Sunday, 24 February 2019

FOREIGN NEWS : AVBCW IN "THE FOREST"

The Hereford AVBCW Campaign, born of the canonical Severn Valley Campaign, is always subject to influence from outside the County, particularly in the neighbouring counties of Gloucestershire and Worcestershire.

Those eager for "Foreign News" will therefore be delighted to hear of the progress of the AVBCW in The Forest of Dean, and the doings of The Warren James Centuria, the Longhope Jam Factory Defence Union, Captain Wilfie Smith and his Anarcho-Syndicalist Crew and the Royalist Naval Flotilla (based at Gloucester).

After a period during which we were starved of news (by reason of the civil war situation), new despatches have finally reached us - see HERE FOR THE BACKGROUND and HERE FOR THE LATEST.

There are strong rumours within the City and County Refreshment Rooms that Captain Wilfie Smith (Nick M) may well be "making an entrance" to the Hereford VBCW at the Autumn Big Game 2019! In the interim, we understand his descendants may well be available as AVBCW battlefield guides for the curious tourist:


SHOBDON:COCKPIT OF HISTORY - Notice and Final Call

Amongst all the posts about the Spring Big Game 2019 (see blogposts passim), we forgot to give public notice that the Hereford Spring Big Game ("Shobdon : Cockpit of History") will take place on Saturday 23rd March 2019 at the Burley Gate Village Hall, 10am - 5pm, cost £10 (collected on the day).

All the usual arrangements apply. See this blogpost for "the usual practical details".

All welcome, of course. A "Final Call" email is now being circulated to the Hereford1938 AVBCW email group asking for all to declare whether they are "IN" or "OUT". We have had a good response so far and our present "running order" (subject to change in the usual way) is as follows:

The Not So Broad Communist Front

Comrade Professor Winters (Rob), Comrade Gollumroo (Roo), Kenny Gwain and his Abergavenny Sheep Rustlers (Welsh Nationalist);

His Majesty's Government

Senior Captain Barrington Maynard, HMG North West Regional Commander (Alan), Commander Queeg (Giles), Major Sir James Barleycorn MC (Tom), Lt A.S.Yetteby-Named (Alexander M);

Anglicans

The Bishop of Ludlow (Clive), the Bishop of Lichfield (Tym), the Revd Jones (Michael), Chaplain to the Bishops;

Shobdon LDVs

Mr Jones/young Mr Grace/Mr Hodges : Gav, Craig, JP.

Independent Brigands
Anyone not listed above who wishes to be "IN" for the Spring Big Game 2019. Duties/Game Objectives to be notified on the BIG DAY itself. "Independent Brigands" may also be "fitted in" to any of the above factions dependent upon circumstances on the BIG DAY itself.

Special Note
The "Umpires Prize" on this occasion will be the highly coveted "GOLDEN GRENADE OF SHOBDON" (with real sound effects!). And if you're interested in AVBCW modelling projects (who isn't) please remember our Armour Modelling Challenge 2019 - Free Giveaway ! Honestly, Warlord Games have nothing on us...........

SHOBDON COCKPIT OF HISTORY (12) : Aerial Rules

"WTDW" has no rules for the involvement of aircraft. The aircraft that have been engaged in previous "Big Games" have used rules made up more or less on the spot by the players. Again, therefore, the below are guidelines to be used as a starting point for aerial rules:

(a). there is no aerial combat between planes. The Big Game is concentrated upon ground warfare;

(b). All planes may fly up to 4 feet per turn, a rate of movement halved when taking off or landing.

(c). All planes have a range of 6 moves.

(d). The remaining available range of a plane should be indicated by a D6 on its base, which is turned down by one every move.

(e). A plane that has exceeded its range runs out of fuel and crashes. The Umpires will look balefully on kamikaze tactics, e.g. intentionally keeping a plane in play until it crashes. Planes should take off from Shobdon Airfield and return to Shobdon Airfield to land. Umpire penalties may be invoked otherwise.

(f). Once landed properly, a plane may be removed from play. It is considered to have refueled and flown off to Hereford Racecourse without further troubling the battle.

(f). Planes have LMGs and bombs. LMGs are fired normally from the "flying base" upon which the aircraft sits; bombs are dropped either side of the planes fuselage and count as mortar bombs.

(g). Planes may be fired upon by ground troops. A plane counts as an armoured car if so fired upon.

(h). Planes may fly from one table to another. As planes have no "Platoon Commander" (see the inter table rules), when flying from one table to another, the relevant plane is simply passed on to a player of the same faction on the new table.

(i). Planes must use "Initiative Cards" in the same way as other sections of a Platoon should they wish to move/shoot. A plane that does not use an "Initiative Card" on any one turn is considered to be circling. It does not fall from the sky as a result. Nevertheless, its D6 is turned down by one at the end of the relevant move.

SHOBDON:COCKPIT OF HISTORY (11) Inter Table Fire and Movement

With our usual three tables, each measuring 6ft x 8ft, the Spring Big Game 2019 presents the distinct challenge of inter-table fire and movement. The Shobdon scenario practically demands inter-table movement, e.g. the Anglicans or Communists could well move from their starting points on the "west" and "east" tables respectively to attempt to capture Shobdon Court or Shobdon Village on the "central" table, and HMG's trucks (and possibly aircraft) will have to move between tables to achieve their objectives.

So, here are some guidelines on inter-table fire and movement for all ground troops:

(a). Players can move and fire from one table to another using ordinary movement distances/firing ranges and ignoring "the space between the tables". Watch your flanks!

(b). Save as below, Players can only move and/or fire by use of their Initiative Cards in the usual way. Initiative Cards must be drawn from the table upon which the player's Platoon Commander is actually standing.

(c). A player that has moved his Platoon Commander onto a "new table" must draw Initiative Cards from that new table on the next "turn" (i.e. the next time Initiative Cards are shuffled and distributed on the "new table").

(d). A player that has moved his Commander onto a "new table" and drawn Initiative Cards from that new table may use such cards as necessary to withdraw the remainder of his troops from his "former table" and advance them to new table. This may mean that such movement is slightly "out of synch" with the "former table", but such is forgiveable as it relates only to withdrawal.

(e). Save as below, a player that has moved some of his Platoon onto a "new table", but has yet to move his Commander onto such "new table" can do nothing active with his Platoon on the "new table" for want of Initiative Cards. See (b) above. 


(f). Notwithstanding the above, a player that has moved some of his Platoon onto a "new table" and finds them either fired upon or subject to melee (or otherwise attacked) may return fire/engage in the melee without an Initiative Card drawn from the "new table", but simply simultaneously with his attacker. "New entrants" without initiative cards are not therefore completely at the mercy of "old hands" on any particular table. 

Generally, the Umpires would like players to be able to move from one table to another with a minimum of fuss and with as much "reality" as possible. The guidelines/rules above should therefore be borne in mind, but can be enhanced by lots of forewarning to the relevant table and "the VBCW spirit" being deployed in the cause of realism and fair play!

Sunday, 10 February 2019

SHOBDON: COCKPIT OF HISTORY (10) Aerial Reinforcements and Landing Strip

Rather ironically, HMG's Commander of Shodon Airfield has no aeroplanes at the beginning of this Big Game. He may, however, be receiving frantic requests from his HMG colleagues for "transport planes" and no doubt even more frantic - perhaps even frenzied - requests for "fighter/bomber support". 

At the end of each turn, HMG Commander Shobdon Airfield throws 2D6 ("The Dice of Doom" - extra large wooden dice) and checks against the Aerial Reinforcement Table below:

2D6                                                        Result                                                Comment        .

 1                                                             N/A                                                     N/A

 2                                                      Transport Plane                                             [note1]

 3                                                      Transport Plane                                             [note1]

 4                                                      Transport Plane                                             [note1]

 5                                                      Transport Plane                                             [note1]

 6                                                      Transport Plane                                             [note1]

 7                                                          Nothing                                                       -

 8.                                                         Nothing                                                        -

 9.                                         BUF Fighter Bomber (Henschel Hs123)                        [note2]

10.                                         RAF Fighter Bomber (Hawker Demon)                        [note3]

11.                                       RAF or BUF Fighter Bomber (see above)                      [note4]

12.                                       The King! The King! (Dragon Rapide)                          [note5]

If a result is obtained on the Aerial Reinforcement Table, the relevant plane is considered to have landed and is immediately placed on the board next to the Hangar at Shobdon Airfield. The Hanger is at one end of the take off/landing strip.

Rules for take off, flying, landing and shooting at planes will be given in a future post.

If a result is thrown which is already in use (e.g. a 9 is thrown but the Henschel HS123 is already on the table) this counts as a "No Result".

Please be aware that the son of the captured Commander Stokkies Joubert, one Andre Joubert, is reported to be "in the air" somewhere around Herefordshire, no doubt bent on his own personal mission to liberate his father, or at least learn more of his fate. Andre Joubert and his plane constitute an "Umpire Bonus" that may (or may not) be assigned by the Umpires to the Commander, Shobdon Airfield, at any stage during the Big Game. Rules for him will be given if he makes an appearance.

[Note 1] There are three Transport Planes available. Although they look like Lancaster bombers and have gun turrets, this is all an elaborate camouflage. Transport Planes have no offensive capacity. Each Transport Plane has 4 Cargo spaces. They arrive empty (unless the Umpires determine otherwise). It takes half a turn to load or unload a Transport Plane.

[Note 2] The Henschel Hs123 has 2 bombs and one forward firing LMG. Use the mortar template when bombs are dropped (one each side of the fuselage). LMG fire measured from front/centre of aeroplane base

[Note 3] The Hawker Demon has 2 bombs and rear firing LMG. Use the mortar template when bombs are dropped (one each side of the fuselage). LMG fire measured from rear/centre of aeroplane base.

[Note4] The choice is yours! Choose 1 as per notes 2 and 3 above.

[Note5] The King! The King! Edward VIII's personal Dragon Rapide (GA-DDD) lands at Shobdon Airfield! Stiffen that collar and scramble a colour party!

VBCW Note: Kind Edward VIII was the first member of the Royal Family to qualify as a pilot.  He had a number of planes, of which the best known was his personal Dragon Rapide in a silver and "Guards Brigade tie" colour scheme:

Kind Edward VIII's personal Dragon Rapide
The King's Dragon Rapide being readied for take off..........
.....and landing at Shobdon Airfield.
The King has landed at Shobdon Airfield (if a "double 6" has been thrown, of course) after experiencing minor mechanical trouble on an ordinary trip to Madresfield Court. It may also be that Edward VIII wished to view the damage to Herefordshire Golf Club or undertake an aerial search for the Bank of England's lost gold reserves (see blogposts passim). In any event, the King is accompanied by his party:

(a). a uniformed co-pilot
(b). Queen Wallis
(c). a uniformed ADC
(d). a lady in waiting for Queen Wallis.

The King and his party may take such part in the BIG GAME as the Commander, Shobdon Airfield and the Umpires determine. Before landing, they had no idea that Shobdon was in the middle of an attack, and are therefore all armed only with pistols. However, any Government figure (Royalist or BUF) within 36 inches of Edward VIII receives a +1 bonus to their morale as a result of the "deep honour" felt for "defending their King".

The Kings Plane will be considered repaired within (1 x D6 - 2 rounded up) moves of landing. It may then take off with the King and his party in any subsequent turn. The King and his party have to move into base to base contact with his Plane before boarding. It takes half a turn to board.

The Kings Plane is unarmed and may not be used as a fighter/bomber nor transport plane.

NOTE TO COMMANDER, SHOBDON AIRFIELD : UNDER NO CIRCUMSTANCES MAY THE KING OR QUEEN SUFFER CAPTURE, INJURY OR HAVE THEIR LIVES PUT AT RISK

Landing Strip Rules - 

The take off and landing strip at Shobdon Airfield may be "cratered" by heavy artillery fire (Big Guns, not mortars or tank guns). Ordinary artillery rules apply. The Umpires have some newly made craters available. Please ask as appropriate. The Landing Strip is rendered inoperable if cratered, i.e. nothing can take off or land at Shobdon Airfield. It takes four people one turn to "fill in a crater", and they have all to be in base to base contact with the crater before "filling in" operations can commence. You never know, we may finish up with a rather desperate Queen Wallis wielding a silver spade.........

SHOBDON:COCKPIT OF HISTORY (9) - Non Aligned Self Exploding Faction

The Spring Big Game 2019 introduces another innovation for the Hereford VBCW : the "Non Aligned Faction". On this occasion, the non-aligned consist of the Misses Cholmondley Warner (Florence and Primula), their pet dog Scamp, and four sheep (or other agricultural animals, such as pigs, cattle or whatever the Umpires have to hand). A total of 7 figures. This Non Aligned Faction are against everyone on the table. 

The Misses Cholmondley Warner and Scamp start on the central table (at the Shobdon Village road junction). Two sheep start on the west table (with the Not So Broad Communist/Welsh Nationalist Front and the Airfield). The remaining two sheep start on the east table (with the Anglicans and the Shobdon Instructional Centre). The sheep are positioned by the umpires before the start of the Big Game.

Each of the Misses Cholmondley Warner, Scamp, and the sheep have a BOMB. It is round. It is red. It has a fuse that fizzes. And it is very probably marked "BOMB", so it is difficult to miss.

Each of the Misses Cholmondley Warner, Scamp, and the sheep figures sit on top of a Warbases dial, with the starting number (1-12) randomly dialed in by the Umpires before the start of the BIG GAME ("the Dial").

The Misses Cholmondley Warner are avowed pacifists and respectively Presidents of the People of Peace (Provisional Wing) and of the Anti Testosterone League. Their attitude towards the VBCW is set out towards the end of the "Commanders Briefings" for the Spring Big Game 2019 HERE (under the heading "Non-Aligned Explosive Pacifists")

At any stage during any turn, a player may move a "Non Aligned Faction" figure by use of one of their Initiative Cards. After moving such figure, the player then turns down its accompanying dial by one.

"Movement" is according to the ordinary rules, e.g. walking, running etc.

There is no limit on the number of times a "Non Aligned Faction" figure may be moved within a turn, i.e. Player A can use one of his initiative cards to move a "non aligned" figure towards the enemy, only to find that the enemy subsequently use one of their initiative cards to move the same "non aligned" figure back, and so on. This simply reflects mental confusion on the part of the non-aligned (or similar, e.g. in one case, being an excitable puppy). But every time a "non aligned" figure is moved, its accompanying dial must then be turned down by one.

"Non Aligned Faction" figures are unarmed (apart from their BOMB, of course). This is because the Misses Cholmondley Warner are extreme pacifists (only willing to kill in the name of PEACE, and then only by a self immolating EXPLOSIVE GESTURE), while the remainder of the "Non Aligned Faction" are, er, animals.

"Non Aligned Faction" figures cannot be shot at or otherwise killed during the course of ordinary play. This is because it is the VBCW, nobody likes to kill a lady, still less a dog, and pre-warmed/ready to eat lamb cutlets/bacon rashers are positively welcomed by hungry troops.

When a Dial reaches "0", the accompanying BOMB immediately explodes, immolating the extreme pacifist (or pet or animal) carrying it. Place an Artillery Template on the centre of the explosion and check for any other casualties as if an Artillery Round had landed.

If, before a Dial reaches "0", a Non Aligned Figure comes into base to base contact with any other figure (Government, Anglican, Commie, Welsh Nationalist, LDV - any figure other than another "non aligned" figure) a check must be made to see whether their accompanying BOMB is triggered. Roll a D6 : 1 - 3 bomb doesn't go off, 4-6 bomb goes off. 

If the accompanying BOMB goes off on this die roll, immolating the extreme pacifist (or pet or animal) carrying it, again place an Artillery Template on the centre of the explosion and check for any other casualties as if an Artillery Round had landed.

A Non Aligned Figure can move from table to table using the Inter Table Movement Rules (see future post) e.g. for an appropriately placed player, an Anglican on the east table can use an Initiative Card to "run" a Non Aligned Figure 6 inches on the east table and then 6 inches into the central table. The Non Aligned Figure then becomes subject to the use of Initiative Cards by the players on the central table.

PS. The Umpires have some newly made "Explosion Markers" made up. Please ask as appropriate. Other "Explosion Markers" are no doubt available, and players are encouraged to bring their own along. As large and spectacular as you like. Shouting "BOOM!" or "KER-BANG!" is also strongly encouraged.

PPS. The use of Initiative Cards may be thought to favour the defenders, as the attackers may prefer to use their Initiative Cards to advance rather than sit still. However, the defenders will have other demands on their Initiative Cards, including moving trucks and using aerial power, so the game should not be unbalanced.

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.