Thursday 5 March 2020

VBCW SPRING BIG GAME 2020 - SCENARIO / ADDITIONAL RULES

Out of the morning mists emerged a sight never previously recorded in the long history of Newquay Bay....a Royal Navy Battlefleet! As the open mouthed citizens of Newquay watched, an amphibious fleet of landing ships and tank landing craft assembled under the lee of the massive aircraft carrier, HMS Argos, and the vast guns of the battleship HMS Woolworth turned, elevated and with a devastating crash, fired.......

For those who enjoyed our previous river crossing game ("Bridge over Trebbbled Water", see HERE), we've now supplemented our fleets of Landing Craft (Infantry) with some Landing Ships (Tank) and churned out the beginnings of the Government's Navy - HMS Woolworth, HMS Argos and the BUF Escort Carrier (a gift to PM Mosley from some American well-wishers who desired to remain anonymous), the Charles A. Lindbergh. Each carrier contains an "Air Wing" of six aircraft (i.e. six FAA Bombers on HMS Argos and six BUF Fighters on the Charles A. Lindbergh). In addition, a land based squadron of three heavy bombers is available to be summoned directly from Bristol (at reasonable notice, and subject to Umpire discretion).

Admiral Sir Mortimer Silverflint, RN, Commodore of the Bristol Fleet (i.e. Alan), has been charged with raiding Newquay (and potentially its satellite port, Aberaron) in order to deny its port and supply facilities to Sir Gilbert Hill, long a thorn in the side of the Government in the Herefordshire VBCW.

Sir Gilbert's High Steward (otherwise the Chief Commoner of Newquay, or locally, "Y Cennin Pedr Mawr", aka "The Big Daffodil") (i.e. Tym) is bound to defend his beloved home town, seeking to preserve the stashes of heavy shells scattered about its suburbs, together with the high technology experimental air warning installations recently constructed upon the orders of Sir Gilbert. It's just aswell that the last few months have also seen the construction of all those short batteries, perfect for blasting away any amphibious invasion! Above all, the town of Newquay itself must be preserved from the raiders........

And now for some rule notes:

(A). Naval Bombardment

HMS Woolworth has three gun turrets. Each has three barrels, but for the purposes of the Assault on Newquay game, each turret counts as one BIG GUN. Each turret fires as per a BIG GUN under the WTDW rules, but with unlimited range (they're very big barrels). 

Such BIG GUNS as the defenders may have do not have the range to return fire. Accordingly the Government Fleet is safe from attack at sea (unless the pride of the "Socialist Fleet", the aircraft carrier "Red Invergordon" makes an appearance, in which case torpedo bombing notes will be hastily issued). 

It is not that easy to maneouvre HMS Woolworth in the confined space of Newquay Bay, especially when allowance is made for the bulk of HMS Argos (or the Charles A. Lindbergh). It may not even be that easy to move the single card table ("the Fleet Table") upon which the relevant semi scale models stand (Argos is three foot in length!). For these reasons:

(i). the "Fleet Table" starts at the eastern most table (Table 1) and proceeds from east to west per turn, i.e. Table 1 on Turn 1, Table 2 on Turn 2, Table 3 on Turn 3;

(ii). the "Fleet Table" comes under the command of the relevant Government player on the relevant Table;

(iii). the commander (pro tem) of the Fleet Table can fire the BIG GUNS of HMS Woolworth in the new "Naval Bombardment Phase" that now precedes the start of a turn on the table. The BIG GUNS of HMS Woolworth can only fire once per turn, and HMS Woolworth must then proceed, in a westerly direction, on to the next table. HMS Woolworth does not require an Initiative Card for any purpose.

(iv). HMS Woolworth is always accompanied by an Aircraft Carrier, whether it be HMS Argos or the Charles A. Lindbergh. The commander (pro tem) of the Fleet Table can additionally order an "Air Strike" from the decks of the relevant carrier in the new "Naval Bombardment Phase". An "Air Strike" consists of six carrier borne aircraft. If such an "Air Strike" is ordered, the six model aircraft are formed up at the southern edge of the relevant table at the end of the "Naval Bombardment Phase", the Government player receives one extra Initiative Card for such aircraft at the start of the next turn, and play then takes place according to the Aircraft Rules.

(v). once the Fleet Table has completed its turn opposite Table 3, thereby reaching the westernmost point of the battlefield, it must sail out of Newquay Bay, turn around, and then retrace its trail in the opposite direction, i.e. Table 3, Table 2, Table 1, west to east. In order to represent the time elapsed to allow such a turn around, Admiral Silverflint throws a D6 as the Fleet Table "exits". The result is the number of turns that must elapse before the Fleet Table makes a re-appearance. Admiral Silverflint may substitute the carrier HMS Argos for the carrier Charles A. Lindbergh (or vice versa) during this period of "naval maneouvre".

(B). Aircraft and Anti Aircraft Rules

The "Rebel Alliance" defending Newquay have no aircraft at their disposal (well, not unless Red Invergordon turns up). The Government Forces have a wing of six FAA light bombers (HMS Argos), a wing of six BUF fighters (the Charles A. Lindbergh) and (subject to Umpire approval), potentially a squadron of three land based heavy bombers.

(1). Aircraft move and fire as "Wings" or "Squadron", i.e. all using the same Initiative Card (see A(iv) above).

(2). Aircraft move up to 18inches per move. 

(3). FAA Light Bombers have one bomb, equivalent to a mortar bomb. Adopt the mortar rules and measure scatter from the centre of the aircraft stand.

(4). BUF Fighters have one machine gun, equivalent to an LMG. Adopt the LMG rules and measure range from the centre of the aircraft stand.

(5). Heavy Bombers (if they make an appearance) have one bomb, equivalent to a Big Gun shell. Adopt the Big Gun rules and measure scatter from the centre of the aircraft stand.

(6). All Aircraft have unlimited range, i.e. there is no fear of them "running out of fuel". Once an aircraft has fired its LMG or dropped its bomb, however, it is assumed to have "turned for home" and is removed from play. In short, each aircraft is considered a "one hit wonder".

(7). The "Rebel Alliance" have three dedicated Anti Aircraft Guns as "Umpire Bonus" additions to their Platoon Roster forces. Additionally, they may use HMGs, LMGs and even rifle fire to attack aircraft. The "WTDW" Anti Aircraft rules apply.

(C). Amphibious Invasion Stage Rules

Government Platoons start the Big Game in boats (LCI's, LST's, and whatever else Alan may additionally have manufactured, including that Seibel Ferry) at the southern table edge. The amphibious phase (i.e. from sea to beach) is managed according to "Roo's Patent Amphibious Rulebook" to be announced "on the day". Essentially, however, Government Platoons can count upon two full turns "in the water" before "hitting the beach", subject to bombardment from the Rebel Alliance's Big Guns and Shore Batteries (firing as Big Guns) "on the way in". Any landing craft of whatever description counts as an unarmoured lorry for the purpose of damage calculation.

(D). Shoddy Tanks

Alan and Roo have been busy manufacturing large numbers of "Shoddy" Tanks as a result of the Armour Modelling Challenge 2019 (see blogposts passim). For this Big Game, each deploys on behalf of HMG, in addition to their usual Platoon, an Independent (Shoddy) Tank Brigade, as follows:

Roo's Independent (Shoddy) Tank Brigade3 x "Shoddy" Tanks, 1 x "Shoddy" Flame Tank. 

Alan's Independent (Shoddy) Tank Brigade : 1 x "Shoddy" Tank ("Fat Barrel"), 1 x Assault Cannon "Shoddy" Tank, 1 x Armoured Assault Multi Mortar with Mine Clearing Attachment "Shoddy" Tank.

All "Shoddy Tanks" obey the fundamental rule of "shoddiness", i.e. a D6 is thrown before any action is taken (whether move or fire) : on a 1 - 3, the intended action does not happen (the Shoddy Tank has broken down or misfired that move), a 4 - 6, proceed as intended. All armour is "light" and all crews are "raw".

Roo's "Shoddy Flame Tank" is subject to the rules that only he knows, but they must be fair 'cos he's an Umpire and written them down on his mobile phone.

Alan's "Fat Barrel" Tank operates as an ordinary "Shoddy" Tank. The Assault Cannon operates as a (very thinly) armoured "Big Gun". The Armoured Assault Multi Mortar operates as a multi mortar with eight barrels. Use the "light mortar" rules and dice for each barrel when wishing to fire (e.g. throw 8D6, with only those showing 4-6 counting). If 4 or more "6"s are thrown at the same time, the Armoured Assault Multi Mortar BLOWS UP!

(E). "Anti Everything Specials"

Some players have been busy manufacturing "Anti Everything Specials" as a result of the Modelling Challenge 2020 (see blogposts passim). The Umpires are already aware of - Anti Aircraft Flock of Pigeons & Pigeon Loft (Alan), Anti-Aircraft "Archie" Truck (Alan), Hi Tech Infantry Rocket Launcher (Alan), Exploding Milk Churns and Attendants (Clive), Farmers and Anti Tank "Powder Pigs" (Clive), Sticky Bombers with "Literally Satchel" Charges (Clive) etc etc. All players have been made aware that the Umpires will "look kindly" on "Anti-Everything Weapons" as additions to Platoon Rosters. Once it is clear exactly how many types of "Special Weapons" we have, either we will publish an Addendum blogpost, or we will simply agree rules on the day on the basis that : (1). no Super Weapons are allowed (2). all Specials must obey "the spirit of the VBCW" (3). rules should if at all possible adopt existing VBCW rules (e.g. the milk churns above are roadside bombs, the "powder pigs" sticky bombers, etc etc.)

(F). The Big Box o' Reserves

As the "Assault on Newquay" proceeds, word reaches the surrounding countryside and supporting Cardiganshire forces. At the end of each turn, the "Rebel Alliance" throw a D6 per table : if a "6" is thrown, the relevant player may select one additional unit from "The Big Box o' Reserves". The Big Box may contain tanks, AT guns, Big Guns, infantry etc etc - whatever unit is selected counts as "Trained" and should be placed anywhere on the defending player's "start line".

Should the game become "unbalanced" in the view of the Umpires, the above rule may be amended to make it easier for the defenders to obtain reserves, e.g. throw a "5" or a "6" on a D6 per move, etc.

(G). General

The rules for this Big Game, as before, will be the WTDW Rules (Mort amend v.11) with one phase fire and movement, not two phase fire and movement. These Rules will be circulated at the same time as the Request for Platoon Rosters. The published WTDW Rules (e.g. the original booklet by Solway) will not be useful to bring along and cannot be referred to. 

Alan's Chance Cards will be in operation.

2 comments:

  1. Hello,
    Is it fair to say that the Big Games usually -- if not always -- use WtDW for rules and *not* Brigadier '38?
    And the Big Games I've read about have all been larger than platoon, and even company, affairs.
    Would you say they fall somewhere around a battalion per side? I don't think I've seen any that I'd call brigade fights.
    Thanks,
    L

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    Replies
    1. Hello Legion and welcome to the Hereford VBCW! We do use WTDW rules rather than Brigadier 38, but we have amended the published WTDW rules - we're currently using "a version of version 11" as I recall, drafted by Mort, one of the originators of the VBCW, and we will further amend in time. We also supplement the WTDW v.11 rules with specific scenario rules for particular "Big Games", as you can see from the posts. Each player plays a WTDW Platoon (although sometimes each plays "double fisted", i.e. 2 x WTDW Platoons), which Platoon consists of 3 or 4 Infantry Sections supported by a Tank or Big Gun plus "Something VBCW" i.e. cavalry or something "experimental". So really what WTDW calls a "Platoon" is a reinforced Platoon (i.e. has MMG or Mortar as well, plus an AT rifle or bombs), and players can think of them as "Reinforced Platoons"or "Reinforced Companies" simply dependent upon the "forces ratio". So when you put two or three players together on the same side, you have at least enough for a "a (reinforced) battalion". The "bathtub hypothesis" post I've recently put up is the beginning of a think about making the same forces represent a brigade / battlegroup / assault column, but we're not there yet. Generally, we're experimenting with "the rules" and "forces ratio" plus, via bathtubbing, actual scale. Trust this helps! PS drop me a PM on the Lead Adventure Forum if you want to discuss.

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