Date - 02 Feb 2013
Op = Op DURSLEY
Period = 1930's
Rule Set = VBCW
Planner = SK
The Game Planner should be the next to post on this thread with the initial details of the Op Order.
Operations
Post a reply02 Feb 13 - Op Dursley - Vbcw
3 posts
The Dursley Project
This late war VBCW wargame combines a short kriegspiel which we anticipate lasting no more than 5 turns through the day interlaced with table-top combats. We will be using FIVES – When Officers Still Rode as the quickplay rules.
Background
The Royalist cause in the Severn Valley has gone well enough for them to want to investigate recent goings on in Dursley. The Royalist Air Force have been prevented from flying over South Gloucestershire by a mixture of improved air defences and reduced ground visibility due to smoke generators on the ground.
Thus the Royalists have resolved to reconnoitre the area.
Please see associated map – pdf of the campaign area. The below table indicates leanings of the population and thus the likely reinforcement by LDVs.
Royalist
BUF
Anglican League
Berkeley Hunt
Socialist
Cheltenham
Cirencester
Tintern
Berkeley
Gloucester
Monmouth
Thornbury
Lydney
Dursley
Sharpness Docks
Ross-on-Wye
Kingswood
Chepstow
Huntley
Stroud
Tetbury
More details briefings of objectives will be given to each CinC.
Sequence of Play
Each Turn will consist of a Strategy Phase and should an encounter take place a Tactical Encounter phase. During the Tactical Encounter phase Players will battle with each other on the table-top with figures.
Strategic Phase
1.Orders
CinCs and Platoon Cdrs may send orders and Communications between each. This can be achieved by the following modes of communications.
• By Phone. Message is relayed instantly and communications can take place between the two parties. Access to Phones in an urban environment is restrictive to Public telephone boxes, post offices or any shop dwelling including public houses.
• Other. Messages will take 1 Strategic turn delay to communicate with parties.
In spirit of the game there should be No communication between parties, anyone caught cheating will lose Propaganda points which will effect the outcome of the campaign objectives.
2. Replacements
Units and Equipment can be replaced and re –organised accordingly during this phase before the next encounters
• Units if a Units suffers any casualties from a previous if can make up its loss as follows :-
o 50% less Casualties - restored back to initial strength and original Class type
o 50% or more Casualties - Unit restored to initial full strength but drops in Class type
• Equipment – any support or heavy weapons that are lost in combat remained lost in combat. However, any captured support or heavy weapons can make-up for any losses occurred by yourselves.
• Vehicles –
o Damage vehicle can repair one system, wheels, engine, armament, steering. If a specialized unit is available – recovery engineers, two systems can be replaced.
o Destroyed vehicles remain destroyed.
o Captured vehicles can be used by the other side if enough systems are operational
3. Moves
- All Commanders writes down the moves for their commands – in sequence, which terrain square they will be entering that turn.
Foot Troops1 Sq per Strategic Turn
Motorized2 Sq per Strategic Turn, along Roads OR 1 Sq Cross Country
Tracked2 Sq cross country or 1 Sq along roads
Mounted2 Sq per Strategic Turn
RailUnlimited on Track
AirUnlimited
Water3 Sq per turn
4. Encounters Tactical Phase
Tactical encounters are resolved by playing a table-top for an hour. At the end of the hour the umpire will adjudicate the result depending on the scenario.
If a Player does not want the encounter to take place – he make remain in the square that he has moved FROM For the remaining of that Strategic Turn.
5. Pursuit
- Loser withdraws – plots movement in the direction of his OWN Lines. Government Forces North / Anti Government Forces – South
- Attacks pursue – plots movement into any hex.
6. Victory and Propaganda Points
These will be determined by the GM based on successes and atrocities.
This late war VBCW wargame combines a short kriegspiel which we anticipate lasting no more than 5 turns through the day interlaced with table-top combats. We will be using FIVES – When Officers Still Rode as the quickplay rules.
Background
The Royalist cause in the Severn Valley has gone well enough for them to want to investigate recent goings on in Dursley. The Royalist Air Force have been prevented from flying over South Gloucestershire by a mixture of improved air defences and reduced ground visibility due to smoke generators on the ground.
Thus the Royalists have resolved to reconnoitre the area.
Please see associated map – pdf of the campaign area. The below table indicates leanings of the population and thus the likely reinforcement by LDVs.
Royalist
BUF
Anglican League
Berkeley Hunt
Socialist
Cheltenham
Cirencester
Tintern
Berkeley
Gloucester
Monmouth
Thornbury
Lydney
Dursley
Sharpness Docks
Ross-on-Wye
Kingswood
Chepstow
Huntley
Stroud
Tetbury
More details briefings of objectives will be given to each CinC.
Sequence of Play
Each Turn will consist of a Strategy Phase and should an encounter take place a Tactical Encounter phase. During the Tactical Encounter phase Players will battle with each other on the table-top with figures.
Strategic Phase
1.Orders
CinCs and Platoon Cdrs may send orders and Communications between each. This can be achieved by the following modes of communications.
• By Phone. Message is relayed instantly and communications can take place between the two parties. Access to Phones in an urban environment is restrictive to Public telephone boxes, post offices or any shop dwelling including public houses.
• Other. Messages will take 1 Strategic turn delay to communicate with parties.
In spirit of the game there should be No communication between parties, anyone caught cheating will lose Propaganda points which will effect the outcome of the campaign objectives.
2. Replacements
Units and Equipment can be replaced and re –organised accordingly during this phase before the next encounters
• Units if a Units suffers any casualties from a previous if can make up its loss as follows :-
o 50% less Casualties - restored back to initial strength and original Class type
o 50% or more Casualties - Unit restored to initial full strength but drops in Class type
• Equipment – any support or heavy weapons that are lost in combat remained lost in combat. However, any captured support or heavy weapons can make-up for any losses occurred by yourselves.
• Vehicles –
o Damage vehicle can repair one system, wheels, engine, armament, steering. If a specialized unit is available – recovery engineers, two systems can be replaced.
o Destroyed vehicles remain destroyed.
o Captured vehicles can be used by the other side if enough systems are operational
3. Moves
- All Commanders writes down the moves for their commands – in sequence, which terrain square they will be entering that turn.
Foot Troops1 Sq per Strategic Turn
Motorized2 Sq per Strategic Turn, along Roads OR 1 Sq Cross Country
Tracked2 Sq cross country or 1 Sq along roads
Mounted2 Sq per Strategic Turn
RailUnlimited on Track
AirUnlimited
Water3 Sq per turn
4. Encounters Tactical Phase
Tactical encounters are resolved by playing a table-top for an hour. At the end of the hour the umpire will adjudicate the result depending on the scenario.
If a Player does not want the encounter to take place – he make remain in the square that he has moved FROM For the remaining of that Strategic Turn.
5. Pursuit
- Loser withdraws – plots movement in the direction of his OWN Lines. Government Forces North / Anti Government Forces – South
- Attacks pursue – plots movement into any hex.
6. Victory and Propaganda Points
These will be determined by the GM based on successes and atrocities.
Forwarded for inclusion.
Gents,
You are invited by the famous Gentlmen's Club 'AbbeyWood Irregulars' to a day of the highest frivolity.
Date: Feb 2nd.
Location: Frome
Game: The Dursley Project. VBCW game.
Details: If you fancy a foray using interwar kit with lashings of ginger beer and a general pulpy feel I'd encourage you to attend. We have deemed this a 'late-war' game (as opposed to the beginning of the nastiness in 1938) which gives a greater licence for more advanced vehicles and for us to use the full panoply of our figure cupboards.
The two sides broadly split into Pro Government and Anti Government.
The AG forces will be led by CinC Alan Paul
The Gov force commander: tbc - volunteers welcome, if none are available you will leave it to me to appoint on the day however there is a small amount prep work but I expect the kriegspiel to last about 5 turns max.
Please see the attached briefing document and 'hand-drawn' map (obtained from local scouts).
RSVP to the Hon Fitzharding of Berkeley or his Gentlemen's gentlemn, Steve King, specifiying side of preference and the flavour of troops you can bring - plus any you can lend - oif you have no troops just say as we have a plethora of fellows one can play with all day
Kind regards
Fitz
Gents,
You are invited by the famous Gentlmen's Club 'AbbeyWood Irregulars' to a day of the highest frivolity.
Date: Feb 2nd.
Location: Frome
Game: The Dursley Project. VBCW game.
Details: If you fancy a foray using interwar kit with lashings of ginger beer and a general pulpy feel I'd encourage you to attend. We have deemed this a 'late-war' game (as opposed to the beginning of the nastiness in 1938) which gives a greater licence for more advanced vehicles and for us to use the full panoply of our figure cupboards.
The two sides broadly split into Pro Government and Anti Government.
The AG forces will be led by CinC Alan Paul
The Gov force commander: tbc - volunteers welcome, if none are available you will leave it to me to appoint on the day however there is a small amount prep work but I expect the kriegspiel to last about 5 turns max.
Please see the attached briefing document and 'hand-drawn' map (obtained from local scouts).
RSVP to the Hon Fitzharding of Berkeley or his Gentlemen's gentlemn, Steve King, specifiying side of preference and the flavour of troops you can bring - plus any you can lend - oif you have no troops just say as we have a plethora of fellows one can play with all day
Kind regards
Fitz
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