Sunday, 18 March 2018

SPRING BIG GAME 2018 - SECRET DEFENCE PLAN REVEALED!

The Hereford AVBCW Spring BIG GAME 2018 took place on Saturday 17th March 2018 at the Burley Gate Village Hall. As we await the reports, broadcasts and fully illustrated lectures from all the participants, this blog can exclusively reveal the contents of the "Wigmore All Round Defence Plan", previously known only to Sir Barrington Patchpole KC and his most trusted ADCs:

MOST SECRET

MOST SECRET - RESTRICTED CIRCULATION ONLY 
 DO NOT FORWARD - DESTROY AFTER READING
AND MOST IMPORTANTLY -
DO NOT MENTION THE BUNNY!!

THE WIGMORE ALL ROUND DEFENCE PLAN

1. Introduction

1.1.         Upon news of the cowardly assault into Mortimer Country by all the principal factions of the Hereford VBCW, Sir Barrington Patchpole KC (“BPKC”) has initiated the Wigmore All Round Defence Plan.

1.2.         Mortimer Country faces simultaneous assaults from:

1.2.1. from the EAST, the Not So Broad Communist Front (lead by Comrade Professor Winter - Rob)
1.2.2. from the SOUTH, the forces of HM Government (lead by Storm Commander Giles - Giles)
1.2.3  from the WEST, the forces of the Anglican Alliance (lead by Captain General Jermingham - Mort)

1.3.         BPKC is determined to defend WIGMORE HALL, the ancestral county seat of his new bride, Lady Deirdre. Wigmore Hall is situated on the CENTRAL table.

1.4.         BPKC is also determined to defend, if at all possible, the Vital Strategic Objectives of Mortimer Country: Radio Free Mortimer (on the EAST table - threatened by the Communists), the Mortimer Cricket Club (on the WEST table - threatened by the Anglicans) and the Mortimer Brewery (on the SOUTH table - threatened by HM Government).

1.5.         The loss or destruction of any of the above Vital Strategic Objectives will gravely compromise Mortimer Country’s ability to survive in future as an “independent area” within the VBCW. The loss or destruction of Wigmore Hall itself will mean the end for Mortimer Country, BPKC personally and his family, including the beauteous Miss Nemone (who would then face the awful prospect of being “carried off” by the Communists/Fascist scum, or - for better or worse - an arranged marriage to “the Shropshire Swain”).

1.6.         If possible (and it may not be possible) BPKC would also like to preserve as many as possible of the small farms and their attendant farm animals, scattered over the EAST, WEST and SOUTH tables. Loss of these farms and animals will mean that Mortimer County, even if retains its “independence”, is likely to “go hungry” in the future.

1.7.         BPKC has detailed some of his tenantry not able to serve in the Mortimer LDVs (i.e. the very young, the elderly, reserved occupations, courageous farmer’s wives etc.) to try and save as many farm animals as possible in the event of invasion (“the Farmers” and “the Farm Animals”).

1.8.         Otherwise, the following are the constituent parts of the Wigmore All Round Defence Plan:

A. “Fixed Assets”

BPKC has the following fixed defences to distribute around any of the EAST, WEST and SOUTH tables at the very beginning of the BIG GAME in such manner as he thinks fit:

(1). PILLBOXES                                                                     (x 4)
(2). MINEFIELDS                                                                  (x 6)
(3). VERY OBVIOUS UNEXPLODED BOMBS (“UXBs”)    (x 6)
(4). WIRE ENTANGLEMENTS                                             (x 6)
(5). FOUGASSES                                                                   (x 3)

B. “Household Troops”
BPKC has the following “Household Troops” gathered at the very beginning of the BIG GAME at WIGMORE HALL on the Central Table:

(1). BPKC and Family HQ Section
(2). Wigmore Hall Staff & Servants (Rifles&LMG, Infantry,Irregular)
(3). North Hereford Hunt Hussars (Rifles&Sabres, Cavalry, Regular)
(4). “Roaring Meg” Heavy Mortar (Irregular)

C. “Household Guests”
BPKC has the following “Household Guests” to keep at WIGMORE HALL or to distribute around any of the EAST, WEST and SOUTH tables at the very beginning of the BIG GAME in such manner as he thinks fit:
(1). Mr George Formby
(2). Miss Gracie Fields
(3). Mr Henry Hall & the BBC Light Entertainment Concert Party (Rifles, Infantry/Irregular)
(4). Professor Higgs Boson plus Scientific Assistant and 2 x “Great Panjandarums”

D. “Local Defence Volunteers”                                                              

BPKC has SIX (6) Platoons of Local Defence Volunteers to distribute around any of the EAST, WEST and SOUTH tables at the very beginning of the BIG GAME in such manner as he thinks fit:

(1). MORTIMER POLICE PLATOON (lead by Chief Superintendant Ronnie Bigsworth Hill i.e. DOUG)
(2). NORTH HEREFORD LDV/CLAN MORGAN (lead by Cadet Captain “Junior” Morgan i.e. CRAIG)
(3). FIRST MORTIMER LDV (lead by Captain James Barleycorn i.e. TOM)
(4). SECOND MORTIMER LDV (lead by Lady Felicia Fownhope i.e. RITA)
(5). THIRD MORTIMER LDV (lead by i.e. JAY’S ANONYMOUS TAUNTON FRIEND)
(6). LANDOWNERS PROTECTION FIELD FORCE (lead by “Himalaya Joe” himself i.e. JP)

Note : BPKC has retained the heavy weaponry (i.e. TANK/BIG GUN and “SOMETHING VBCW”
from their Platoon Rosters) of all the above within the garages of WIGMORE HALL. BPKC will release such heavy weaponry from the Wigmore Hall garages - and not necessarily to their “parent Platoon” - during the course of the BIG GAME, dependent upon where BPKC judges they may best serve the defence of Mortimer Country. See “Reinforcement” rules below.

E. “Possible Allies”

BPKC has had helpful “discussions” with the Chief Mommet of Herefordshire, who has ensured that 24 Mommets (Irregular, Hand Weapons only) are “somewhere around” and ready to defend (to the death) “the beasts of the woodland” (i.e. rabbits) from being rustled in Mortimer Country….DO NOT MENTION THE BUNNY! Otherwise, the Chief Mommet has no interest to defend in the BIG GAME or in Mortimer Country.

F. Mortimer Command Structure

In terms of command structure, BPKC (JP) is ably supported by both his Principal ADC, Chief Superintendant Bigsworth Hill (Doug), and his Assistant ADC, Cadet Captain “Junior” Morgan (Craig). Either of the ADCs may roll dice/make choices during the BIG GAME in the event that BPKC is temporarily otherwise detained.

2. Pre-Game Sequence

2.1.         The Umpires will have set up the terrain on the CENTRAL, WEST, EAST and SOUTH tables in the usual way.

2.2.         The Umpires will have distributed Wigmore’s Farm Animals (and bunnies!) randomly across each of the same tables.

2.3.         The Assaulting Factions (HM Govt, Anglican, Communist) will be setting up on the table edge of their respective tables furthest from Wigmore Hall, i.e. in the usual way.

2.4.         The Umpires will have distributed the Farmers to “Farpoint Farm” on each table i.e. the small farm nearest the Assaulting Factions.

2.5.         BPKC has to:

2.5.1. distribute the “Fixed Assets” across the WEST, EAST and SOUTH tables as he sees fit. These Fixed Assets may not be placed on the CENTRAL table;
2.5.2.  distribute, if he wishes, any of the “Household Guests” across the WEST, EAST and SOUTH tables as he sees fit. These “Household Guests” (some or any of them) may be retained on the CENTRAL table if BPKC sees fit;
2.5.3. distribute the LDV Platoons across the WEST, EAST and SOUTH tables as he sees fit. These LDV Platoons may not be placed on the CENTRAL table. The LDV Platoons set up on the table edge of their respective tables nearest to Wigmore Hall, i.e. in the usual way and approximately at or in line with their relevant Strategic Objective.
2.5.4. make a note on the Reinforcement Table (attached) of all Heavy Weapons in the garages of Wigmore Hall. A clear note will be vital for the purpose of identifying reinforcements during the BIG GAME. The relevant Heavy Weapons should be made available now by their owners for easy use during the BIG Game (we will try to provide a special table for these).

3. Special Rules

3.1.         In the same order as their introduction above, the following special rules apply to the MORTIMER ALL ROUND DEFENCE PLAN:

(A). FARMERS: See first blog post for special rules. Farmers always move/act first i.e. at the start of each phase and are not dependent upon cards.
(B). FARM ANIMALS: See first blog post for special rules. Farm Animals (and the bunnies - shhh!) remain static unless “rustled” or “saved” as per the blog post.
(C). FIXED ASSET - PILLBOXES (x 4): Pillboxes are considered as “dug in” heavily armoured tanks (without armament). Play to the rules accordingly. The Pillboxes interior size delimits the number of figures that can take shelter within them/fire out of them.
(D). FIXED ASSET - MINEFIELDS (x 6): Minefields consist of 3 mines within a circular area (a DVD base). Minefields have been fitted with the Wigmore IFF Trigger (Patent Pending). They will not explode if crossed by anything/anyone friendly to Mortimer i.e. Mortimer LDVs, Farm Animals, Farmers, Mommets etc. They will potentially explode if any part of the DVD is entered or crossed by a figure/vehicle etc. unfriendly to Mortimer (other than “Engineers” on their first move). In that event, roll a D6 with the following results:

1 - 3 : Mines do not explode. They’re home-made VBCW weapons, after all.
4 - 6 : Mines do explode. Place a mortar template on each of the 3 mines in turn and apply the mortar rules 
thereafter to anybody/anything within template (including any Mortimer figures).

Once a minefield has exploded it should be removed from play. See also the Engineer rules below.

(E). FIXED ASSET - VERY OBVIOUS UNEXPLODED BOMBS (“UXBs”) (x 6). UXB’s operate as “automatically triggering” RSBs. They are fitted with the Wigmore IFF Trigger (Patent Pending). Subject to that, anyone/anything (other than “Engineers” on their first move) entering within a radius of the artillery template of the UXB may cause the UXB to explode. In that event, roll a D6 with the following results:

1 - 3 : UXB does not explode. They’re home-made VBCW weapons, after all.
4 - 6 : UXB does explode. Place an artillery template centred on the UXB and apply the artillery rules thereafter to anybody/anything within template (including any Mortimer figures).

Once a UXB has exploded it should be removed from play. See also the Engineer rules below.

(F). FIXED ASSET - WIRE ENTANGLEMENTS (x 6). These look quite fearsome (hopefully) but are only made of baling wire. It’s the VBCW after all. Treat simply as a hedge under the general rules.

(G). FIXED ASSET - FOUGASSES (x 3). These are quite fearsome! Fougasses operate as “automatically triggering” flamethrowers. They are fitted with the Wigmore IFF Trigger (Patent Pending). Subject to that, anyone/anything (other than “Engineers” on their first move) crossing a line drawn 12 inches from the mouth of the Fougasse may cause the Fougasse to fire. In that event, roll a D6 with the following results:

1 - 2: Fougasse does not fire. It’s a home-made VBCW weapon, after all.
3 - 4 : Fougasse does not fire, but explodes. It’s a home-made VBCW weapon, after all. Place an artillery template centred on the exploding fougasse and apply the artillery rules thereafter to anybody/anything within the template (including any Mortimer figures).
5 - 6 : Fougasse fires. Place the 12 inch triangular “Fougasse template” with the narrow end exiting the mouth of the Fougasse. Treat any figures (including any Mortimer figures) within such template as subject to MMG fire. Apply the MMG rules. Make whooshing/flaming/screaming noises.

(H). HOUSEHOLD TROOPS - ROARING MEG HEAVY MORTAR. “Roaring Meg” is an antique ECW heavy calibre mortar restored for use in Britain’s 2nd Civil War. It is thoroughly unreliable but potentially devastating. Use as a mortar subject to throwing a D6 with every attempt to fire :

1 - 2 : Roaring Meg does not fire, but explodes. It’s a home-made VBCW weapon, after all. Place a mortar template centred on the exploding Roaring Meg and apply the mortar rules thereafter to anybody/anything within the template (including any Mortimer figures). Remove Roaring Meg thereafter.
3 - 4 : Roaring Meg fires! Use the mortar rules and template as normal.
4 - 6 : Roaring Meg really fires ! Use the mortar rules as normal but substitute the artillery template.

(I). HOUSEHOLD GUESTS - Mr George Formby. Have you heard “Cleaning Windows”? It’s enough to drive one to suicide. Mr George Formby operates as an automatic anti-standard bearer applicable to all troops, driving down their morale.

(J). HOUSEHOLD GUESTS - Miss Gracie Fields. Have you heard “Sally”? It’s a tonic for the soul. Miss Gracie Fields operates as an automatic standard bearer applicable to all troops, causing their morale to soar.

(K). HOUSEHOLD GUESTS - Mr Henry Hall & the BBC Light Entertainment Concert Party (Rifles, Infantry/Irregular). Operates as an ordinary rifle section. Note does not have an LMG.

(L). HOUSEHOLD GUESTS - Professor Higgs Boson plus Scientific Assistant and 2 x “Great Panjandarums”. BPKC’s very own “Terror Weapons”! (x 2 !). A Panjandrum may be moved at infantry pace under the care of a scientific minder (either Professor Higgs Boson or his Assistant) until they are “fired” (by pressing a Big Red Button). It takes one phase to “Fire”. Panjandrums will then explode automatically in the 3rd phase next after “Firing”. After “Firing” and before exploding, Panjandrums travel automatically by throwing 2D6 and a direction die each phase (must move in each phase). Obey the dice results exactly. Upon exploding, use the Artillery Template centred on the Great Panjandarum. Four templates are used in turn - front, rear, left, right - always with one edge of each template placed on the centre of the Panjandarum.

(M). LOCAL DEFENCE VOLUNTEERS - REINFORCEMENTS
Every 30 minutes after the start of the BIG GAME, BPQC throws for re-inforcements. See Re-inforcement Table attached, which should have 12 Tanks/Big Guns/”Something VBCW” elements numbered 1 - 12 at the start of the BIG GAME. Throw the number of D6 equivalent to the number of available reinforcements (i.e. on the first occasion throw 12 D6, and thereafter reduce as appropriate). Re-inforcements arrive as follows:

Attempt One (30 minutes). Choose one re-inforcement element for each “6”
Attempt Two (60 minutes). Choose one re-inforcement element for each “5” or “6”
Attempt Three (90 minutes). Choose one re-inforcement element for each “4”, “5” or “6”.
and so on……….

Re-inforcements may be placed according to BPKC’s direction on any of the EAST, WEST, or SOUTH tables. They may not be placed on the CENTRAL table.

On BPKC’s direction, re-inforcements arrive automatically at the relevant table’s Vital Strategic Objective. If such Vital Strategic Objective is lost to the enemy, re-inforcements cannot be sent to the relevant table.
Re-inforcements are placed in the care of one of the Mortimer players on the relevant table, who is entitled to an extra Action Card on the next distribution of cards, and thereafter use the reinforcement normally. The re-inforcement cannot take any action unless subject to an Action Card.

(N). POSSIBLE ALLIES - MOMMETS AND BUNNIES!

Remember - do not mention the Bunny! At least, not until an assaulting player seeks to rustle it by placing a figure in base to base contact and saying the magic words “I’m rustling this Bunny” (or equivalent). This automatically causes a MOMMET ATTACK from the nearest Wood on the table against the Rustlers and/or anything standing between the MOMMETS and the Rustlers.

There are 24 Mommets potentially available. Throw 4D6 and use that number of Mommets (if available).
Mommets always move first - immediately upon “the bunny rustle” and thereafter first in each phase (even before the Farmers). Mommets are not subject to Action Cards. They are controlled by the Mortimer LDV players subject to the “MOMMET SPIRIT” i.e. their desire to save the bunny and cause as many casualties as possible to the Rustlers (in a suicidal and rather psychopathic manner).

Mommets are not subject to morale rules. They will continue to attack “the rustlers” until destroyed according to the normal rules.

Mortimer LDVs will not attempt to “save the bunny” from being rustled. That would be silly.

(0). SPECIAL RULES - ENGINEERS

A number of the assaulting Platoons may have brought along Engineers to deal with Mortimer’s fixed defences.

Engineers operate in parties of three. They are unarmed and should be easily identifiable.

Engineers may attempt to deal with Mortimer’s fixed defences by coming into base to base contact with them, and then seeking to defuse them. Upon an attempt to defuse, throw a D6 with the following results

1 - 3 Failure. Device remains live. May attempt to defuse again in the next phase
4 - 6. Success. Device is defused and removed from play.

The Engineers are highly trained. The device will therefore not fire in the first phase in which the Engineers make base to base contact. If the Engineers make an attempt to defuse and fail, the device will thereafter behave normally, and the Mortimer LDV may attempt to explode it in the usual way.

The Engineers may be shot at in the usual way. An Engineering Party remains effective until completely destroyed (i.e. all 3 figures out of action).

Engineers are attached to their relevant HQ Section, and move according to the HQ Section’s Action Card.

(P). Movement between Tables and Inter Table Special Rules

This is Umpire controlled. The following should be taken as guidelines rather than formal rules, as everything within this section is subject to player appeal and Umpire discretion.

(1). Troops committed to the SOUTH, EAST and WEST tables have standing orders to defend their territory (i.e. ultimately, their Vital Strategic Objective) until the end. They may not therefore retreat to the CENTRAL TABLE. Troops exiting a table edge under the morale rules are considered lost.
(2). Attacking troops from the SOUTH, EAST and WEST tables may enter the CENTRAL table.
(3). Upon “a sufficient body” of attacking troops entering the CENTRAL table, the CENTRAL table starts distributing Action Cards, etc. The SOUTH, EAST and WEST tables are not “synchronised” but “play at their own pace”. The CENTRAL tables is equally not “synchronised” but commences play at its own pace in the circumstances above.
(4). Once the CENTRAL table has come into play, new troops from the same or other tables may enter the CENTRAL table. Such troops cannot take actions until they receive Action Cards at the next “deal” in accordance with the CENTRAL table’s timing. Nor can they be fired at until they receive Action Cards.

4. Conclusion & Umpires’ Notes

4.1.         The following brief background notes may help/spark further ideas before the BIG GAME:

4.1.1.     BPKC will be under considerable pressure during the day. He has to roll for re-inforcements every 30 minutes (the Umpires will not remind him), fight as his alter ego Himalaya Joe and fight (if necessary and when the time comes) on the CENTRAL table. He therefore needs to co-operate closely with his ADC1 and ADC2, who can deputise for him as appropriate. This briefing sheet can be sent on (on terms of strictest secrecy) to ADC1 (Doug) and ADC2 (Craig) in advance of the BIG GAME should BPKC consider appropriate. Time will be allowed for a confidential “briefing session” on the day in any event.

4.1.2.     Each of the SOUTH, EAST and WEST tables are “3 Platoons vs. 2 Platoons” battles (unless we suffer late drop-outs, in which case the Umpires will scratch their heads and try to keep everything equivalently balanced). BPKC should therefore be prepared for at least one, possibly more, breakthrough to the CENTRAL table.

4.1.3.     Subject to 4.1.4. below, Assaulting Troops of different factions on the CENTRAL table may engage each other in the usual way. BPKC will no doubt wish to encourage such inter-factional warfare.

4.1.4.     The Assaulting Players may make/break alliances with each other in the usual way. Similarly, BPKC may make/break alliances with any of the Assaulting Players as he sees fit. If any such alliance is made, however, the Umpires may consider that Mortimer Country has “lost its independence” and “become a vassal state” of the allied faction, and therefore that BPKC has “saved his life” but “lost the game”.

4.1.5.     BPKC has a “scouting network” around Mortimer Country designed to provide intelligence on any faction readying itself for assault. The Umpires will therefore view favourably any reasonable request for a preview of some (or some part) of the Assaulting Player’s Platoon Rosters.

4.1.6      The Umpires wish BPKC and his supporting commanders all the best with the Mortimer All Round Defence Plan. Let’s keep Mortimer Country Free and Independent! Don’t mention the bunny!


THE UMPIRES

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