Tuesday 16 April 2024

What a Constable game plan.

1936 at a time of vast political upheaval, the gangster gang known as "The Likely Lads" face off against the Chester le Street Constabulary.

What a Cowboy rules

Scenarios

The Raid on the Arms Depot:

Situation: The Likely Lads have received intelligence about a secret arms depot controlled by the government forces, the Royal Ordnance Factory at Birtley.

Objective: The Likely Lads must launch a surprise raid on the depot to seize weapons and ammunition for their faction.

Forces: The Likely Lads versus a garrison of government troops and constabulary officers defending the depot.

Terrain: Dense woodland with narrow paths and scattered cover as well as bunkers.

Special Rules: The constabulary forces have limited reinforcements and must hold out until backup arrives, while the Likely Lads must secure the depot and extract the captured arms.


The Showdown at the Market Square:

Situation: Tensions between the constabulary and the Likely Lads escalate, culminating in a violent confrontation in the heart of the town's market square.

Objective: Both sides must eliminate the opposing force or control key objectives within the square, such as the town hall or the central fountain.

Forces: The Likely Lads versus the Chester-le-Street constabulary, with potential reinforcements from allied factions.

Terrain: Urban environment with narrow streets, market stalls, and buildings providing cover and vantage points.

Special Rules: Civilian casualties may occur if buildings are destroyed or caught in the crossfire, impacting public opinion and morale.


The Ambush on the Country Road:

Situation: The constabulary receives intelligence about a convoy transporting supplies to a nearby government outpost. The Likely Lads plan to ambush the convoy to disrupt enemy logistics.

Objective: The Likely Lads must ambush the convoy and capture or destroy the supplies, while the constabulary must protect the convoy and ensure its safe passage.

Forces: The Likely Lads conducting the ambush versus the constabulary escorting the convoy, with potential reinforcements for both sides.

Terrain: Rural countryside with winding roads, hedgerows, and patches of woodland.

Special Rules: The constabulary convoy moves along a predetermined route, while the Likely Lads have the element of surprise and can set up traps and ambush positions.


The Siege of Chester-le-Street Police Station:

Situation: The Likely Lads launch a coordinated assault on the Chester-le-Street police station, aiming to capture or eliminate the constabulary leadership and seize control of the town.

Objective: The Likely Lads must breach the police station's defenses and either capture key personnel or force the constabulary to retreat, while the constabulary must repel the attackers and hold the station at all costs.

Forces: The Likely Lads assaulting the police station versus the constabulary defending it, with potential reinforcements from neighboring factions.

Terrain: Urban environment with fortified buildings, barricades, and defensive positions.

Special Rules: The constabulary may call for reinforcements from nearby outposts, while the Likely Lads can use explosives or heavy weapons to breach the station's defenses.


The Raid on Farthingdale Hall

Situation: Lord F and his tenants have invited the pro-facist Home Secretary for a simple weekend shooting party.  He has with him Profesdor Plum, who is in possession of his latest RN Submarine design blueprints.

Objective: grab the Politician for ransom and the blueprints to sell to the Nazis/ Russians/ both, and then make off across the Moors.  Beware though, intelligence indicates the Gaspard Toucan, famous Luxembourg Detective is attending the party.

Forces: The Likely Lads, the Constabulary and the Toffs.

terrain.  The manor house floor plans, and a series of cleudo like priest holes.

Special rules: clues are hidden around the house to the whereabouts of the Submarine design drawings.


The Smuggling Run:

Situation: The Likely Lads have organized a smuggling operation to transport contraband goods through Durham's river network, bypassing constabulary checkpoints.

Objective: The Likely Lads must navigate their smuggling boats through treacherous waters and deliver the contraband to a designated drop-off point, while the constabulary patrols aim to intercept and confiscate the illegal cargo.

Forces: The Likely Lads conducting the smuggling operation versus constabulary river patrols, with potential reinforcements from allied factions.

Terrain: River network with varying currents, bridges, and hidden coves.

Special Rules: The constabulary patrols have limited visibility at night, giving the Likely Lads an advantage if they choose to conduct the operation under the cover of darkness.


The Prison Breakout:

Situation: A high-profile member of the Likely Lads has been captured and imprisoned in the Chester-le-Street Police cells. The gang plans a daring prison break to rescue their comrade.

Objective: The Likely Lads must breach the prison's defenses, locate and extract their captured member, and evade constabulary reinforcements, while the constabulary must prevent the escape and maintain control of the facility.

Forces: The Likely Lads conducting the prison break versus the constabulary guarding the police station, with potential reinforcements for both sides.

Terrain: Urban environment with high walls, guard towers, and restricted access points.

Special Rules: The constabulary may deploy additional security measures, such as spotlights, guard dogs, and barbed wire, to deter escape attempts.


The Political Assassination:

Situation: A prominent constabulary officer known for his hardline stance against the Likely Lads is scheduled to give a speech at a public rally in Durham. The gang plans to assassinate him to weaken constabulary morale.

Objective: The Likely Lads must infiltrate the rally, locate the target, and eliminate him without arousing suspicion, while the constabulary must ensure the officer's safety and apprehend the attackers.

Forces: The Likely Lads conducting the assassination versus constabulary officers providing security, with potential interference from civilian bystanders.

Terrain: Urban environment with crowded streets, buildings, and open squares.

Special Rules: The constabulary officers may have bodyguards and undercover operatives among the crowd, making it challenging for the Likely Lads to identify and eliminate the target without drawing attention.



The Truce Negotiation:

Situation: Both the Likely Lads and the constabulary leadership agree to a temporary truce to negotiate a ceasefire and exchange prisoners/hostages. However, extremist elements within both factions oppose the truce and plan to sabotage the negotiations.

Objective: Players must navigate the delicate negotiations, prevent sabotage attempts, and ensure the safe exchange of prisoners, while dealing with potential disruptions from rogue elements.

Forces: Representatives from the Likely Lads and constabulary leadership, with potential interference from extremist factions.

Terrain: Neutral meeting place with diplomatic chambers and security checkpoints.

Special Rules: Diplomatic skills and persuasion play a crucial role in resolving disputes and reaching a mutually beneficial agreement. However, players must remain vigilant for surprise attacks or betrayals from extremist elements determined to derail the peace process.


The Train Robbery:

Situation: The Likely Lads learn about a train carrying valuable supplies intended for the constabulary's use. They plan a daring robbery to intercept the train and seize the cargo.

Objective: The Likely Lads must stop the train, subdue its guards, and loot the cargo while avoiding constabulary reinforcements, while the constabulary must protect the train and prevent the robbery.

Forces: The Likely Lads conducting the robbery versus constabulary guards on the train and potential reinforcements.

Terrain: Rural countryside with railway tracks, embankments, and tunnels.

Special Rules: The constabulary may have access to onboard weaponry and communication with nearby outposts, making it challenging for the Likely Lads to carry out the robbery without facing stiff resistance.


The Propaganda Campaign:

Situation: Both the Likely Lads and the constabulary recognize the importance of public opinion in winning the hearts and minds of Durham's citizens. They launch competing propaganda campaigns to sway public sentiment in their favor.

Objective: Players must distribute propaganda materials, such as posters, flyers, and speeches, to influence public opinion and garner support for their faction, while countering enemy propaganda efforts.

Forces: Propaganda agents from both factions, with potential interference from civilians and rival factions.

Terrain: Urban environment with public spaces, buildings, and street corners for propaganda dissemination.

Special Rules: Players can use charisma, persuasion, and manipulation tactics to sway neutral or undecided civilians to their cause. However, spreading false information or resorting to coercion may have long-term consequences for the faction's reputation and credibility.


The Duel of Champions:

Situation: In a bid to settle a longstanding grudge between the Likely Lads and the constabulary, both factions agree to a duel of champions—a one-on-one fight to the death between their best fighters.

Objective: Players must select their champion and equip them for the duel, ensuring they have the skills and resources to emerge victorious and uphold their faction's honor.

Forces: A single champion from each faction, with potential support or interference from allies and spectators.

Terrain: An arena or designated battleground with spectators watching from the sidelines.

Special Rules: Players must carefully choose their champion and equipment, balancing offense, defense, and mobility. They can also use tactics such as distractions, traps, or surprise attacks to gain the upper hand during the duel.



The Race for Intelligence:

Situation: Both the Likely Lads and the constabulary seek crucial intelligence about their enemy's plans and movements. They dispatch agents to retrieve classified documents from a hidden safehouse before the enemy does.

Objective: Players must infiltrate the enemy safehouse, locate the intelligence documents, and extract them safely, while preventing the enemy from doing the same.

Forces: Intelligence agents from both factions, with potential encounters with enemy patrols or security measures.

Terrain: Urban environment with safehouses, alleyways, and potential hiding spots.

Special Rules: Players must use stealth, reconnaissance, and subterfuge to bypass enemy defenses and retrieve the intelligence documents without alerting the enemy. They can also use distractions or decoys to mislead their opponents and gain a strategic advantage.


Friday 22 March 2024

Raising the Second Legion

 My forces for Infamy to date include Caesarean Romans, Spanish and Gauls.  My "first" Roman legion has four groups of legionaries, including a "newly raised" group that have no helmets.  I had enough spare sprues to add a planned extra group but somehow managed to buy a different set of little big man shield transfer decals.  

Having painted this single group I decided they looked lonely.  I needed to add two more groups, four sprues, and get another set of those transfers to allow me to raise the second legion.  I also added a nifty looking Warlord Games Centurion and Optio, using their excellent Vorenus and Pullo metal figures.

This should allow me to expand the size of my games, as well as to conduct some Roman Civil War style games.

Making a start.
The Second Legion's shield design from Little Big Man

Getting ready for shading and varnish 


Centurion Maximus Flatulus and Optio Blandus Piddlus parade their men.

The end of the Goeben

 The last of my 1914 Mediterranean games.  Goeben has been intercepted by a British force of two battle cruisers and a light cruiser.  If the dice had gone another way it would have been a single BC.

Goeben and Breslau

HMS Sentinel CL intercepts.

Indomitable and Indefatigable appear.  Both salvo, both straddle.

Goeben's shooting is off today

Sentinel sucks back into cover.  Indefatigable hits Goeben.

Breslau flees, making smoke.

Goeben covers the cruiser's withdrawal.  She has been damaged.

Goeben straddled but she hits back.

Indomitable is straddled.

Indefatigable's Gunnery Officer warrants a promotion.

Given heavily damaged more but so is Indominatable.

Goeben sinking!

The German light cruiser escaped so perhaps I'm not quite done with the Med.

Straits of Messina 1914

Troubridge's squadron, the armoured cruisers HMS Defence, Black Prince, Warrior, Duke of Edinburgh and eight destroyers have contacted Goeben after the Germans passed into the Eastern Med.  Historically Troubridge withdrew, so I have him the option on a random event roll.  Turns out that, as historically, he had sent his destroyers to refuel at Zante, but this  time engaged the Germans with the cruisers.

The cruisers had 9.2 in against Goeben's 12 in.

Goeben and Breslau exit the straight

Troubridge's squadron in two divisions.

The Germans split

Goeben engages

The British attempt to manoeuvre

The Germans hit hard.  Damage to an AC

Heavy damage to the CA as the British get into the range.

But it's a storm of fire.

And the literally as Black Prince limps off alight.

Goeben turns, HMS Defence is hit.

Black Prince sinks, Defence heavily damaged and straddled.

Cheeky move as the much faster Breslau circles in to hit Defence.

HIS Defence explodes.

Breslau took damage, but rejoins.

And Troubridge heads for the horizon with his surviving ships.

Troubridge can now contact the Battle Cruisers with a positive location for the contact.  He will probably get a medal!

Wednesday 28 February 2024

1914 Pursuit of the Goeben

 My WW1 Naval games have reached the pursuit of the German Battleship Goeben and Light Cruiser Breslau through the Mediterranean at the outbreak of the war.



British cruisers shadowing the Germans

In 1912, the Mittelmeerdivision of the Kaiserliche Marine (Imperial Navy), comprising only the Goeben and Breslau, was sent out under the command of Konteradmiral Wilhelm Souchon. In the event of war, the squadron's role was to intercept French transports bringing colonial troops from Algeria to France.

When war broke out between Austria-Hungary and Serbia on 28 July 1914, Souchon was at Pola in the Adriatic where Goeben was undergoing repairs to her boilers. Not wishing to be trapped in the Adriatic, Souchon rushed to finish as much work as possible, but then took his ships out into the Mediterranean before all repairs were completed. He reached Brindisi on 1 August, but Italian port authorities made excuses to avoid coaling the ship. This was because Italy, despite being a co-signatory to the Triple Alliance, had decided to remain neutral. Goeben was joined by Breslau at Taranto and the small squadron sailed for Messina where Souchon was able to obtain 2,000 short tons (1,800 t) of coal from German merchant ships.

The British fleet.  These boys are randomised for this mini campaign.

The game

My game starts on 2nd August.  War has not yet been declared.  The British under Admiral Milne have an overwhelmingly powerful group of battle cruisers and armoured/light cruisers at Malta, sent out to both watch for an Austrian breakout, and to run down the Goeben.

The Germans leave Messina, moving through areas 6 an 12 along the northern coast of Sicily.  By the morning of 3rd August they are in area 11 ready to bombard the French port in Algeria.

I roll an event, new orders, proceed to Constantinople.  We seem to be following history!  No contacts.  The Germans bombard the port anyway for an easy VP.

By evening on the 3rd the Germans are in area 13.  Still no contacts.  

Morning 4th August Orders rendezvous with a Collier in area 18.  The German Force makes the RV point only to roll a random contact HMS Weymouth AC and a small British convoy.

Tabletop action  straits of Messina 4th August 1914.

HMS Weymouth leads the convoy

The four funnelled Cressy playing the part of Weymouth

Goeben and Breslau make contact

Convoy scatters

HMS Weymouth closes at full knots

Straddled and damaged.

and Goebens shooting is deadly accurate

heavy damage.  Friday's speed and gun power slacken.

The British cruisers sinking.

Bradley hunted down the fleeing troopship, and a merchantman

And Goeben watches Weymouth roll over

Weymouth stood her ground but was insufficient to place any damage on Goeben. Lets see what the British battle cruisers can do!



Saturday 17 February 2024

Anzio - the Factory Game 2

Game two at the Anzio "Factory."  Two companies of German Infantry trounced a full battalion of US Infantry in game one.

This time the US are using an armour to support the Infantry battalion.  Let's see if 6 Shermans and 2 Stuart's can do the trick.

The Factory, Aprilla, a new town that US Infantry thought looked like a bombed out factory.

The tanks swing on a left flank move.

The US send armoured infantry in to challenge the dug in Germans.

88mms guns kill a tank pretty quickly.

German armour creeps around the town.  Pretty ineffective.

And I let loose with a typhoon airstrike, but that too is ineffective.

Turns out that dug in German Infantry are well hard.

It also turns out that sending tanks in amongst panzerfausts is a poor idea.

And those German 88mms are deadly.

But it's a battle of attrition and the US have double the German numbers!

Nearing the end the Germans have two FUBAR, as do the Americans.

The US tanks roll over the Germans - finally.

The US get E company into the town.

The German's final O Group roll is shocking.  They call it a day.

Great game, and the rebase has revitalised the look of these guys.