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VBCW Ayton 3rd May 2019 Organisation Thread
- MarshalNey
- Gaynor
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Re: VBCW Ayton 19 Organisation Thread
The warbases MDF trucks look ok, I see the curvy bits are foil of some sort? These look a go'er for the price etc.
- MarshalNey
- Gaynor
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Re: VBCW Ayton 19 Organisation Thread
Thats a Dennis truck ordered and some grass tufts. God, the internet makes getting into debt so easy.
- levied troop
- Grizzly Madam
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Re: VBCW Ayton 19 Organisation Thread
The National Action Defence Group (Eastern Region) consider that new German Chancellor fella, Adolf thingy, dangerously liberal.goat major wrote: ↑Tue May 22, 2018 9:34 amwe are going to need players on both sides
In case anyone is worrying about this - people shouldn't stress out too much about politics. The North Yorkshire factions are only loosely aligned to the ongoing civil war. There are much more important things at stake - e.g. pies.
The Warbases stuff looks amazingly good for MDF. For Matchbox/Lledo - the scale is ‘fits the box’. Try your local boot sale and take a figure along to check, I picked up most of my vehicles from boot sales for 50p.
I get lockdown, but I get up again.
- Buff Orpington
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Re: VBCW Ayton 19 Organisation Thread
Yes, I've got a feeling that the AEC Regal is going to turn out to be more use with 15mm. I may look at the shorter coaches that could be a bit closer.levied troop wrote: ↑Tue May 22, 2018 9:54 pm For Matchbox/Lledo - the scale is ‘fits the box’. Try your local boot sale and take a figure along to check, I picked up most of my vehicles from boot sales for 50p.
I know when to go out
I know when to stay in
Get things done
I know when to stay in
Get things done
- levied troop
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Re: VBCW Ayton 19 Organisation Thread
Buff, Corgi’s Bedford coach is a little large but probably suitable, I’ve managed to acquire 2, just debating whether to rip one apart and paint the interior.
The Matchbox Crossley Tender is almost spot-on for 28mm, as is their 1938 Jaguar and appropriately their Yorkshire Steam Wagon is a reasonable fit.
There’s also a company called Oxford doing die casts. Dont see those at boot fairs unfortunately but the two I’ve acquired, Armstrong Siddeley and another Jaguar, are 28mm-compatible.
Edit: Actually they are 1/43rd:
https://www.oxforddiecast.co.uk/collections/1-43
but do look ok next to a 28mm. I got mine from one of Hamleys regular weird sales for about half that price!
The Matchbox Crossley Tender is almost spot-on for 28mm, as is their 1938 Jaguar and appropriately their Yorkshire Steam Wagon is a reasonable fit.
There’s also a company called Oxford doing die casts. Dont see those at boot fairs unfortunately but the two I’ve acquired, Armstrong Siddeley and another Jaguar, are 28mm-compatible.
Edit: Actually they are 1/43rd:
https://www.oxforddiecast.co.uk/collections/1-43
but do look ok next to a 28mm. I got mine from one of Hamleys regular weird sales for about half that price!
Last edited by levied troop on Wed May 23, 2018 3:54 pm, edited 1 time in total.
I get lockdown, but I get up again.
Re: VBCW Ayton 19 Organisation Thread
I've just remembered that I acquired some die cast vehicles last year. I'll see if I can find them.
Iain
Iain
Re: VBCW Ayton 19 Organisation Thread
What are the dates for this? I'll come if I'm not working.
Re platoon organisation, have you seen the WTDW Platoon Generator that seems to be in near-universal use among the chaps on the Very British Civil Forum? It works very well and allows a reasonable quota of quirkiness and 'characters'.
See what you think:
Starting Platoon
Each platoon starts with the following:
Headquarters Section
A Platoon Commander armed with a pistol, he may also have a rifle, shotgun or SMG
A Subaltern – Second in Command armed with a pistol, he may also have a rifle, shotgun or SMG
A NCO armed with a rifle, shotgun or SMG
2x Privates/Runners/Ammo-Carriers armed with a rifle or shotgun
Platoon HQ Options
Add any 3 of the following specialists:
(The entire Platoon HQ are always classed as Regular. See main rules for skills)
Medic
Sniper
Chaplain
Political Officer
Bugler
A 2 man Mortar/Artillery Spotting Team
A 2 man 2 inch Mortar or Rifle Grenade Laucher
Standard Bearer
Infantry Sections
You must have at least one 10 Man Infantry Section in your army, and you may have a maximum of three per Platoon . Each Infantry Section should comprise the following :
A NCO armed with a rifle, shotgun or SMG
9x Privates armed with a rifle or shotgun
Section Options
One of the Privates can be appointed as an LMG Gunner. In this case, an additional Private must be appointed as an Ammo Carrier/Loader for the LMG.
In the event of the LMG Gunner becoming a casualty, the Ammo Carrier/Loader can take over the role of LMG Gunner. Only he is allowed to do this. Should he himself subsequently become a casualty, then that Infantry Section has lost the use of its LMG.
Each Section should have enough unarmed and un-armoured transport for the platoon: Typically Lorries, Bicycles, or Horses.
Up to 2x Infantry Sections may be converted to Cavalry sections, with an emphasis on shock-action (lances, sabres, pistols, etc). However, the strength will reduce to 5 men. They may dismount and fight as infantry, though a Cavalry Section will not have an LMG.
Platoon Support Asset 'A':
Add 1 of the following:
Mortar with a 3 man crew armed with pistols and rifles
Or
HMG with a 3 man crew armed with pistols and rifles
Platoon Support Asset 'B':
Add 1 of the following:
A Boys A/T rifle with a 2 man crew armed with (Boys AT rifle, pistol, rifle)
Or
A 2 man Anti-Tank team (pistols, SMGs, Rifle, crowbar, 3 sticky bombs, and 3 grenades)
Or
A 2 man Roadside Bomb Team (pistols, SMGs, Rifle, 3 Roadside Bombs)
Troop Quality
For each Section, support weapon and Anti-Tank weapon team roll a D6 to see what class they are:
5 or 6 - Veteran 5 or 6
3 or 4 - Regular (in a multi-platoon game, Sections of the 2nd and subsequent platoons will be Regular class on a 2, 3 or 4 - see below)
1 or 2 for - Irregular (In a multi-platoon game, only sections of the 1st platoon will become Irregular on a roll of 1 or 2 - for subsequent platoons, a roll of 2 will indicate Regular class)
Additional Weapons
Throw for the following per platoon:
For LDV/Militia units, add 1D6-1 shotguns (replacing rifles)
All units gain 1D6 grenades and 1D3 SMGs, to be distributed as the commander sees fit (in addition to SMGs carried by NCOs etc).
Heavy Support
LDV/Militia units may select one of the following:
1x Armoured Lorry with LMG
1x Open-Topped Softskin Lorry with HMG, AT Gun or AA Gun
2x Softskin Light Recce Cars with LMG
All other unit types may select any one unit from the LDV/Militia list or one of the following:
2x Armoured Cars or Tankettes with LMG and/or Anti-Tank Rifle
1x Tank with Cannon or HMG
1x Field Gun with a 6 man crew & softskin tractor
1x Anti-Tank Gun with a 3 man crew & armoured tractor
4th Section
This should ideally be 'Something VBCW' or simply a 4th infantry section for those without imagination.
Once you worked out your platoon
Throw a D10 on your forces table (Table 1) and see what happens.
Table 1 for LDVs
1 - Nothing Happens
2 - Downgrade your Platoon Commander to a Subaltern
3 - Down grade your Platoon Commander to an NCO
4 - Nothing on this table; throw twice on table 2
5 - Lose 1 specialist; throw three times on table 2.
6 - Gain 1 specialist, but not one you have already
7 - Roll again on this table and on table 2.
8 - Gain a medic, you can have 2.
9 - After all deployment, redeploy one of your sections in in any direction. This section must have some cover between it and the enemy after this move.
10 - Add an extra figure to the crew of a support weapon
Table 1 for BUF/Royalists
Compulsory - All Royalist cavalry must be Madcap (see table 2)
1 Nothing Happens
2 - Down grade your Platoon Commander to a Subaltern
3 - Down grade your Platoon Commander to an NCO
4 - Change 1 section to a police section; throw a D6 on table 2.
5 - Lose 1 specialist; throw a D6 on table 2
6 - Gain 1 specialist, not one you have already
7 - Roll again on this table and twice on table 2
8 - Gain a medic, you can have 2
9 - Gain a Political Officer and roll three times on table 2
10 - Add an extra figure to the crew of a support weapon
Table 1 for the Anglican League.
1 - Nothing Happens
2 - Down grade your Platoon Commander to a Subaltern
3 - Down grade your Platoon Commander to an NCO
4 - Nothing on this table; throw twice on table 2
5 - Lose 1 specialist; throw a D6 on table 2
6 - Gain 1 specialist, not one you have already
7 - Roll again on this table and on table 2
8 - Gain a medic, you can have 2
9 - Gain a Chaplain and roll three times on table 2.
10 - Add an extra figure to the crew of a support weapon
Table 1 for Left-Wing Militia
1 - Nothing Happens
2 - One section are ‘Street Fighters’ (see below).
3 - Gain a Political Officer
4 - Roll again on this table and twice on table 2
5 - Down grade your Platoon Commander to an NCO
6 - Gain 1 SMG and D3+1 grenades and throw three time on table 2
7 - Gain a Standard Bearer or Bugler
8 - Gain a second Anti-Tank Team (sticky bombs or similar, not an ATR or ATG) and roll on table 2
9 - If defending a built up area put out 3 road blocks
10 - Gain a Runner for the HQ and roll on table 2
Table 2
Players must first pick a unit, then throw 1x D6 and apply the result to the pre-selected unit. A unit may only roll once on Table 2, so multiple rolls must be applied to multiple units.
1 - Tenacious: -1 to Melee to hit Modifiers and +1 to nerve tests when defending trenches or an important building e.g. a church, factory or mine.
2 - Reluctant: This unit doesn’t want to fight. It will only advance at 6” per turn and the unit must pass a nerve test to cross an obstacle, -1 to the dice score. In melee -2 to charge in. If a Chaplin or Politic Officer is with the unit, the unit ignores this rule. Only one section per platoon.
3 - Courageous: This unit’s morale will never drop below suppressed. This unit will fight and die to the last man.
4 - Countrymen: No minus to movement when in difficult terrain. OR Street Fighter: Section always counts as gone to ground (see rules) if it didn’t move when in a built up area. If just moving in a built up area ignores all barriers in the movement phase
5 - Shell Shocked: Irregular units only, unaccustomed to artillery or aircraft. If the unit is hit by artillery, mortars or aircraft whether or not any casualties are caused the unit will automatically go to ground after the attack, moving to the nearest cover. This move can be in the shooting phase instead of shooting or as the units move.
6 - Madcap: Troops with a cavalier ethic or believing themselves to be tough and aggressive, but not necessarily disciplined. Madcap units must have the lowest initiative cards, including the hold card that a player has. If given a card 1-8, a Madcap unit must advance at maximum speed towards the nearest enemy. If moving in such circumstances they ignore Nerve test from template weapons. All Royalist cavalry must be Madcap.
Additional Rules
Street Fighters Section: Always counts as gone to ground (see rules) if it didn’t move in a built up area. If just moving in a built up area ignores all barriers in the movement phase.
Police: Treat as Regular, but +1 to shooting, -1 to charge. Re-roll any missed ‘To Hit’ rolls in melee. Any melee ‘kills’ are in fact men being arrested. These prisoners must be escorted to the rear by the police, 1 policeman per 5 prisoners.
Re platoon organisation, have you seen the WTDW Platoon Generator that seems to be in near-universal use among the chaps on the Very British Civil Forum? It works very well and allows a reasonable quota of quirkiness and 'characters'.
See what you think:
Starting Platoon
Each platoon starts with the following:
Headquarters Section
A Platoon Commander armed with a pistol, he may also have a rifle, shotgun or SMG
A Subaltern – Second in Command armed with a pistol, he may also have a rifle, shotgun or SMG
A NCO armed with a rifle, shotgun or SMG
2x Privates/Runners/Ammo-Carriers armed with a rifle or shotgun
Platoon HQ Options
Add any 3 of the following specialists:
(The entire Platoon HQ are always classed as Regular. See main rules for skills)
Medic
Sniper
Chaplain
Political Officer
Bugler
A 2 man Mortar/Artillery Spotting Team
A 2 man 2 inch Mortar or Rifle Grenade Laucher
Standard Bearer
Infantry Sections
You must have at least one 10 Man Infantry Section in your army, and you may have a maximum of three per Platoon . Each Infantry Section should comprise the following :
A NCO armed with a rifle, shotgun or SMG
9x Privates armed with a rifle or shotgun
Section Options
One of the Privates can be appointed as an LMG Gunner. In this case, an additional Private must be appointed as an Ammo Carrier/Loader for the LMG.
In the event of the LMG Gunner becoming a casualty, the Ammo Carrier/Loader can take over the role of LMG Gunner. Only he is allowed to do this. Should he himself subsequently become a casualty, then that Infantry Section has lost the use of its LMG.
Each Section should have enough unarmed and un-armoured transport for the platoon: Typically Lorries, Bicycles, or Horses.
Up to 2x Infantry Sections may be converted to Cavalry sections, with an emphasis on shock-action (lances, sabres, pistols, etc). However, the strength will reduce to 5 men. They may dismount and fight as infantry, though a Cavalry Section will not have an LMG.
Platoon Support Asset 'A':
Add 1 of the following:
Mortar with a 3 man crew armed with pistols and rifles
Or
HMG with a 3 man crew armed with pistols and rifles
Platoon Support Asset 'B':
Add 1 of the following:
A Boys A/T rifle with a 2 man crew armed with (Boys AT rifle, pistol, rifle)
Or
A 2 man Anti-Tank team (pistols, SMGs, Rifle, crowbar, 3 sticky bombs, and 3 grenades)
Or
A 2 man Roadside Bomb Team (pistols, SMGs, Rifle, 3 Roadside Bombs)
Troop Quality
For each Section, support weapon and Anti-Tank weapon team roll a D6 to see what class they are:
5 or 6 - Veteran 5 or 6
3 or 4 - Regular (in a multi-platoon game, Sections of the 2nd and subsequent platoons will be Regular class on a 2, 3 or 4 - see below)
1 or 2 for - Irregular (In a multi-platoon game, only sections of the 1st platoon will become Irregular on a roll of 1 or 2 - for subsequent platoons, a roll of 2 will indicate Regular class)
Additional Weapons
Throw for the following per platoon:
For LDV/Militia units, add 1D6-1 shotguns (replacing rifles)
All units gain 1D6 grenades and 1D3 SMGs, to be distributed as the commander sees fit (in addition to SMGs carried by NCOs etc).
Heavy Support
LDV/Militia units may select one of the following:
1x Armoured Lorry with LMG
1x Open-Topped Softskin Lorry with HMG, AT Gun or AA Gun
2x Softskin Light Recce Cars with LMG
All other unit types may select any one unit from the LDV/Militia list or one of the following:
2x Armoured Cars or Tankettes with LMG and/or Anti-Tank Rifle
1x Tank with Cannon or HMG
1x Field Gun with a 6 man crew & softskin tractor
1x Anti-Tank Gun with a 3 man crew & armoured tractor
4th Section
This should ideally be 'Something VBCW' or simply a 4th infantry section for those without imagination.
Once you worked out your platoon
Throw a D10 on your forces table (Table 1) and see what happens.
Table 1 for LDVs
1 - Nothing Happens
2 - Downgrade your Platoon Commander to a Subaltern
3 - Down grade your Platoon Commander to an NCO
4 - Nothing on this table; throw twice on table 2
5 - Lose 1 specialist; throw three times on table 2.
6 - Gain 1 specialist, but not one you have already
7 - Roll again on this table and on table 2.
8 - Gain a medic, you can have 2.
9 - After all deployment, redeploy one of your sections in in any direction. This section must have some cover between it and the enemy after this move.
10 - Add an extra figure to the crew of a support weapon
Table 1 for BUF/Royalists
Compulsory - All Royalist cavalry must be Madcap (see table 2)
1 Nothing Happens
2 - Down grade your Platoon Commander to a Subaltern
3 - Down grade your Platoon Commander to an NCO
4 - Change 1 section to a police section; throw a D6 on table 2.
5 - Lose 1 specialist; throw a D6 on table 2
6 - Gain 1 specialist, not one you have already
7 - Roll again on this table and twice on table 2
8 - Gain a medic, you can have 2
9 - Gain a Political Officer and roll three times on table 2
10 - Add an extra figure to the crew of a support weapon
Table 1 for the Anglican League.
1 - Nothing Happens
2 - Down grade your Platoon Commander to a Subaltern
3 - Down grade your Platoon Commander to an NCO
4 - Nothing on this table; throw twice on table 2
5 - Lose 1 specialist; throw a D6 on table 2
6 - Gain 1 specialist, not one you have already
7 - Roll again on this table and on table 2
8 - Gain a medic, you can have 2
9 - Gain a Chaplain and roll three times on table 2.
10 - Add an extra figure to the crew of a support weapon
Table 1 for Left-Wing Militia
1 - Nothing Happens
2 - One section are ‘Street Fighters’ (see below).
3 - Gain a Political Officer
4 - Roll again on this table and twice on table 2
5 - Down grade your Platoon Commander to an NCO
6 - Gain 1 SMG and D3+1 grenades and throw three time on table 2
7 - Gain a Standard Bearer or Bugler
8 - Gain a second Anti-Tank Team (sticky bombs or similar, not an ATR or ATG) and roll on table 2
9 - If defending a built up area put out 3 road blocks
10 - Gain a Runner for the HQ and roll on table 2
Table 2
Players must first pick a unit, then throw 1x D6 and apply the result to the pre-selected unit. A unit may only roll once on Table 2, so multiple rolls must be applied to multiple units.
1 - Tenacious: -1 to Melee to hit Modifiers and +1 to nerve tests when defending trenches or an important building e.g. a church, factory or mine.
2 - Reluctant: This unit doesn’t want to fight. It will only advance at 6” per turn and the unit must pass a nerve test to cross an obstacle, -1 to the dice score. In melee -2 to charge in. If a Chaplin or Politic Officer is with the unit, the unit ignores this rule. Only one section per platoon.
3 - Courageous: This unit’s morale will never drop below suppressed. This unit will fight and die to the last man.
4 - Countrymen: No minus to movement when in difficult terrain. OR Street Fighter: Section always counts as gone to ground (see rules) if it didn’t move when in a built up area. If just moving in a built up area ignores all barriers in the movement phase
5 - Shell Shocked: Irregular units only, unaccustomed to artillery or aircraft. If the unit is hit by artillery, mortars or aircraft whether or not any casualties are caused the unit will automatically go to ground after the attack, moving to the nearest cover. This move can be in the shooting phase instead of shooting or as the units move.
6 - Madcap: Troops with a cavalier ethic or believing themselves to be tough and aggressive, but not necessarily disciplined. Madcap units must have the lowest initiative cards, including the hold card that a player has. If given a card 1-8, a Madcap unit must advance at maximum speed towards the nearest enemy. If moving in such circumstances they ignore Nerve test from template weapons. All Royalist cavalry must be Madcap.
Additional Rules
Street Fighters Section: Always counts as gone to ground (see rules) if it didn’t move in a built up area. If just moving in a built up area ignores all barriers in the movement phase.
Police: Treat as Regular, but +1 to shooting, -1 to charge. Re-roll any missed ‘To Hit’ rolls in melee. Any melee ‘kills’ are in fact men being arrested. These prisoners must be escorted to the rear by the police, 1 policeman per 5 prisoners.
My wargames blog: http://www.jemimafawr.co.uk/
- BaronVonWreckedoften
- Grizzly Madam
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- Location: The wilds of Surrey
Re: VBCW Ayton 19 Organisation Thread
Are you saying it's not possible to control the South Wales railway network from a village hall in Yorkshire?
Kein Plan überlebt den ersten Kontakt mit den Würfeln. (No plan survives the first contact with the dice.)
Baron Mannshed von Wreckedoften, First Sea Lord of the Bavarian Admiralty.
Baron Mannshed von Wreckedoften, First Sea Lord of the Bavarian Admiralty.