Sunday, 10 February 2019

SHOBDON:COCKPIT OF HISTORY(8) - Logistics Rules

As recounted in the Commander's Briefings, HMG have certain "assets" in the Shobdon area, namely 6 Jeraboams of Lord de Braose's personal champagne, 6 chests marked "Really Very Secret" (both at Shobdon Court) and 3 VIP prisoners internees (at the Shobdon Instructional Centre).

In the event that HMG C-in-C decides that such assets have to be evacuated from the area via Shobdon Airfield, HMG have 3 trucks at Shobdon Court (courtesy of the Herefordshire AA), 3 trucks at Shobdon Instructional Centre (courtesy of the BUF), 1 truck at Shobdon Airfield (courtesy of the RAF) and "may seek the use of" one of more the 3 trucks in the possession of the Shobdon LDVs - Mr Jones' butchers van, Mr Hodges' greengrocers van and/or young Mr Grace's furniture van.

HMG's "assets" cannot be transported by a vehicle other than one of these trucks.

Such trucks move and suffer damage according to the normal rules of movement distances and "receipt of fire".

Each truck has 2 "cargo spaces".

Jeraboam's of champagne and chests marked "Really Very Secret" require 1 "cargo space" each.

Internees require 2 "cargo spaces" each. There is space within each truck carrying an Internee for two accompanying guards. An Internee must be accompanied by at least one guard at all times.

Trucks are "automatically driveable" e.g. they need not be accompanied by a section, nor a driver assigned to them from a section. 

The Government Commanders of Shobdon Airfield and Shobdon Instructional Centre are entitled to an extra Initiative Card each turn (i.e. 7 cards instead of 6 on the first turn, and thereafter 6 cards instead of 5 each turn).

The Government C-in-C at Shobdon Court is entitled to an extra two Initiative Cards each turn (i.e. 8 cards instead of 6 on the first turn, and thereafter 7 cards instead of 5 each turn).

The Government Commanders may use one such "extra card" per turn, if they wish, to "drive trucks" rather than move or fight elements of their Platoon.

"Unguarded trucks" eg trucks being automatically driven without escort or without guards in the back may be stopped by an opposing player coming into base to base contact with such truck and stating "This is my truck". Such player then acquires any cargo in the back of the truck, and uses his HQ Initiative Card to move the captured truck in succeeding turns.

"Guarded trucks" e.g. trucks with guards in the back may be stopped by an opposing player coming into base to base contact with such truck and stating "This is my truck". The guards immediately dismount from the truck and engage with the opposing players forces. If the guards are subsequently killed and the truck captured, the capturing player then acquires any cargo in the back of the truck, and uses his HQ Initiative Card to move the captured truck in succeeding turns.

While HMG "assets" cannot be transported in or any vehicle other than one of the above trucks, such assets can be carried by a section of infantry. Each section of infantry has "1 Cargo Space". However, an infantry section carrying an HMG asset can only walk e.g. move 6 inches per turn. Such a section cannot "run" or "charge". Otherwise such a section can "fight normally" e.g. melee, fire or receive fire as usual. Such a section that becomes "Jumpy" or "Suppressed" automatically drops its HMG "asset" immediately it receives such an adverse morale status. Such HMG "asset", after being dropped, is available for collection by any section that is neither "Jumpy" nor "Suppressed" and comes into base to base contact with the HMG asset.

Potential key assets - trucks of the Shobdon LDVs. Young Mr Grace's Furniture Van is off-camera.

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