Sunday 23 September 2018

Battle of the Cokers

I'm putting on a Sunday game at the end of October set in my South Somerset campaign. The game will start with all the players having fought for up to 24 hours, so they are going to be short of ammunition.
I've made up the following rules to cover this;


HMG and LMG ammunition is counted in ‘BURSTS’. Each player will start with a number of ‘Bursts’ for his platoon. As his HMG/LMGs fire then 1 burst is crossed off his Burst tracker.

HMG/LMG Burst; firing 3 or more shoots at one time or 1 shot at a building.
LMG Double Tap; when an LMG firing 2 shoots at one time. A double tap doesn’t count as a burst BUT does count as automatic fire so the target must take a nerve test.


Sunday 5 November 2017

Figures for sale Part 2.

Pic 1. Footsore figures £4.
 These are my catholic royalist's, a well used unit I want to remake using newer figures. All the figures have been converted with Empress heads. I will split them or sell them as one lot.
Pic 2. Mix of figures £8.

Pic 3. Footsore and empress figures £8.

Pic 4 a and b. Empress figures £2 each.

Pic 5 a, b and c. Empress figures £2 each.

Saturday 4 November 2017

Figures For sale Part 1.

2 French resistance types from Artizan.
 I'm having a clear out of figures I'm not using. As I didn't want to fill up other people's facebook pages with figures I thought I'd put them on here. The figures are all new and have never been used in a game. The prices are £2.50 a figure unless I put otherwise under the picture. I will split groups and all prices are plus p&p.
5 eastern European fighters £10 for all 5.

Footsore figures

Another footsore figure. SOLD

2 more footsore

Copplestone I think. SOLD

Converted Artizan. SOLD

Footsore

Converted Warlord Games. SOLD

Copplestone. SOLD

No idea were these 2 came from.

Empress Miniatures

Empress Miniatures

Empress Miniatures

Empress Miniatures

1 Empress Miniatures and 1 converted North Star

 2 Converted North Star

2 Converted North Star

2 Converted North Star

Sunday 15 October 2017

The Arms Deal

 Supply Chain
There is no supply chain; no faction controls the whole of the manufacturing processes. This means local commanders (players) are going to have to lead a hand to mouth existence most of the time.
This is still the same if you are operating close to a port, unless the port has enough of the Royal Navy to keep the sea lanes open, supplies are still going to be hit and miss getting to you.
This means all sides will be building/taking over any factories they can to make some of the arms, ammunition and other equipment they need. These will then become targets for every other faction in the area.
Tanks 
The supply chain problems will make any tanks and other vehicles you have very important. Losing them should/will have a knock on effect in all your future games.
The tanks of 1938 are no way near as strong as those of 1944/45. They are not much more than tracked skips the size of a Transit van. They are not going to burst through a mature British hedge. More than likely they will be beached on and old tree stump or have track pulled off. Along with the supply problems this will make all tank commanders very conservative in how they fight, as no tankie wants to become an infantryman.
We did get to do so BIG games. This is one of two tables back to back.
 The lack on a supply chain will have an effect on infantry units as well. The Lee Enfield rifle may have a range of 1000 yards, but if your troops only have 40-50 rounds each, then they are going to hold their fire and not engage an enemy until the range is 200-300 yards. This is going to be even more likely if the unit is a half trained militia unit.
Trying to control large areas with little or no fuel for vehicles will mean commanders going using a lot of bicycles and going back to the horse. Almost all commanders are going to raise mounted infantry units as a way to cover as much ground as possible.
 The Arms Deal
Introduction
The Leighton Buzzard Defence Force started the civil war very short of arms and ammunition. To improve things they have done an arms deal with some Londoners, the Mitchel brothers. Unfortunately the local BUF have got wind of the deal.
Ground
A farm is in the centre of the table, with a road running down one side. The farm has a main house and some out buildings. There is a track leading away from the farm across the fields on the other side of the road from the farm. The rest of the table is fields, orchards or small woods.
General Situation
There are 4 Lorries parked in the farmyard.
Set-up
All sides need to draw a map of their deployment
MAP- Use a farm from your local area.
  
Red Forces
Troop List
Platoon Commander with pistol
Platoon Sergeant with SMG
Medic
2x runners
2x 10 man sections each with an SMG and LMG the rest armed with rifles.
1x 10 man section of police (see platoon generator) that are only armed with rifles. This section is reluctant (see platoon generator).
1x armoured lorry
3x vans/ Lorries
Execution
Set up at both ends of the table on or next to the road.
Objective
Capture the arms and as many rebels as possible.

Blue Forces
Troop List
Platoon Commander with pistol, 1 pipe bomb (improvised grenade)
Platoon Sergeant with Shotgun, 1 pipe bomb
Medic
2x runners
2x 10 man sections 1 with an LMG, 4 figures in each section have shotguns the rest armed with rifles plus 1 pipe bomb per section.
Execution
Draw a map of your deployment. One section must be between 12” and 24” from any farm building. 2 of the lorries in the farm yard are yours and a now loaded with arms. Treat the pipe bombs as grenades, but have a 1 in 6 chance of not going off.
Objective
Get the arms off table or destroy/drive off Red forces.

Green Forces
Troop List
The Mitchel brothers= 2 NCOs with pistols, 1 has a pipe bomb.
1x 8 man section with an LMG, 2 shotguns the rest armed with rifles.
2x drivers both armed with pistols (treat as platoon runners)
Execution
You start in the farm yard, you a have 2 empty lorries and a lot of cash.
Objective
Get off the table with the cash and some motor transport. With the arms as well if you can!


Monday 9 October 2017

Checkpoint Charlie

One of my first converted Empress figures.
Background
In a multi-sided civil war like this, no one side will have a continuous defence line. Towns will have a garrison from one faction or another (all towns will also have a number of 5th column groups) and that garrison will also have to provide smaller units too man outpost. This garrison will also have to send out patrols, man checkpoints, collect food, keep the local economy going as well as raiding nearby enemies. 
Lord Winterfield (on the left) and two members of the Taunton B.U.F.
 Introduction
Roadblocks and checkpoints are a great way for any side to try and control areas. These roadblocks and checkpoints can also be very exposed and may be attacked.
Ground
The table has a crossroads or T junction at its centre with the roads running to the table edge. The rest of the table is fields with 1 or 2 small woods and small farm buildings.
General Situation
Blue force has set up a roadblock/checkpoint at the junction, with a small covering force as well. Red force is going to attack the roadblock/checkpoint from 1 table edge.
Set-up
Blue force set up at the roadblock/checkpoint, with the cover force within 12in. Red force deploy along 1 table edge.
MAP ( You know the area where you're fighting VBCW, where would you set up a checkpoint?)
A Footsore figure with Empress head.
 Red Forces
Troop List
Red force has a 3 section platoon with an HQ and support weapon.
Execution
Red force dice to see which table edge they start on.
Objective
To clear the Blue force’s roadblock/checkpoint.
Another Footsore figure with an Empress head.

Blue Forces
Troop List
Blue has a 2 section platoon with an HQ and support weapon.
Execution
Set up the roadblock/checkpoint with 1 section and make the position of the HQ, support weapon and cover section on a map. After the Red forces have deployed put the HQ, support weapon and cover section on the table.
Objective
Drive off Red force and keep control of the roadblock/checkpoint.
Green Forces
Add any or all of the following;
.Civilians trapped at the checkpoint when the fighting starts. Use random movement for them. They cannot be shot at.
.An agent of a 3rd faction trapped at the checkpoint when the fighting starts. The agent must get off table.
.The Mitchel brothers with a load of arms (see The Arms Deal); they must not let the arms get captured.


Sunday 8 October 2017

Farm Wars

 Farm Wars
Introduction
As spring turned to summer in 1938 all sides realised that they need to feed their troops to win. If your side didn’t have a port then it needed to control as much land and as many farms as possible. This lead to dozens of little fights each week as every side tried to hold as much land and as many farms as it could.
Ground
A farm in the middle of the table, surrounded by fields and orchards.
General Situation
All sides are trying to capture a farm. This game can be played by up to 4 players, only 2 are given here.
Set-up
Lay out your farm in the middle of the table, surrounded by fields and orchards.
MAP
Use the countryside around you for the map.

 
Red Forces
Troop List
A full platoon, but without any vehicles.
Execution
Deploy on a table edge in the middle third.
Objective
Take the farm.
Converted Artizan figure.

Blue Forces
Troop List
A full platoon, but without any vehicles.
Execution
Deploy on a table edge in the middle third.
Objective
Take the farm.

Converted North Star figure.


Monday 2 October 2017

'When the Day Well?’ Campaign Rules



These rules are best when used with WTDW rules and the Platoon Generator, but should work with other sets of rules.
These rules are split in to 3 sections; All, Winners and Losers.
All means just that, all the players before and after the game. Winners means all the players on the winning side, Losers all those on the losing side.

All
First drew up your ORBAT using the Platoon Generator rolling on table 1 and table 2 of your faction.
This is now set for the whole campaign and can only be changed by the fortunes of war.
At the start of every campaign game, dice on table 1 to see if anything has happened to your platoon when it’s been resting.

Any vehicle lost/destroyed/captured during a game is also lost for the next game. After that it’s a 50% to get back any fighting vehicles at the start of a game. Transport comes back automatically after 1 game.
If a platoon loses 2 transport vehicles then 1 section must arrive late and on foot at the start of the next game. If a platoon loses 3 or more transport vehicles then 2 sections must arrive late and on foot at the stat of the next game.

Mortars or HMGs lost, it’s a 50% chance to get them back for the next game.
Artillery lost is also lost for the next game. There’s a 50% of the player getting a mortar instead.
Any infantry section lost comes back at the same class if irregular or regular. For Veterans it’s a 50% chance to get them back for the next game or the new section is regular.
 
Captured Equipment
Anything players capture in working order can be used in the next game. After that at the start of a game dice to see if the player’s superiors take the kit away. There’s a 50% that they do.
 
Winners
Winners get 1 of the following;
1. Up-grade your platoon commander.
2. Up-grade 1 section.
3. Gain 1 extra from the platoon specialists list.
4. 1 Roll on your factions table 1.
 
Losers
Lose 1 game; no affect, that’s the fortunes of war.
Lose 2 games back to back; your platoon’s not happy with you. Drop your platoon commander’s class by one level.
Lose 3 games back to back; your platoon and your bosses aren’t happy with you.  Drop your platoon commander’s class by one level and lose 1 veteran section, replaced with Raw.
Lose 4 games back to back; you’re sacked. Draw up a new platoon.