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.


Sunday, 1 October 2017

Radio Free Somerset


 Radio Free Somerset
Introduction
Almost as soon as Mosley became Prime Minister the BBC became the propaganda voice of the Royalist’s and BUF government. Many of the newly formed militias set up radio stations to put over their side of the news and other anti-government information. Radio Free Somerset is one of these.

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. The rest of the table is fields, orchards or small woods.
General Situation
The radio is in a lorry parked in the farmyard.
Set-up
Both sides need to draw a map of their deployment.
MAP (draw up your own)
Red Forces
Troop List
Platoon Commander with pistol
Platoon Sergeant with SMG
Medic
2x runners
3x 10 man sections each with an SMG and LMG the rest armed with rifles.
Armoured car
3x vans/ Lorries
There is a 50% chance that 1 section is a police section (see platoon generator) and are only armed with rifles.
Execution
Red forces set up at either end of the table.
Objective
Destroy or capture the radio lorry.



Blue Forces
Troop List
Platoon Commander with pistol
Platoon Sergeant with SMG
Medic
Anti-tank team or Roadside Bomb Team
3x 10 man sections each with an SMG and LMG the rest armed with rifles.
There is a 50% chance that 1 section is Raw and reluctant (see platoon generator).
Execution
Draw a map of your deployment. 1 section must be with the radio lorry the other 2 within 24” from any farm building. There is a 50% chance the lorry will bog if it tries to move down the track. Dice each time it moves.
Objective

Get the radio lorry off table or destroy/drive off Red force.

Saturday, 30 September 2017

VBCW Scenarios

The scenarios are designed to work with the ‘When The Day Well?’ Rule set and the platoon generator. The scenarios can be used with other rule sets.
Most of the games are for 2 sides with or without an umpire, but this being VBCW some of the games have 3, 4 or 5 sides.

Some of the games are set in Somerset and have rhynes which are a type of drainage ditch. If you’re fighting in another part of the country change these for hedges or walls. In most of the games both sides are restricted in numbers and to which vehicles they can have. Players should only read the parts of the scenario that affect them.
The scenarios are laid out in the same way as Charles Stewart Grant's excellent book Programmed Wargames Scenarios book.

Each scenario will be set out in the following way. Use the platoon generator to work out what class your troops are.
Introduction
Ground
General Situation
Set-up
MAP (Players will have to come up with their own) 
All sides should read the first 4 sections and look at the map, then only read the parts covering their forces.

Red Forces
Troop List
Execution
Objective

Blue Forces
Troop List
Execution
Objective

Thursday, 3 September 2015

Sorry it's been a year since I posted anything, I lost the my mojo as writing is not my strongest suit.
Things have not stopped in the VBCW world which is great and I've not stopped either.
We've got some new players at the Leighton Buzzard club who are getting in to VBCW in a big way so that has helped and we're working on a re-write of the 'Went The Day Well?' rules which should make them much better. We'er going to try them out at Partizan this Sunday, so more on that next week.
The figure is one of my Ramblers 'Right to roam. Right to fight' mor on them soon as well.

Cheers for now,

Mort

Tuesday, 30 September 2014

2nd One Day Game at Leighton Buzzard Pt1

The crossroads table.
 A great day's fighting on 2 tables. The Duke of Bedford, Hugh ‘Bulldog’ Drummond, Colonel Allen Faulkner, plus 2 platoons of BUF and Leighton Buzzard Workers Collective and a late showing from the Anglican League all lead to some very confused fighting around the village of Newton Longville.
Both ‘Bulldog’ Drummond and Colonel Faulkner were in the village to 'rescue' a Mr Johnson, everyone else was there to fly the flag and put on a show of force.
On the village table things started slowly as the BUF (Adrian) were conned by ‘Bulldog’ Drummond's (me) men, dressed as policemen to attack Colonel Faulkner (Mr PK). Grim's (Matt) Leighton Buzzard Workers Collective moved in to the village behind their tank. 

On the other table Pinback (Richard) as the other Workers Collective commander fought it out with the BUF (Dik) until the Duke of Bedford's (Rob) forces arrived, this table then turned in to a 3 way fight around crossroads in the middle of the table.
The village of Newton Longville.
 The Workers Collective tried to find a way round the BUF and Colonel Faulkner. The Workers Collective didn't want to start a fight without finding out who everyone else was. So for the first hour or more the only fighting was between the BUF and ‘Bulldog’ Drummond.
Colonel Faulkner drives in to the village.
 On the other table the BUF quickly got the upper hand over the Leightoner's but were pulled up short by the arrive of the Duke's forces.
'Bulldog Drummond's' men outside the manor.