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!