Saturday, 27 April 2024

Solo What a Constable

The Plot point and encounter cards I use are drawn using a d6 I roll alongside the Character cards I use to determine initiative.  A roll of 6 draws a plot, and 1 a Police response.   I mix the crime cards with the plots.  They are also rolled/drawn if a figure moves over a pre marked blue for on my tabletop.

Plot points - engaged when a figure moves over a blue dot on the table



Disturbance in Corporation street

Hoyin' doon, clear the streets

The Phantom Raspberry blower of Old Cestria town

Mr Satterthwaite's cash boxD6

Miss Scarlet

an assault on Me Utterson the solicitor

d6 the Joiners arms

d6 the Red Lion

Thelma Bewes appears

last orders

time Gentlemen Please

Character appears

Proper Reverend Quincy Green

Jimmy the Nail brawling outside the fighting Cocks


Crime Report

knicking lead from the church roof

suspicious activity North Burn Yard

stealing the pub takings

The Post Office Van

All criminals in play  extra move

fight at the Bridge Inn

All civilians in play extra move

All Officers in play extra move

stealing coal bags

Protection racket for the pub trade

Braying a local dignitary


Police Response

Whistle, summon assistance x 3

Here! Just a minute!

I seen nuthin' Sarge

Get stuck in son!

Take a bribe? Me? D6

let me bloody at 'im!

Hoy, I wants a word with you

PC Philips follows a lady "Ding Dong"



Friday, 26 April 2024

GDA2 and the Battle of Assaye

Battle of Assaye

British Indian

HM 19th Light Dragoons
HM 74th (Highland) Regiment of Foot
HM 78th (Highland) Regiment of Foot, the Ross-shire Buffs
4th Madras Native Cavalry
5th Madras Native Cavalry
7th Madras Native Cavalry
2nd Madras Native Infantry
4th Madras Native Infantry
8th Madras Native Infantry
10th Madras Native Infantry
12th Madras Native Infantry (2nd Battalion

Mahrattas
Army Commanders- Maharaja Daulat Rao Scindia; Raja of Berar
Forces of Daulat Rao Scindia
Cavalry
Native Sirdars - 12,000 Hindustani and 2,000 Deccani horsemen
Bapoji Scindia (Artillery Park)- 4,000 Hindustani horsemen
Scindia's Compoos
Pohimann Compoo - Colonel Pohimann
Regular infantry battalions -6 (POH)
Cavalry - 500 Hindustani horsemen
Artillery - 40 field guns
Filoze Compoo - Major Dupont
Regular battalions - 4 (DUP)
Artillery - 20 field guns
Begum Somru Compoo - Colonel Saleur
Regular battalions - 5 (SAL)
Artillery-25 field pieces
Artillery
Bapoji Scindia (Artillery Park) - 25 heavy guns, 100 field guns
Forces of Raja of Berar
Cavalry
Native Sirdars - 20,000 horsemen
Compoo: Commander - Beni Singh
Infantry battalions -7 (BS)
Artillery - 35 field cannon


The British Indian Army in all it's glory

And the Maharatas.  

Sir Arthur advanced into a for that fails to move!



The Madras forces get in among them and it's pretty soon done.
I didn't take photos because I was struggling with the new rules but it worked great as a game.

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.