Friday, 21 September 2018

AUTUMN BIG GAME 2018 - SPECIAL RULES


HEREFORD AVBCW AUTUMN 2018 BIG GAME

“BRIDGE OVER TREBBBLED WATER”

SCENARIO SPECIAL RULES


1. General : Move Phases

We are reverting to the original “WTDW” Rules in relation to “phases”:  i.e. returning from “two phases per move” to “one phase per move”. Mort introduced the “two phase amendment” three or so years ago in order to make the wargame more realistic, but the overwhelming feedback from Hereford VBCW players is that “speed of play” is more important for a Big Game.

2. General : Chance Cards

We are reintroducing “chance cards” for this game, with a special set of cards specifically for this scenario (or numbered cards with a table of events cross referenced to such numbers).

3. Special : Platoon Roster Amends

The usual Platoon Roster consists of one Platoon HQ, one Platoon Heavy Wpn (MMG or Mortar), one Platoon AT Weapon, three infantry sections, one tank OR big gun and “something VBCW”, which may be another infantry section, or VBCW type vehicle(s). The usual rule (sometimes strained in its observance) is that one cannot have both a Big Gun and a Tank, or two Tanks, or two Big Guns, within a Platoon. See the Platoon Generator.

For this game, we are abandoning that rule. So this time, you can have (if you want) two Big Guns, or two Tanks, or a Big Gun and a Tank per Platoon. A river crossing demands more heavy weaponry than usual for both “defender” and “attacker”, and it is realistic - even for the VBCW - that both sides would seek to concentrate their available heavy resources about the riverside. Or the Umpires say so, anyway.

Amend your Platoon Generator results accordingly.

4. Special : Deployment Zones

Before play commences, the defenders (HM Government) may set up their (1). HQ Section (2). AT weapon (3). 1 x Big Gun (and forward observer if appropriate) or Tank, all within one foot of their table edge. Their remaining Platoon assets (e.g. usually 3 Infantry Platoons, the infantry heavy weapon [MMG or mortar] and 1 Big Gun or Tank) remain off-table and are diced for at the end of each succeeding move. A successful die roll results in the relevant unit (of the defenders’ choice) arriving at any point along the baseline at the beginning of the following move.

Die Rolls for Arrival
6 = 2 x“off table”units from the Platoon arrive (Defender’s choice)
5 = 1 x “off table” unit from the Platoon arrives (Defender’s choice)
4 = a non-infantry unit from the Platoon arrives (Defender’s choice)
1 - 3 = nothing arrives.

HM Govt always take initiative cards at the start of each turn equivalent to the total number of their units, whether on board or off board. If HM Govt players have more cards than they “need”, the most appropriate can be played, and the rest simply discarded.

Before play commences but after the HM Government forces have deployed, the attackers (Anglican & Allies) may set up all their available units within one foot of their table edge.

Rationale for these rules: HM Government are defending lengthy stretches of the River Wye. It is reasonable that they should have some units “in situ” with reserves arriving to the (newly identified) “threatened point” in a somewhat haphazard manner. Anglican forces will have “spotted” HM Govt. defenders before launching their attack at the “threatened point”, hence their set up after HM Govt. forces.

5. Scenario Special Rule : Assault Boats

Assault Boats (exclusively in Anglican & Allied Hands):

(a). may be dragged across ground, one boat per Section. The Section should be distributed around the boat in a realistic “carrying” mode. Move rate across ground: 12 inch full move/6 inch half move.
(b). may be “launched” into the River Wye without movement penalty (e.g. if moving from “ground” to “river” within one move, the 1/60 models are allowed to “jump in” the boat without movement penalty and the move completed “on the water”)
(c). have a carrying capacity (in water) of one Section or equivalent eg. (1). Heavy Wpns (MMG or mortar) (2). HQ Group & AT Group/Rifle. There are five (5) assault boats per section, and therefore sufficient (if that is what a player chooses to do) to carry the entire infantry component of a Platoon with Hvy Wpns and AT Group/Rifle. Assault boats cannot carry Big Guns, Tanks, Armoured Cars or Cavalry. These can only cross the Wye on completed Pontoon Bridges.
(d). move rate on water: 1D6+6 inches. Boats are unaffected by current, winds, etc. and may generally be moved as if they were “trucks on water”. Occupants may fire from boat moving at this rate without penalty.
(e). may be “disembarked” from the River Wye without movement penalty (e.g. if moving from “water” to “ground” within one move, the 1/60 figures are allowed to “jump out” the boat without movement penalty and the move completed on land at the water movement rate)
(f). casualties to a Section do not affect the above rules. The effects of fire on a Section carrying/travelling within a boat are dealt with by the Morale Rules (e.g. Jumpy/Suppressed)

6. Scenario Special Rule : Firing on Assault Boats

Assault Boats may be fired upon (of special interest to HM Govt. players):

(a). boats are treated as unarmoured trucks for the purposes of being fired upon. Apply the same rules for working out casualties within the boat if it is hit by fire;
(b). boats may be destroyed by fire (“sunk”). Apply the same rules for working out casualties within the boat if it is sunk. Surviving 1/60 figures should be placed in an irregular circle around the “sunken” boat before it is removed from play and are deemed to be “swimming”.
(c). Movement rate for swimming figures: 3 inches in the direction of the player’s choice. Swimming figures should obey the “unit coherency” rules. It may be a long swim to the nearest river bank….
(d). All weapons save pistols are deemed lost to swimming figures. Each swimming figure is deemed to have a pistol. It may not be worth getting out of the water even if a river bank is reached….

7. Scenario Special Rule : Building Pontoon Bridges

Pontoon bridges (exclusively in Anglican & Allied hands):

(a). consist of four parts - entry ramp, pontoon one, pontoon two, exit ramp (“pontoon parts”) This replicates the three actual 1/60 scale pontoon bridges available (Airfix Pontoon Bridges widened for 1/60 scale tanks). A completed Pontoon Bridge is sufficient to cross the width of the 1/60 River Wye (2 feet wide);
(b). it consequently takes a minimum of four moves to build a Pontoon Bridge. One “pontoon part” per Pontoon Bridge may be laid per move;
(c). it takes one Section to build a Pontoon Bridge. Casualties to a Section do not affect their building ability. The effects of fire on a Section building a bridge are dealt with by the Morale Rules (e.g. Jumpy/Suppressed);
(d). “Pontoon parts” appear as if “by magic”, i.e there is no necessity to transport them to the water’s edge. Consequently, if a Section arrives at the water’s edge and their player declares “I’m laying a Pontoon part” (i.e. the entry ramp, in this example), the ramp becomes available to that section immediately, as if “by magic”. “Building a pontoon part” counts as a full action, e.g. that is the only activity the section can undertake that turn.
(e). A Section building a Pontoon bridge must be in physical proximity to the “pontoon part” being laid, e.g. at the water’s edge for the entry ramp, on the entry ramp itself to build pontoon one, on pontoon one to build pontoon two, on pontoon two to build the exit ramp.
(f). A player may “swap” a pontoon bridge building section by physically swapping figures around in accordance with the usual movement rules. This will allow a unit that is “jumpy” or “suppressed” to retreat from their bridge building duties and be replaced by a unit with higher morale/greater ability to “finish the job”, but at considerable cost in time and force ratio to the attacking player.
(g). once a Pontoon Bridge is finished, either side can of course “attack across it” if appropriate, according to the usual Big Game rules for combat.

8. Scenario Special Rule : Firing on Pontoon Bridges

Pontoon Bridges may be fired upon (of special interest to HM Govt. players):

(a). pontoon parts of pontoon bridges are treated as armoured cars for the purposes of being fired upon. Apply the usual rules for working out casualties on the pontoon part if it is hit by fire (e.g. a section standing on the relevant pontoon part);
(b). pontoon parts may be destroyed by fire (this applies even if and after a Pontoon Bridge has been ‘completed’). Apply the usual rules for working out damage to the pontoon part and casualties on the pontoon part if it is destroyed. Surviving 1/60 figures should be “retreated” and placed on the pontoon part immediately behind the destroyed pontoon part.

  
9. Scenario Special Rule : Smoke

(a). Sir Gilbert Hill has a special “additional unit” of three tanks (provided by the Umpires), armed only with smoke shells. All other players (and Sir Gilbert’s other tanks or artillery) may fire smoke shells. Sir Gilbert takes an extra initiative card per move for his “additional unit” of smoke shell tanks.
(b). Mortars cannot fire smoke shells. Only tanks and Big Guns.
(c). Dice for the prevailing wind (a). at the start of the Big Game (b). after lunch. This is undertaken by throwing an GW EM-4 direction die. There is no die for wind strength, which is constant.
(c). Fire smoke shells as per normal rules. A player must declare “firing smoke” before undertaking measuring/dicing etc.
(d). A smoke shell burst consists of a piece of white kapok on a DVD disk. Once a smoke shell is fired, place as per normal rules. Place a dice on said DVD disk turned to “3”. Each smoke burst lasts for 3 moves, with the die being turned back each move (to “2” and then “1”. After “1” the DVD disk is removed). Smoke bursts drift according to the prevailing wind at 6 inches per move. Smoke bursts are moved accordingly at the beginning of each turn, before any other actions.
(e). If a “smoke DVD” is between a firing unit and a unit being fired upon, the unit being fired upon counts as if in “soft cover”. This is the case irrespective of the firing unit, whether tank, big gun, infantry section or the like. The position of artillery observers makes no difference to this rule.
(f). if two “smoke DVDs” are between a firing unit and a unit being fired upon, the unit being fired upon counts as if in “hard cover”. This is the case irrespective of the firing unit, whether tank, big gun, infantry section or the like. The position of artillery observers makes no difference to this rule.

10. Scenario Special Rule: Anglican/Allied Special Artillery Ammunition

The Anglicans & Allies have a stock of “special artillery ammunition” for this game, increasing the range of the relevant “special” shell by (a scale) 3 feet. With this limited number of shells, Anglican guns will therefore be able to hit “anything on the table” (eg. the likely deployment of each forces’ guns, the width of the River Wye at 2 feet, the 8ft table, and the 4ft artillery range with observer).
After the Anglicans have used a “special shell” (represented by a plastic piece or appropriate card), however, it must be handed over to HM Govt forces, who may “fire it back” in succeeding turns as they wish, again turning over the card/shell representation to their opponents when they do so.
“Special” shells may be combined with “smoke” shells i.e. if a player wishes to fire a smoke shell over a very long distance, they can do so by obeying this and the “smoke” rule.

Finally - “Umpire Surprises”

The Umpires have some “surprises” up their sleeves, as usual. “Surprises” usually appear after lunch in a desperate umpire sponsored attempt to “rebalance” the game (if, as usual, it hasn’t quite worked out as they thought). Other “surprises” may be introduced for specific Platoons, in which case the Umpire will let the relevant Platoon player know by direct email in advance of the game, and tell the remaining players at the appropriate point during the game.


*****

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