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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