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Sharp Practice – Adventures in Zululand

June 25, 2011 in Colonials, Sharp Practice

The latest club saw the first outing of our Zulu’s using the ToofatLardies – Sharp Practice rules (TSS). We have tried a couple of different rule sets over the pas 18 months but nothing quite hits the mark for me, we have an all dayer planned for September with multiple commands for the British. We wanted the Brits to have a bit of character, fighting off the Zulu against significant odds but also with a little room for scenario’s rather than just standing behind a barricade and blazing away.

The Scenario
Using a scenario generated from the Platoon Forward supplement.
A detachment of NNC and Cavalry have crossed into Zululand and have secured a Zulu cattle herd, however the local Zulu chieftain has sent his warriors to retrieve them, your platoon has been sent forward to support the NNC and Drive back the Zulu.

The Colonial command was split into two groups, the cavalry mustered on the hill top whilst the NNC held the valley with the cattle to their rear.
The colonial troops had to hold on until the British regulars appeared on table to save the day.

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At this stage the first learn of the evening (we are going to need a bigger table…) Dane the Zulu commander had massed his warriors in a classic Zulu formation with Blinds on the left, right and centre of the Colonial command.

The Zulu to the front were spotted and rifle fire from the dismounted cavalry was able to slow the approaching Zulu so they could not close from their initial charge.

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The NNC however were not so lucky, lacking suitable firepower and marksmanship they were swamped by the Aggressive Zulu’s with their big choppers… (I am thinking here about limiting the number of men fighting to say 3:1 in loose formation and 2:1 in line as 60 vs 10 seemed far to unfair…)

In the next bound the Cavalry fared little better, a number of Tiffin cards were drawn which allowed them to inflict some additional casualties on the Zulu but the cavalry number was to few and the Zulu to great. The next Zulu activation saw them wiped out to a man.

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The melee had cost the Zulu a significant amount of shock which slowed their effectiveness and with the British Player finally arriving and firing a number of long range volley’s. The Zulu’s sort cover from behind the hills and rises to recover from the earlier engagement.

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Another outing next week but the learns so far.
Moving Zulu at the Cavalry trot pace of +3 pips per dice might be a little to much?
Increasing the Zulu section to 15 allowed them to keep moving forward.
The new colonial cards seemed to work well, but we may need to provide the Zulu player with a handful at the beginning of the game.
Allowing the Zulu player to return to blind and splitting into two blinds seemed to create the right atmosphere of not knowing the Zulu’s true strength. We will need to increase the No. of leaders for the Zulu, the kill ration was rather high meaning a leader tended to be shot every time the Brits fired.
Using the TSS variant we need to load up the Brits with Experience and Belief to give them a fairer chance in hand to hand, at the same time limiting the number of men fighting should allow the Brits a chance to stay in play for more than one bound.

Looking forward to next week and the introduction of character traits to spice up the adventures in Zululand.

Anting Station June 13th 1900 – Boxer Rebellion

November 28, 2010 in AAR, Colonials

OK whilst not strictly a club game, I wanted to try a run out of my Boxers using the Too Fat Lardies – Sharpe Practice Rules, prior to taking them to the club, it must be 2 years since the 15mm Boxers last saw the light of day.

The collection has grown over the years and the current rules have not been able to keep pace with the growing collection of units and the bigger games – That’s where SP has been such a winner.

Skirmish at Anting Station
An advance party of sailors from Admiral Seymours column are sent ahead of the main force to protect the railway line and station at Anting.
Their orders are to protect the railway line and defend the station.

The Boxer orders are simple to destroy the railway line and/or capture the station.
They are hindered by the fact that reinforcements enter the table at random points around the station.

Using The Sharpe Practice rules with a number adaptions from TSS, the Allied payers had 5 Naval units from France, Britain, Russia, US and Italy together with 3 Big Men. The Boxers 10 units and 6 Big Men mostly status 1.

Turn one
The Allies deploy around the station with a large detachment under Lt Gordon Smith sent up the embankment to spot the approaching Boxers and defend the rail line.

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Turn Two
The Boxers enter the North whilst the Americans and French rush to meet their attackers.

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Turn Three
Boxers begin to mass to the South and West of the Station out of sight of the Allied defenders.

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Turn Four

In a bold move the Boxers sweep from behind the wood and along the road leaving the Russian sailors to defend a barricade with no attackers to their front.

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Elsewhere Boxers burst from the tree line only to be stopped by accurate Rifle fire by the British contingent the charge falls short and more shock is applied to the units forcing them to retire.

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Turn Five
The battle for the Buildings continues, the Russian Big Man Card comes up first and they are able to defend the buildings, but faced with several groups they are wiped out in the first building and take a excessive shock to make them in effective in the second building, it’s only the thought of being chopped to bits by the Boxers that stops them from surrendering.

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Turn Six
On the Western Flank the boxers mass and charge up the embankment, the French are faced with Boxers to their front and Left Flank, they turn and deliver a Volley which drives one Boxer Unit from the field, only to be forced from their position by the Boxers scampering up the embankment.

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Turn Seven
The Italians having spent all game marching from one flank to the next, rush to support the Russians only to be caught in the open Street and whilst inflicting a number of shock points the kills inflicted from the Boxer attack including their CO forced them to retire.

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Another disaster for Seymour to contend with, the station in Boxer hands and the rail line likely destroyed.

The British (as usual) acquitted themselves well, but the weight of the Boxer attack and the lack of concentration of fire from the Allies proved to be their undoing.

The rules flowed really well and plans for an all dayer continue to take shape.

Next All Dayer January – Western…..

Bugs!!!!

November 2, 2010 in Sci-Fi, Starship Troopers

 

Sunday Night saw the first outing for the Mobile Infantry and the Arachnids, for me Starship Troopers falls into the category of Zulu, Private Ryan & Last of the Mohican’s, at one stage in the life of your wargaming hobby you just have to try and game it….
Mark had been finishing off his Pig Iron’s Armoured Infantry, whilst I spent the last couple of weeks putting together a bunch of Plastic Arachnids….

Would you like to know more?

The Scenario.
During the Battle of Klendathu a platoon of Mobile Infantry are sent forward to hunt for a missing walker and for evidence of Bug activity in the area, the unit consists of two sections of Infantry and a command elements within an APC.

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The table…. The Mobile Infantry will be moving on from Right to Left, they decide on a wide frontage to provide them with the best opportunity to spot the powered down walker.

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Moving with Caution through the bush, the MI look for signs of bug activity….

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First Section feels the ground tremble as a bug hole opens up just off table and a stream of bugs burst forth heading straight for them. The MI are out numbered 2:1

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The bugs up close….

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The MI duck back and seek a defensive position in the high ground hoping to thin the charging horde before they get to close.

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In the centre of the table a second bug hole opens up right in front of the commanders APC just has he and his command debus, caught in the open the HQ section is able to fight off the lead bugs before diving back into the APC. It was going to be one of those nights for the bugs.

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1st Section begins to run low on ammo but have reduced the horde of bugs to one or two, the supporting fire from 2nd Section really helped to stop the wave of bugs (together with some really bad dice by the bug player…)
The retreating APC can be seen in the background with a bug still clinging to the armour plating.

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2nd Squad take cover behind a cluster of rocks and throw everything they have at the approaching horde despite a couple of bugs closing with the MI they are able to defeat the assault by the bugs without a single casualty. A job well done by 2nd Squad.

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A supporting platoon are ambushed by a further wave of bugs bursting from a bug hole to the right of the MI.

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A number of the Squad are killed but their sacrifice buys time for the other squad members to form up and pour fire into their attackers…

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With supporting fire from the high ground out of shot the last of the bugs are defeated.

A great nights gaming completed in under 2 hours using the THW rules 5150.

With a further 20 Warrior bugs to paint and a unit of fliers I expect a tougher battle next time for the MI….

Zulu War – Battle of Inyezane Refight

February 1, 2010 in AAR, Colonials

Well the big day has come and gone.
But how did we stack up against events on the day?

On Saturday the Evesham Wargames Club Re-fought the Battle of Inyezane, not a bad effort for a club that 3 months ago had no figures for the Zulu War. Over 100 Brits and 500 Zulu’s in three months.
I am pleased to report a British Victory albeit like many a Zulu encounter a close run thing.

The British were ordered to cross the drift and push over the ridge line to capture or destroy the Zulu Kraal in order to limit the Zulu reinforcements in the area and whilst they were unable to push over the ridge by the end of the day, their steady fire was enough to inflict sufficient casualties on the Zulu army to shatter it as an effective fighting force.

The Zulu command was forced to attack the British line piece meal and whilst closed on several occasions the supporting fire from other British Companies was enough to drive them off.
Next stop Gingindlovu.

The View from the British River Crossing with the ridge rising in the centre and the Kraal seen to the top right right of the table.

Initial British Deployments with the 99th Foot and Native Horse crossing the Drift.
Natal Carbineers shield the Left Flank and escort the wagons.



The British on the Move.


The Zulu Right Horn emerges from the Ridge Line.


View from the British Lines.The Zulu Left Horn bursts from cover.
Whilst the Giraffe keeps right on chewing.
The British stand Fast with Naval Brigade and Artillery in Support.


View from the British lines as the attack develops.
The range markers were to prove invaluable in giving the British the extra bonuses to break the attacking Zulu’s.


The right horn closes with the British Flank.
Close ranges volley’s are able to inflict sufficent casualties to drive them off.


The chest charges for the British Centre only to be stopped by a combination of rifle fire, artillery and Machine Gun fire.


The final push by the Zulu Impi’s, Frontier Horse hold up the attacking Zulu’s before breaking them with a well timed charge.

The Action At Inyezane 22nd Jan 1879 – This Day in History.

January 6, 2010 in Colonials

In preparation for the our Annual All Dayer next Saturday, I thought it would be useful to see Colonel Pearson’s official report.

With a week to go commands have been assigned, figures painted and rules read, let’s hope the Zulu’s can go one better…….

THE ACTION AT INYEZANE. COLONEL PEARSON’S OFFICIAL REPORT.
From Colonel Pearson, Commanding No. 1 Column to the Military Secretary to His Excellency the High Commissioner.

Etshowe Zululand, January 23, 1879.
SIR,
I HAVE the honour to report my arrival here at 10 A.M. this day, with the column under my command, and, I am happy to state, without a casualty of any kind—except, of course, those which occurred in the engagement of yesterday, of which I have already duly informed you by telegram, dispatched yesterday evening.

Yesterday morning, the mounted troops which preceded the column under Major Barrow, had crossed the Inyezane River—which is about four miles from our camping ground on the previous night—when I received a note from him to say that he had selected a fairly open space for a halting place, which he had carefully vedetted. I at once rode forward, to reconnoiter, and found the ground covered with more bush than seemed desirable for an outspan ; but as there was no water between the Inyezane and the places where we bivouacked last night—four miles further on, and with several steep hills to climb—I decided upon outspanning for a couple of hours, to feed and rest the oxen, and to enable the men to breakfast.

It was then just eight o’clock, and I was in the act of giving directions about the pickets and scouts required for our protection, and the wagons had already begun to park, when the leading company of the Native Contingent, who were scouting in front—personally directed by Captain Hart, Staff Officer to the Officer commanding that Regiment — discovered the enemy advancing rapidly over the ridges in our front, and making for the clumps of bush around us.

The Zulus at once opened a heavy fire upon the men of the company who had shown themselves in the open, and they lost one officer, four non-commissioned officers, and three men killed, almost immediately after the firing began. Unfortunately, owing to scarcely any of the officers or non-commissioned officers of the Native Contingent being able to speak Kafir, and some not even English (there are several foreigners among them), it has been found most difficult to communicate orders, and it is to be feared that these men who lost their lives by gallantly holding their ground did so under the impression that it was the duty of the contingent to fight in the first line, instead of scouting only, and, after an engagement, to pursue.

I must add, however, that every exertion has been made by Major Graves, Commandant Nettleton, and Captain Hart, to explain to both the officers and men the duties expected of them. These officers, indeed, have been indefatigable in their exertions.
As soon as the firing commenced, I directed the Naval Brigade, under Commander Campbell, Lieutenant Lloyd’s division of guns, and Captain Jackson’s and Lieutenant Martin’s companies of the Buffs, to take up a position on a knoll close by the road (and under which they were halted), and from whence the whole of the Zulu advances could be seen and dealt with.

Meanwhile, the wagons continued to park, and as soon as the length of the column had thereby sufficiently decreased, I directed the two companies of the Buffs, which were guarding the wagons about half way down the column, to clear the enemy out of the bush, which had been already shelled, and fired into with rockets and musketry, by the troops on the knoll above-mentioned. These companies, led by Captains Harrison and Wyld, and guided by Captain Macgregor, D.A.Q.M.G., whom I sent back for this purpose, moved out in excellent order, and quickly getting into skirmishing order, brought their right shoulders gradually forward, and drove the Zulus before them back into the open, which again exposed them to the rockets, shells, and musketry from the knoll.

This movement released the main body of the Mounted Infantry and Volunteers, who, with the Company of Royal Engineers, had remained near the Inyezane, to protect that portion of the convoy of wagons. -The Royal Engineers happened to be working at the drift when the engagement began.
When thus released, both the Engineers and Mounted Troops, under Captain Wynne and Major Barrow, respectively moved forward with the infantry. Skirmishers on the left of the latter, the whole being supported by a half-company of the Buffs and a half-company of the 99th Regiment, sent out by Lieutenant-Colonel Welman, 99th Regiment, who with the rear of the column, was now coming up.

About this time the enemy was observed by Commander Campbell lo be trying to outflank our left, and he offered to go with a portion of the Naval Brigade to drive away a body of Zulus who had got possession of a kraal about 400 yards from the knoll, and which was helping their turning movement. The Naval Brigade was supported by a party of the officers and non-commissioned officers of the Native Contingent, under Captain Hart, who were posted on high ground on the left of the Etshowe Road, and who checked the Zulus from making any further attempt on our left.

Shortly afterwards, when the kraal was evacuated, Commander Campbell suggested that the enemy should be driven off still further, to which I at once assented, and I desired Colonel Parnell to take Captain Forster’s company, the Buffs, which up to this time had remained at the foot of the knoll, and assist the Naval Brigade to attack some heights beyond the kraal, upon which a considerable body of Zulus were still posted.

The action was completely successful, and the Zulus now fled in all directions, both from our front and left, and before the skirmishers on the right.
I now ordered the column to be reformed, and at noon we resumed our march

Darkest Africa – Colonial Playtest.

January 4, 2010 in Colonials

After finishing early one Sunday in November it was decided that we should go for a swift half at the local, well it just goes to show that Wargaming and Beer do not mix as 6 weeks later we have almost 400 Zulu’s to show for our efforts.
The plan is to refight the Battle of Nyezane on our all dayer on the 30th January. We have been asked to play test a new set of rules due to hit the shelves some time in 2010.Without wishing to ruin the big day we opted to replace the Brits with Germans.
Last night gave us an opportunity to play out the rules with a quarter of the Zulu Forces to ensure they gave a good feel for the period and and a result could be achieved on the day.


We opted for a German Naval force with supporting Askari with the objective of destroying the Kraal before the Natives (aka Zulu’s) could stop them.

The German’s and their Native Askari Troops were deployed in the Village and the nearby Mission, they found the village to be empty and they set about destroying the Kraal when a Sole Zulu Warrior was seen on the horizon.


The Germans stood to unsure where the Warriors would attack from.Small bands of warriors burst from the hinterland their small arms fire proved to be ineffectual but they were able to close with one section of German Sailors inflicting a couple of casualties before being driven off.


The Main Tribesman force shielded by the hills drove straight for the mission, upon seeing this the Askari shouldered arms and headed for the kraal to seek support from their comrades.


The Tribesmen swept over the crest of the hill charging into the left flank of the village, the Askari were able to halt the first warrior impi but the second impi closed with the Askari defenders.


As dust approached it looked like the Askari would be left to hold the line as the German Naval units retired from the field.

A great game to test out the full rule set and some important lessons for both sides.
The Colonial forces need to combine their fire to stop the advancing hordes and the Zulu players need to ensure they can combine their weight of numbers so that they can make their numbers count.

25 Days before the Big game….

Santa’s Onslaught Take 2 – Santa’s Sleighway – January 2010

November 5, 2009 in Flames of War

Santa’s Sleighway – January 2010

In January 2009 we ran a Late War Flames of War Tournament entitled “Santa’s Onslaught”. The aim was to run a friendly competition to give non-tournament players a taste of national competitions. Consequently I “borrowed” a standard tournament rules pack to give a “real feel” competitive experience. We also invited players from the Cheltenham Wargames Association to come along too.

Armies were Late-War and 1500pts or their relevant equivalent (e.g. British First Army get 1950pts, Soviet Guards get 1165pts, Canadians get 1760pts, etc.) made up from any one of the LW army books.

With a little manipulation an even number of axis and allied armies were provided so we could keep matches historical for the first two rounds. We also tried to make it Evesham v. Cheltenham so we could play people we don’t normally fight against. A “campaign” style approach to deciding attacker/defender for each round was also adopted so balanced armies would be at an advantage in some cases. The day ran something like this:

09:00 – 09:15 Registration

09:15 – 11:45 Round 1:

11:45 – 12:15 Lunch Break

12:15 – 14:45 Round 2:
If the “Allied” side is currently the points leader then they will be the attacker. If the “Axis” side is currently the points leader then they will be the attacker.

15:00 – 17:30 Round 3:
If the side that scored the most points in Round 1 also scored the most points in Round 2 then they press on with their attack. If the side that scored the most points in Round 1 subsequently scores the least points in Round 2 then play then roles will be reversed and they will now defend.

The day was a great success, results as follows:

Brian – Strelkovy with Tanks – 30, 59, 88

Andy – 2nd Panzers – 29, 41, 71
Chris R – Indian Rifles – 27, 59, 62
Rob – Fallschirmjager – 31, 34, 59
Carl – Strelkovy with Artillery – 3, 24, 52
Bob – Grenadierkompanie – 17, 28, 47
Mike – Strelkovy – 1, 33, 46
Larry – PzGren, 21st Panzers – 5, 15, 46
Alan – US Rifles – 18, 38, 45
Chris C – Infantry, 7th Armoured – 15, 37, 39
Richard – Grenadierkompanie – 14, 18, 22
James – 78th Sturmdivision – 2, 2, 3
The interclub tournament score was, Cheltenham 301: Evesham 279
Well done to the Cheltenham boys esp considering they were outnumbered 7 to 5!!!
Must be all that practicing they were rumoured to have done ;o)
Axis:allies result was 248 to 332 so it looked like history repeated itself on the wargames table – I always knew FoW was a good set of rules!

Points were calculated using the UK scoring system that was developed a couple of years ago in Mansfield:

The 32 Point Scoring System.

Each game has 32 points allocated between the two players.

Work out who is the winner of the game, this is the player who has fulfilled their mission objectives, or who has broken the enemy force consult the victory points table for the mission.

· If the winning player scores 7-0 (this is only included for completeness, it’s a very rare situation, you would have to be fighting against a German force picked from the Villers Bocage briefing using Wittman, kill Wittman, and not lose anything yourself) then the winner scores 32 tournament points.
· If the winner claims a 6-1 victory then they score 28 tournament points, plus or minus 1pt per the difference in the number of platoons destroyed to a maximum of 32 points or a minimum of 25 points.
· If the winner claims a 5-2 victory then they score 24 tournament points, plus or minus 1pt per the difference in the number of platoons destroyed to a maximum of 28 points or a minimum of 21 points
· If the winner claims a 4-3 victory then they score 20 tournament points, plus or minus 1pt per the difference in the number of platoons destroyed to a maximum of 24 points or a minimum of 17 points
· If the game ends in a draw, then the winner is the player who has destroyed the most enemy platoons, he scores 16 tournament points plus 1pt per the difference in platoons destroyed to a maximum of 18 tournament points or a minimum of 14 points.

The loser (or in the case of a draw the player who killed the least platoons) gets 32-winners score tournament points.

Both players’ score must add up to 32.

Examples:
Uncle Sam plays Tommy Atkins at the end of the game Tommy has won the mission having lost one platoon of his own and having destroyed three platoons from Sams’ force. Because Tommy has won and only lost one platoon it is a 5-2 victory so Tommy gets a basic 24 tournament points plus an extra two bonus points for having killed two more platoons for a total of 26 tournament points. Uncle Sam gets 6 tournament points (32-26=6).

Ivan plays Heinrich and at the end of a hard fought game Ivan has broken Heinrichs’ force, killing two platoons but has lost four of his own platoons. This is worked out as a 4-3 victory for Ivan has he won the game but lost a lot of platoons, Ivan gets a basic 20 tournament points, but looses two points for the difference in platoon losses for a total of 18 points. Heinrich scores 14 tournament points (32-18=14).

In the event of a player getting a bye, they will get 26 tournament points or their average score so far if this is higher.

In all missions without the “Fair Fight” special rule the defender has a significant advantage if insufficient turns are played. If a game in one of these missions ends because of time out before seven complete turns have been played then the defenders winning margin is worked out on the 4-3 basis (that is they will score between 17 and 24 tournament points only). If seven or more complete turns have been played then work out the victory conditions as normal with the defender counting as the winner.


Santa’s Onslaught Take 2 – Santa’s Sleighway – January 2010

So we are going to do it all again!

There are now even more LW army list books plus loads of pdf files on the FoW website. The main difference will be an increase to 1750 points to squeeze in the plethora of big tanks available to all. The format will remain the same. Interested? Join the Yahoo group and reserve yourself a place.

The All Dayer – January 30th 2010

October 16, 2009 in VBCW

The date is set for the 30th January 2010 – 8.00am – 6.00pm.

The plan is for a Flames of War Tournament which proved very popular last year, together with a large skirmish game for the Non-Flames of War players.

I proposed to run the skirmish game based around the Very British Civil War 1938, a number of the group have figures for the WW1 and WW2 so it is a good fit, I envisage a game where people can bring and use their own figures, creating their background for local units.

I should have several more units completed, including the Blackshirts !!!!


The Battle of Upton – A short VBCW Campaign Battle

September 26, 2009 in VBCW

Harry Doyle had been holed up in the lock keepers cottage for more than a week, the BUF grip was tightening on the region. He needed to send a message to the people and workers of Worcester that the Government could be stopped. He sent a message to his local commanders they would strike a blow against the government and their Lapdogs the Auxiliary Police.

The Police station at Upton on Severn was chosen, close to Worcester to raise the spirits of the masses and close enough to his bases in Diglis to bring to bear the most workers. Concerns were raised about the Fascist Garrison at Norton but if the bridge at Upton could be held these troops could be held at bay long enough for the Station to be destroyed.

The Severn Riverside, Wharf, Labours, Federation (SRWLF) was ready to Strike.

The flying Column based at Norton had heard rumours of an attack on a local police station the problem was they did not know where.

The Police were nervous – Always the meat in the Sandwich, rumours had been rife about an attack in the local area they just hoped it would not be them. They had imposed martial law within the city and an extension of this being considered to the villages in the surrounding area.

Turn one saw the SRWLF opting for a mass attack on the village they knew the flying column was approaching but hoped to get in fast destroying the station before the militia column could deploy.

Skirting the river bank the largely untrained SRWLF were stopped in their tracks by heavy fire from the Bridge detail’s heavy Machine gun, the gunner despite being wounded in both the arm and leg killed several members of the advancing SRWLF and drove the rest from the field, a major set back for the Marxists.

Elsewhere the Marxists pushed towards to the station under harassing fire from the Police Officers within, the SRWLF limited number of LMGs were able to keep the Police suppressed long enough for them to reach the outer barrack building.

Time was running out for the SRWLF the militia unopposed had crossed the river and were debusing within the village, the first section secured the bridge and pushed through the village.

Whilst the second section drove hard for the Police station whose occupants were on the verge of fleeing their posts.

The SRWLF forced the police to break and flee the table, they pushed across the car park to force entry to the station only to find their path blocked by the advancing militia, a furious firefight erupted leaving several SRWLF men killed.

One member of the Wharf men headed inside the station and was able to start a small fire but with militia men swarming all over the station victory was short lived for the Marxists.

Harry would have to find another way of striking a blow for the workers of Worcester…

My thanks to Paul, Mark, Dane & Son a cracking game with more to follow.

1938 A Very British Civil War

August 26, 2009 in AAR, VBCW

Not our usual gaming night but with a lull of 3 weeks before the next club, we thought we would put on a mid-week game.We used Arc of Fire which really gave a good feel for the period, a small number of deaths but plenty of walking wounded.The morale rules really impacted on the ability of the lower quality troops to put in an effective assault or defence.


“Sub Commander Spear was furious they had gone and lost his tank, the war in Dorset had been going well and this was designed to be his trump card finally putting an end to resistance in the Dorchester region.He had hoped his quick actions when the fighting broke out would give him the edge. Taking several members of the B.U.F. Defence Force he had broken in to Bovington Camp and secured a number of antiquated WW1 Tanks held by the training Corps, many needed extensive repair work but the A7V was in good running order.The Tank supported by several BUF Sections broke through Royalist Check Points around the Military Camps and pressed on through Wool, with the intention of linking up with the BUF units within Poole, however the A7V had out paced the infantry and was left isolated, it was unsuited to the Dorset Countryside and had become stuck in one of the lanes after being pushed too hard by the makeshift crew.

With Royalist forces closing in it would have to be destroyed unless it could be rescued Spear could not risk it falling into Royalist hands. The countryside was crawling with Royalist forces and any substantial rescue forces were several miles away and an infantry assault through the narrow country lanes would be costly, the answer came in the shape of the newly formed Airship Assault Corp. ”

SET UP.

The A7V and it’s crew are in the top right hand corner with 2 sections of Airship ratings and 1 Section of Air Assault Troops advancing on table from the opposite end of the table.The Royalist Forces most deploy within 12″ of the cottages, they have 3 sections of Royalist Infantry, 1 heavy machine gun and a local militia unit.

Turn 1Royalist militia rush to block the advancing fascists as word of the landing reaches royalist command. Air assault troops sneak along the perimeter before clashing with the Royalist Infantry. Airbourne Ratings Avance to contact with the Royalist forces. Militia fill the hedge rows and put poor fire into the advancing fascists, inflicting several wounds on the ratings and killing an NCO, this forced them to ground, the supporting fire of the Royalist Heavy Machine Gune kept them suppressed for the entire eveing.
The Royalist Infantry having crossed the open ground facing the farm house burst from the hedge row and Close Assault the A7V. The crew panic and as grenades are forced through the firing slits they flee the vehicle heading for the tree line and the approching Air Assault Troops.
Turn Two.The Airbourne Ratings forcing their way through the fields in the centre of the table whilst the Assault troops move unhindered via the right hand fork. As the Air Assault Troops force their way down the right hand lane only they see the Royalist Infantry moping up the remaining tank crew and torching the tank.
With the tank destroyed and the majority of the crew killed of captured the fascists are forced to withdraw from the table
Total losses.
Royalist 2 killed and 7 wounded.
Fascists 2 Airbourne Ratings Killed 9 wounded.
Four Tank Crew Killed or captured
A failed rescure attempt by the fascists – Good job the Royalists did them a favour by destroying the vehicle.
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