13.
We hated the cards – these were unattractive
laid out all over the table and have decided to mark out some discs with
numbers ranging from 1-12 in red & black. Players would draw the discs from
a hat with red numbers taking precedence over black. Discs would be left face
down until the unit moved. There would of course be a joker marked on one of
the discs.
14.
Morale Again– we found that all the troops
survived nerve tests – if I understood it correctly 2d6 are rolled and the
result added to the local nco/officer – if the score was greater than 10 the
unit was ok or if it was lumpy etc it at least moved up the nerve test
scale. With the average NCO delivering a +4 on nerve tests and an average of
seven being rolled on the dice this almost always happened. Are their minuses
for units already jumpy, supressed etc. Should the test become progressively
harder eg 11 on jumpy, 12 on supressed etc
15.
We allowed the shooter to roll for hits and the
target to roll for saves.
Great report and pics, it really captures the spirit of the genre
ReplyDeleteGreat looking game!
ReplyDeleteWonderful looking game! That's what a wargame should look like! More!!!
ReplyDeleteBrilliant stuff sir!
ReplyDeleteExcellent looking game. And a jolly good read.
ReplyDeleteGreat to see it all come together for the game. It looks fantastic!
ReplyDeleteGreat AAR, with impressive scenery!
ReplyDelete