Showing posts with label Autumn Big Game 2018. Show all posts
Showing posts with label Autumn Big Game 2018. Show all posts

Monday, 28 January 2019

UMPIRE'S "WASH UP" : WINFORTON PONTOONS

Wherein the Umpires muse briefly but generally upon what went right and what went wrong could have gone better at the Autumn Big Game 2018, ("Bridge over Trebbbled Water") now known as "The Battle of Winforton Pontoons", with special emphasis upon new rules and potential future excitements:

The Autumn Big Game 2018 was the first time in the course of the Hereford 1938 VBCW campaign that a contested river crossing was attempted, in this case by the forces of Sir Gilbert Hill (Doug) and his Anglican allies (Clive, and making a special appearance as an Anglican, Robb). The "Special Rules" for the Big Game can be found HERE and the "General Briefing" (before amendment for numbers) can be found HERE. Given that the River Wye divides the County of Herefordshire roughly in half (and the County includes other rivers, such as the Lugg and Arrow), it may not be the last time that the contending factions have to consider a contested river crossing (or even a fighting retreat) "under fire", so the following thoughts apply:

(a). Assault Boats : The "roughly 28mm" assault boats used by Sir Gilbert and his allies were a bulk purchase off Ebay sometime back in 2017, and then the subject of a "Maritime Modelling Challenge" for the group. Many congratulations to Alan and Robb for so manfully taking part in the Challenge : Alan's entire "assault fleet" has already been featured, while Robb's Large Landing Craft (with clever moveable bow) will feature in a subsequent blogpost, probably as a tutorial nearer to the time of our planned "Big Beach Assault" Game. And for those villains who cheerfully snaffled a "doggy bag" of cheap plastic boats (or even two!) and dismally failed to do any bodging with them, not even spray them grey, we mention two things : (a). we know where you live; and (b). the "Big Beach Assault" Game will give you a chance in future to redeem yourself, so don't throw them away!

(b). Pontoon Bridges : The "specially widened" Airfix Pontoon Bridges looked the part and the simple rules for building them seemed to work well. See "Artillery : Effect Of" below. The Pontoons, like the assault boats, are now in general storage awaiting any factions' request to re-use them in order to surprise their enemies......

(c). The Trebbled River : Umpire Roo, as "Terrain Czar", was set the seemingly impossible task of building a 2 foot wide and 18 foot long "River Wye" without spending a lot of (or preferably any) money. Thankfully, he came up trumps by lateral thinking : reversing and painting the underside some of our usual sub-boards. Hurrah!

(d). Smoke : ok, there was a lot of it, and it all blew in the eyes of the defending Government forces. Probably too much smoke and too steady, caused by (i). Sir Gilbert's Umpire Bonus of 3 x "Smoke Firing" tanks; (ii). pre-Big Game Umpire nerves that too many of the attacking boats might be sunk in the crossing of the Wye, leading to a wet and early end to an unbalanced game; (c). the Government's awful dice throwing in relation to "wind direction". Subject to that, however, the smoke rules seemed to work well enough. In future scenarios, we are likely to cater not so much for "smoke shells", but for "smoke" arising from more VBCW events, e.g. burning haystacks or buildings. In any such future event, there will naturally be less ability to "direct smoke", a greater degree of "smoke movement" and fewer "painted DVD bases with fluffy white kapok topping" on the table!

(e). Artillery: Effect Of  : notwithstanding the pre-Big Game Umpire nerves (see above), the Government artillery had surprisingly little effect on the Pontoon Bridges/Assault Boats. So far as can now be recalled, only one Assault Boat was actually hit by artillery fire. The usual Artillery Rules were not changed for the Big Game (save for some special "long range" shell rules designed for a different purpose), so to some extent this result may again be due to the Government's awful dice throwing. On the other hand, the scenario was planned with more Government players defending the northern bank of the Wye (i.e. 4 - 6 as opposed to 2 - 3) and more Anglican allies attacking across the Wye (c. 6 - 7 as opposed to 3 - 4)  and with a larger number of artillery pieces and a larger number of targets, the Government may have been more successful. The newly promoted Major Everard's (Alan's) point that, as a matter of probability, it was actually quite difficult for a specific shell to make contact with a specific small assault boat was well-made : the Umpires will have another think for next time, or similar situations.

(f). Re-Inforcement Schedule : ...and on the subject of awful Government dice throwing....Government re-inforcements were late (sometimes very late, sometimes non-existent) in actually turning up on the table. This had a particular effect on poor old Stokkies Joubert (Roo) (now in Anglican captivity as a pretty much direct result) although Major Everard also suffered (albeit he got his tanks, tank destroyers and famous "hockey stick waving schoolgirls" on the table, if later than comfortable). Although careful thought was given to probabilities when the "Re-Inforcement Schedule" was designed, the Umpires will take extra care next time that re-inforcements become an issue, balancing everyone's love of having a full force on the table vs. the requirements of the scenario. To some extent, the whole point and fun of any reinforcement schedule is that a player cannot guarantee what will turn up and when.....

(g). "Fighting "Double Fisted" : because we were down on numbers, on this occasion some players were able to fight "double fisted", e.g. with two Platoons rather than the usual one Platoon. This definitely seemed to work for those energetic enough to do so, and was a jolly useful innovation for the Umpires, trying to keep the scenario balanced as the number of intending players gyrated right up until Saturday morning, 10am...

(g). One Phase Only Rule: we tested out reverting to "one phase only" turns, as opposed to Mort's previous amendment to the "WTDW" rules to introduce "two phase" turns. While "two phases" arguably improve realism, there was general agreement that "one phase" turns was the way to go in "Big Games", where the speed of a turn is a critical factor. Hence, "one phase" it is for future "Big Games".

(h). Chance Cards Re-Introduced: we re-introduced generalised "Chance Cards" for this Big Game (thanks to Alan for providing them), which resulted in a "Sudden Thunderstorm with Associated Lightning" card being drawn about halfway through the game, with interestingly mixed results for the contending Platoons. This didn't unbalance the Big Game, so we will be using Chance Cards for some Big Games in the future, where the element of "chance" is not otherwise over-catered for by the scenario.

(i). Umpire AND Player "Surprises": usually, it is the Umpires that think up "Game Surprises", but on this occasion Sir Gilbert deployed his "Ju-Ju" witch and wanted some suitable "spells" for her, and Major Everard was able to respond in kind with some VBCW surprises of his own. Sadly, "Ju-Ju" pretty much failed Sir Gilbert due to his dice throwing (that "swarm of bees" would have been fun) whereas Major Everard's VBCW surprises - flaming oil in the Wye, caltrops in a field, and ravenous attack dogs - all "went off" (with mixed results) and added much to the fun of the Big Game (other than, perhaps to the Pontrilas WI). The Umpires will definitely be asking players to think up similar small scale "VBCW surprises" for future games...

The Umpires are always open to any ideas for rule changes or amendments in the light of previous experience or overheated imaginations, or any comments on scenarios as played or ideas for future scenarios. Thinking caps on, VBCW chaps!

Tuesday, 8 January 2019

BBS BROADCASTS "THE TRUE STORY"

The "Bishop's Broadcasting Service" ("BBS") has recently taken to broadcasting a new multi-part documentary series upon the late Battle of Winforton Pontoons ("the Autumn Big Game 2018"). The documentary also provides valuable insight on the fate of the captured Government commander, Stokkies Joubert. Episode One starts here, while Episode Four concludes here.

A victor in the field - Sir Gilbert Hill and staff at the Battle of Winforton Pontoons

Thursday, 25 October 2018

AUTUMN BIG GAME 2018 - GROUP LEADER GILES - AN OBITUARY

Staff Commander A.D. Mann, official spokesman for H.M.Government's "Warden of the Marches", Lord de Braose, today confirmed the "death by firing squad" of BUF Group Leader Giles, formerly one of the County's most prominent battlefield commanders.


The late BUF Group Leader Giles
"Thanks to our excellent communications network, news of Sir Gilbert Hill's assault across the Wye in the general area of Winforton reached Hereford very quickly," stated Staff Commander Mann. "It was imperative that re-inforcements be rushed to this new front as soon as possible. Upon enquiries being made, however, it was discovered that our senior commander, Group Leader Giles, was lolling about in his private quarters, quite disinterested in battle, instead perusing a Colefax & Fowler catalogue and gorging himself upon strawberry ice-cream. There was only one possible sentence for such a gross dereliction of duty. Captain Queeg of Wyrd Force organised a drumhead court martial and the subsequent firing party."

Giles (38) originally rose to prominence in the VBCW as the loyal BUF henchman of toady to subordinate of Captain Arrowsmith at The Battle of Bredwardine Fords, there being some suggestion that he transferred to the BUF Three Counties Legion from the Malvern Hills Conservators shortly after the earlier Battle of Bredwardine Bridge. Arrowsmith's initial patronage assisted Giles' rise within the Government command structure, as did the notoriety associated with his name featuring on the Anglican "Most Wanted List" after his spiteful massacre of the Ludlow Expeditionary Force's RNVR Rocket Crews at Bredwardine Bridge (note 1).

Storm Leader Giles (as he then was) thereafter served with distinction at the Battle of Whitney on Wye, before assuming overall command of Government forces following the still unexplained disappearance of his former military mentor, Captain Arrowsmith. It was thought at this time that Giles' influence would wane within the Government command structure; instead, following his stubborn defence at the Battle of Berrington Approaches and battlefield promotion to BUF Storm Commander, Giles' future prospects brightened considerably. Joint leadership (together with the allegedly late Major Straitt-Jackett) of the Government assault columns that successfully invaded came to the assistance of Sir Barrington Patchpole KC at Wigmore burnished his burgeoning reputation and lead to his rapid further promotion, on this occasion to BUF Group Leader.

A publicity still of Giles released by HM Govt.
upon his promotion to BUF Group Leader 
Against this background of sterling service to the Government cause, how can the BUF Group Leader's sudden "dereliction of duty" be explained?.Some say that Giles never quite recovered from being severely wounded in the course of his epic "woody battle" at the Battle of Berrington Approaches. His illness at the subsequent battle of Wigmore was evident to all military observers, and caused his early - on this occasion, honourable - retirement from the field of battle. Others suggest that the administrative strain of organising the relocation of BUF Barracks within Herefordshire - a very long term project - brought on a severe case of "PTSD" and exacerbated a pre-existing complaint of "OCD" (evidenced by Giles' obsession with the BUF interior design being carried out by the fashionable new firm of Colefax & Fowler). Nobody can quite explain, let alone understand, the late Group Leader's obsession with strawberry ice-cream, which seems to have originated from some kind of "cinematic in-joke" unknown to all but the Group Leader himself. Be that as it may, a few point to the notorious ambitions of Captain Queeg, the newly appointed commander of the Government's "Wyrd Force", and darkly suggest that the drumhead court-martial may have reached its conclusions obscenely swiftly. (note 2).

Group Leader Giles was unmarried, and had no issue. He is buried in an unmarked grave. Donations to the BUF Benevolent Fund (Three Counties Legion). No flowers, please (by order, Staff Commander A.D. Mann).

Notes

(1). see Note 4 to the account of the Battle of Bredwardine Bridge.

(2). in an alternative time-line, Hollywood apparently filmed this version of the Group Leader's final moments.  

Wednesday, 24 October 2018

AUTUMN BIG GAME 2018 - FIRST REPORTS!

After his personal triumph at the Battle of Winforton Pontoons, Sir Gilbert Hill has provided a fully illustrated Press Release in celebration of his hard fought victory and commemoration of the fallen.
A panoramic shot of the start of the battle. Sir Gilbert's forces are in the centre, flanked by his Anglican allies.
The first smokescreen has been laid down as the Anglican Tank Brigade (on left) undertake road manoeuvres.
Following a prayer from the Bishop of Ludlow, Sir Gilbert gives the order : Boats away!
Sir Gilbert's assault boats storm the River Wye as pontoon bridge building gets underway.
Towards the middle of the battle: pontoon bridge building is well advanced as the Anglican tanks await
their opportunity to cross the river. Hidden by clouds of smoke, Sir Gilbert's forces are landing on the northern bank.
Sir Gilbert and his command staff observe as battle is joined.
Sir Gilbert's forces storm the northern bank of the Wye. Lord Scudamore's Loyal Legion, under the command of newly arrived Lt. Everard, wait in line amongst the green crops, wondering when their promised Government reinforcements
 will arrive. "Stokkies House" - and the scene of his ultimate capture by the forces of Ludlow - is to the left.
Sir Gilbert completes his Pontoon Bridge and throws his tank support into battle. The battle is almost over and,
with the capture of Stokkies Joubert and rout of his King's Colonials by the forces of the Bishop of Ludlow,
HM Government's remaining troops are forced into "an orderly retirement towards Hereford"
Having successfully extricated HM Government's forces from the battlefield, the newly arrived Lt. Everard, anxiously dashed off a brief report to County HQ. Unfortunately, such was the confusion in the County caused by Sir Gilbert's "breakthrough battle", Lt. Everard's despatches soon fell into "enemy hands". Here they are in full:

"To :         General Officer Commanding                                                       From :  Lt.Everard
                 H.M.Government Forces                                                             Acting Commander
      Marches Command                                                               South Hereford Region

Sir,

Herewith my report concerning the recent action in the Willersley – Winforton area.

Intelligence was received that a large Anglican force, supported by the renegade Sir Gilbert Hill’s troops, were mounting an amphibious operation to cross the River Wye near the villages of Winforton and Willersley, supported by an entire tank brigade, and included the building of three pontoon bridges. The enemy also had the assistance of several smoke tanks with seemingly unlimited ammunition, which due to the prevailing wind blowing into our faces throughout the day hindered our defensive fire.

As the news was received late there was no time to gather all our forces, and although all available troops in the area were rushed to the spot some unfortunately did not arrive in time to assist in the battle, causing us to be even more severely outnumbered and out-gunned. Despite this our men put up a stout resistance for as long as possible, inflicting heavy casualties on the enemy, before eventually being forced to withdraw in the face of overwhelming odds.

Our right flank was held by our colonial troops under Commandant Stokkies Joubert, who also failed to receive adequate reinforcements. It was anchored on a farmhouse and came under heavy and sustained assault by crack Anglican troops. The centre was held by our Second Platoon, of whom only the Forest of Dean Free Miners and Lord Scudamore’s Loyal Legion were present, supported by one field gun (Signore Mussolini’s gift) and belatedly by two tanks. The left flank was held by the BUF Wulfhere section and the newly arrived Cameroon Highlanders, in their first action. They also had our lorry-mounted artillery, ‘The Dominator’, and latterly  two tanks.

Under cover of a sustained smoke bombardment the enemy infantry crossed the river and began building bridges. Fierce fighting ensued all along the line. The Forest of Dean Miners drove back their attackers, and accurate fire from our heavy weapons prevented the Anglicans completing their bridge in this area. On our right the burning oil surprise weapon was released into the river earlier than intended after the tanker was hit by an Anglican artillery round, so it only delayed bridge building briefly. Sadly the roadside bombs and caltrops also did little damage.

Heavy HMG fire caused the Cameroon Highlanders to retire but they eventually reformed, while the BUF was pitted against two enemy units, inflicting severe casualties and fighting heroically to the last man in a prolonged melee. Fortunately the Wormelow Wildcats arrived in the nick of time to fill the gap. 

A tank melee in the centre ended inconclusively with both sides losing tanks. Lord Scudamore’s men were subjected, not only to heavy fire, but also a barrage of juju spells from Sir Gilbert’s native witch doctor. However they held their ground showing that British pluck and resolve were more than a match for primitive native superstition.

It is a sad commentary that the Anglican Church is now so desperate in this struggle for the soul of the country that they are prepared to encourage the performance of Black  Magic and other arcane rituals by drug-crazed natives, using the blood of cockerels and other such foul rites to try to unnerve our stout-hearted and true defenders of the faith. May God have mercy on their souls.

A late attack by the grim-faced harridans of Sir Gilbert’s Women’s brigade was repelled by a gallant charge by the BUF Canine Section, which put the gin-sodden old biddies to flight.

Sadly our colonial friends on the right seemed to lack their usual elan (whether due to their ritual pre-battle drinking games I cannot say) and proved unable to stem the overwhelming forces against them, culminating in the loss of the farmhouse redoubt and the unfortunate capture of their commander, Stokkies Joubert. The collapse of our right flank made a temporary withdrawal of our remaining troops a prudent measure. I doubt that the Anglicans will long be able to hold a man of such redoubtable stature as Commandant Joubert, whose temporary loss will be felt in boudoirs throughout the county.

In short, a temporary setback, but the performance of (most of) our troops in the face of overwhelming numbers is to be commended.

Respectfully yours,
Lt. Richard Everard"

For his part in this notable Anglican and Allied victory, the Bishop of Ludlow has ordered a "Day of Hymnals and Rejoicing" (rapidly translated by his more PR conscious Chancellor, the Rev. Duff-Postin, into "A Victory Parade and Gala Fun Day"). Ludlow's Saturday evening papers have gone into overdrive, and the Bishop has confirmed the capture and incarceration of Stokkies Joubert by formal statement. Goodness knows what Ludlow's Sunday supplements (more pages than ever!) will say.......

Note : with thanks to Alan, Doug and Roo for the photographs. An "Umpire's Wash-Up", complete with further "illustrations" will follow in due course.

Tuesday, 9 October 2018

AUTUMN BIG GAME 2018 - THE CALM BEFORE THE STORM


HEREFORD AVBCW AUTUMN 2018 BIG GAME

“BRIDGE OVER TREBBBLED WATER”

LATE NEWS SPECIAL BULLETIN

TABLETOP TEASER

The Hereford AVBCW Autumn 2018 Big Game ("Bridge over Trebbbled Water") is nearly upon us! A "hard-core" of AVBCW gamers are committed to converge on Burley Gate Village Hall, Herefordshire, at 10am on Saturday 13th October for a full and frenzied day of "double fisted" AVBCW action!

That's right, double fisted! Each player is bringing along not one, but two, full Platoons to commit to action! (note1) It's going to be the greatest test of each player's command ability since, well, um, lesssee now...well, at least since Zama! But will Sir Gilbert Hill prove to be Scipio or Hannibal? With the fate of his nephew, Chief Superintendant Ronald Bigsworth-Hill, hanging in the balance (and the possibility of dear Ronald being hunted down and himself hanged by the BUF unless it goes "the right way"), Sir Gilbert has doubled his efforts and re-doubled his forces...

Sir Gilbert Hill intends to fight "double fisted" with his two Platoons
Sir Gilbert has bravely announced his "battle line up" well before the Big Day, trumpeting the addition of a "Colonial & Dominion Platoon" to the original "Golden Valley Invincibles". But will this "propaganda coup" hand the military advantage to Sir Gilbert's enemies, or is it mere recognition that the much feared Government Intelligence & Telegraphs Section ("GITS") would be bound to discover the composition of his forces before the "Big Day"? After all, it appears that they have already discovered the location of Sir Gilbert's intended battleground:
An Intelligence Map hand drawn by a GITS operative, said to be based on Sir Gilbert's own
Operational Maps. The meaning of "Table1", "Table2" and "Table3" remains obscure, but
may be a secretive Government code.
If the Government's intelligence is accurate, it appears that Sir Gilbert and his Anglican allies plan a river crossing to the west of Hereford itself, striking from the south to the north of the County in the area of Winforton and Willersley. But what tactics will Sir Gilbert and his Anglican allies (variously, the Bishop of Ludlow, the Rev. Canon Colcannonroo and the Rt. Rev. Canon Winters) adopt to try to "force the crossing"? A straightforward "charge of the assault boats" across the river? Or a careful construction of Pontoon Bridges to bring the Anglican Tank Brigade into play (if there is an Anglican Tank Brigade, of course)? Should Sir Gilbert concentrate all his available forces (at least 18 infantry sections plus supporting weapons!) on one part of the battlefield, or should he spread them out in the hope of reducing the Government's resistance and counter-fire? How will Sir Gilbert use his section of "tracked and armoured smoke dischargers" to best advantage?

And what of the newly promoted Group Leader Giles and his newly arrived Government ally, Lieutenant Everard? What will be their plan of defence with their available forces (at least 12 infantry sections plus supporting weapons)? Field fortification and investiture of Willersley, Winforton and "the Farm" may have many advantages, but may also leave the "Western Approaches" ("Table 1") dangerously denuded of defenders, an open avenue for the Anglican Forces to pour through in the direction of Mortimer Country. How will Group Leader Giles use his BUF Tank Brigade (if there is a BUF Tank Brigade, of course) and supporting "Big Guns" - well in advance of his principal battle line with the aim of disrupting the Anglican crossing of the River Wye, or echeloned deep in defence?

Fleet Street's miiltary correspondents breathlessly await the opposing C-in-C's solutions to this "tabletop teaser", just as their Foreign & Colonial counterparts muse over the first entry into the Hereford VBCW of substantial bodies of "native levies" from the Empire and beyond (note 2):

Lt. Everard leads a section of the Cameroon Highlanders, a regal gift from the Fon of Bandjun,
King Kamga II, hereditary ruler of Cameroon, to his "fellow monarch", Edward VIII. The
Cameroon Highlanders are expected to play a major part in the Government's resistance
upon the Wye and and throughout the County.....


























....while Sir Gilbert has of course welcomed Chief Kansan O'Flynn and his native levies into the
tender embrace of the Hill Enterprises (Dominions&Colonial) Platoon (blogposts passim)
The newly arrived Lt. Everard has been heard to sniff that his native troops are at least trained and uniformed regulars, rather than "mere mercenaries"; an insult which, it is understood, Chief Kansan intends to remedy by "poppin' Everard in ma'evah boiling pot" at the first opportunity. And how does the Chief intend to do this? Why, dark rumours are already circulating of the Chief's principal "ju-ju man" and his mastery of the dark arts.....

Can Lt. Everard escape the encircling coils of "ju-ju"? Can Sir Gilbert and his allies triumph, and save Sir Gilbert's nephew from "the long drop"? Do the Anglicans - or even the BUF - really have a Tank Brigade? Can Group Leader Giles pull off another masterpiece of "fighting defence" (and yet another promotion)? All these questions can only be answered by participation in the AUTUMN 2018 BIG GAME, BRIDGE OVER TREBBBLED WATER....

Notes

(1). The late addition of the Rt. Rev. Canon Winters means that the Bishop of Ludlow's forces will be fought as usual, one Platoon commanded by the Bishop (Clive) and one by the newly arrived (but still Rt. Rev) Canon (Robb). The remaining forces (Roo, Doug, Giles, Alan) will nevertheless indeed be fought "double-fisted". May any modern and bad taste jokes resulting please be directed to Umpire Roo.....

(2). if you ignore the Abyssinians, of course. And the "Chinese Christian Converts". And no doubt others innumerable now lost in the mists of campaign history....

Late Notes for Players

(1). Given the lower numbers of players than usual, we will be playing all three tables as "one table" in wargame terms, even if the same are slightly separated physically. C-in-C's should note that sections of Platoons can therefore be "intermingled" by Players if it is thought to their tactical advantage, and Platoons (and their constituent sections) are not therefore restricted to "one table" as usual. Food for thought....

(2). Please have a late check of the special Scenario Rules (blogposts passim) applicable to this Big Game, and remember that we are playing the original "one phase" rules, not the Mort amended "two phase" rules. A look at the original rulebook may therefore help....

(3). Remember your own lunch and the usual tenner!

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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