Sunday, 16 October 2016

Campaign Game 4 Set Up Details & Special Rules - The Russian are Coming Campaign

Okay I've finally got off my butt and put together the stuff I have on game Four of my 'The russians are Coming' Campaign...this is about a year old!

so these are the set up details and special rules for the fourth of the The Russians Are Coming campaign scenarios. A map of the play area is included. Please feel free to try this scenario yourselves (you may have to adapt it for your rules I am using an adaption of State of War) and if you do please let me know how you go!

A period picture of Sergeant Bruce's 'Boys' manning the Palisade on Port Road the day prior to engaging the 'Ruskies':

The Forces:

Russians five units:

Siberians including NCOs fire and; melee as Trained
Cossacks including Leader fire as Raw and; melee as Trained
Staff Officer fires as Veteran and; melee as Trained

1 Army Officer (Captain Pushkin)
Four Army Units each of: 1 NCO and 7 Privates
One Cossack Unit of: 1 Leader and 5 Troopers

South Australians three units:

Privates fire as Trained and; melees as Raw
Officer and NCOs fire as Veteran and; melee as Trained

Palisade Picket Unit1 of: 1 NCO (Sergeant Bruce) and 9 Privates
Two reinforcement Sections:
One of: 1 Officer (Captain James Scullin) and 7 Privates
One of: 1 NCO (Sergeant Anthony Abbott) and 7 Privates

Deployment:

South Australians: The Picket Duty unit starts anywhere within 5cm of the Palisade and the other two other units enter anywhere along the south-east edge Turn 4

Russians: All units must enter Turn 1 on the north-west edge

Game Length:

The game ends after 12 turns then victory conditions are checked unless a sides units are broken before this

Victory Conditions:

At the game end the Russians must clear the ALL the South Australians from the barricade/roadblock to a distance of at least 10cms

Special Rules:

* Turn 1 the Russians have the ‘initiative’
* Russian have played their 'Staff Officer' option in this game morale effect for this are in play
* Cossacks can't use formed line and if their unit’s leader is killed they maintain skirmish order and move at half speed
* Cossacks may be up to 20cms from their leader
* The "hills" are actually rolling ground they block line of sight and give those on them melee and shooting advantages but cost no extra movement to climb as the slopes are gentle
* The rough ground areas cost double movement when actually traversing them and offer no cover
* The Fallowed fields cost double movement when actually traversing them in line only skirmish order troops unaffected and offer no cover
* The dense scrub areas cost triple movement when actually traversing them and offer no protection
* 'Lone Pine' offers light cover if directly behind it in the line of fire or melee
* Stanley’s Redoubt (the palisades) is hard cover and blocks line of sight unless the figure is adjacent to it.

Below is a map of the battlefield drawn by one of Lieutenant-Colonel Francis Downes staff the day after the action was fought including a Legend:

The "historical" AAR will follow Tomorrow!

Wednesday, 12 October 2016

The Mystery of the Darling Building

A small excursion from gaming this time to delve into a current story that links back to Captain Darling...

Currently in Adelaide, South Australia after remaining derelict for almost 20 years the modest yet architecturally beautiful Darling Building in Franklin Street is being renovated. The exterior is being retained as well as the salient internal features but this fine old building is becoming a modern office block.

However there is some interest to us dear reader in this building, does it contain some secrets relating to Captain Edward Darling himself?

The Darling Building was constructed in 1916 as business premises by a prominent mercantile firm, John Darling and Son and was the brainchild of architect E.H McMichael. This is a very impressive edifice and looks timeless, it is truly a classic building of the period being architecturally well balanced and featuring a symmetry which catches the eye!

At this point we move to themes of more interest to us...

Can it be just coincidence that the Darling Building built by John Darling and Son is believed to also be the residence of their namesake Captain Edward Darling? It is known that Captain Darling returned to the Antipodes after fighting through the carnage of The Great War but his actual dwelling has never been identified and confirmed. It was believed by many that a secret suite of rooms were incorporated into the design of the building for the good Captain to occupy. Backing this up this during the 1920's he was oft spotted in Franklin Street and his propeller driven roadster was seen parked in the adjacent Bentham Street. Fascinatingly at the same time it has being described that many eligible ladies often of quite high social status frequented the Darling Building's offices for frivolous reasons with the sole intention of meeting and befriending Captain Darling who was not only still a bachelor of good standing but his youthful good looks continued to shine even as he aged!

Reported sightings of Darling in the vicinity of Franklin and Bentham Street continued to be made right up until the beginning of the Second World War. All of them still included descriptions of the Captain's youthful appearance and healthy demeanour.

Moving to the present a completely unofficial source from within the workforce engaged in the renovations of the Darling Building inadvertently let slip that a secret staircase and living quarters were discovered within the building while the inside was being gutted for the renovations...very interesting! More thought-provoking still is an aside from an equally unofficial source that observes the new office space in square yardage still do not equal the full footprint of the building on each floor! This person goes onto say the internal wall dimensions of the building are substantially less than those of the exterior walls, especially on the top story! 

Well what are we to make of this hearsay and supposition I'll leave that up to you dear reader perhaps it is not just the ghost of Captain Darling that haunts the Darling Building, Franklin Street Adelaide...


Below; a period picture of the Darling Building and one of it nearing the completion of it's current renovations, both of these were sourced from the new fangled internet...



Next Time...back to gaming STUFF!

Friday, 16 September 2016

Doktor Von Hades 'Ride' The Armoured Auto Carriage

I built a Pulp Armoured Jalopy for testing the Mad Maximilian Car Wars rules and I thought to myself hey this is something the Evil Genius Doktor Von Hades could have created in Victorian times so here we go with a bit of double purposing...

Late in 1876 with the heat growing on Doktor Von Hades as the world's Intelligence Agencies increased their pressure on his Evil Organisation he decided he needed a more secure method of transport between his Secret Lair in outer London and his Secret Office/Laboratory in Chelsea! His daily commute by Cab through London's crowded streets was becoming more and more hazardous and on several occasions he became involved in low speed chases as his Handsome Cab was pursued by the Constabulary in their Black Maria's!

His solution to this was his Armoured Auto Carriage!

Over the Yule period of 1876 he designed and had constructed a horseless carriage for himself which was driven by his own clockwork system (which he patented) and could reach 12 miles per hour along London's cobbled roads. The mechanism driving the vehicle required a rewind only every 20 miles! The passenger's compartment safe behind thick armour was sumptuously fitted out in the finest calf skin and included a small drinks bar and smoking cabinet for its noted passenger. The driver not only steered the vehicle but fired the forward firing Rapid Fire Rifles when they were required. In the rear sat one of the Doktor's bodyguards and they manned the Turret armed with two 20mm Auto Cannons. The Turret was manually rotated using a system not unlike pedaling one of those new fan-dangled bicycles freeing the operators hands to elevate, aim and fire the cannons. To smooth his ride to the office Von Hades rimmed the outer edge of each of the alloy wheels with solid rubber bands using the finest imported products from South East Asia. The cushioning effect was quite noticeable! The body work supplied by a German Company run by a little known engineer Karl Benz. It was painted in a rich green colour with gold embellishments! The Doktor's Armoured Auto Carriage was a marvel of it's age and caused much consternation to the authorities who were trying to rid the world of his evil machinations


A picture of Doktor Von Hades and his driver Bill spending a lovely afternoon in the English countryside enjoying a spot of tea with the new Armoured Auto Carriage in the background...

The Armoured Auto Carriage Specifications
Length: 5.6 metres
Width: 2.5 metres
Height: 1.9 metres
Propulsion System: Clockwork
Top Speed: 12 MPH
Armour: Iron Plating on the Body and a Rolled Steel Turret
Armament: 2 x Forward firing Rapid Fire Rifles with 2500 rounds each
                  2 x 20mm Austo Cannons in the manually rotated Turret with 500 rounds each


More stuff soon!

Wednesday, 17 August 2016

“The Mysterious Affair On and About the Dniester!”…A PULP FUBAR VSF Scenario

After reading several PULP Adventure games I thought to myself they sound cool and more importantly FUN! I decided it was time to get out the veritable FUBAR VSF rules and have a FUBAR VSF PULP game! A scenario is required though to set up a situation where I could create a treasure hunt type game with multiple factions…hmmm…okay here we go…

“The Mysterious Affair on and about the Dniester!”

During the latter days of September 1876 the Masters of British Military Intelligence and the S.O.E. met frequently and into the depths of the night as they perused the information their networks were acquiring about the Evil Genius Doktor Victor Von Hades. From what they gleaned he was gathering secretly from locations all around the vast globe equipment and resources to build his most ingenious creation of which nothing definitive could be ascertained but there was no doubt it would be very very evil whatever it was! Once he became aware of these disturbing developments the Prime Minister, Disraeli ordered that all the efforts of Her Majesties armed forces were to be employed to prevent Doktor Von Hades evil scheme coming to fruition!

S.O.E. operative Edward Bigger gave the forces of good their first opportunity to strike at the evil plans of Doktor Von Hades. Disguised as a travelling Greek Kebab vendor he penetrated deep into Eastern Europe and while pumping a local sheep for information overheard two of Von Hades Henchmen discuss the flight plans of his cargo Airship, the Styx along with the details of its secret cargo. What he heard was vital so using a stiletto hidden within a kebab he dispatched the Henchmen and sent the vital information back to the Headquarters of S.O.E. using his new Marconi Wireless Set.

With the intelligence on the movements of Doktor Von Hades Airship in their hands the British formulated a plan to capture the vital cargo thus stalling the Evil Genius’s plans!

The steam powered Blimp 1’s of 266 Squadron under the command of Captain QueensFordSmith were allocated the dangerous task of the long range interception of Doktor Von Hades Transport Airship and bring it down! For this daring mission Captain Darling was ordered to re-join his old squadron and lead it’s the intrepid airmen again. QueensFordSmith revelled in the opportunity to be the wing-man of his old commander for another daring jaunt to take on the enemies of her most Imperial Majesty! “this Doktor Hades cad had better watch his P’s and Q’s cause we are coming to poke him in the eye and tweak his nose by Jove” he was heard to say in the Officers Mess. The Blimp 1’s were stripped of all excess weight, loaded with extra coal and each pilot was supplied a single belt of ammunition with which to complete this mission!

October 10th and the brave Pilots of 266 Squadron took off from the rear deck of the Armoured Cruiser HMS Incontinent silently at anchor in the Black Sea. After they successfully completed an audacious crossing of the mountains of Moldavia they intercepted Doktor Von Hades Airship exactly as planned. While the men of 266 squadron duelled with the Airships escort of Fokker Flyers Captains Darling and QueensFordSmith effectively fulfilled their mission and brought down the Evil Genius’s Transport! The cost had been high though four Blimp 1's were lost in the action and on the return to the HMS Incontinent, importantly both Darling and QueeensFordSmith came through unscathed. Upon landing a message was sent via wireless informing those in power the mission had been successfully concluded.

The wreckage of Doktor Von Hades Airship was strewn over a large area of rolling plains to the east of Edinita near the Dniester River in Upper Moldavia. Several items of its valuable cargo survived the crash and became the central features of the famous “Mysterious Affair on and about the Dniester!”…

Scenario Details:
15 October 1876
Moldavia
Mid Morning

Faction Queen Victoria
These “Good Guys” were deployed via the River Dniester from the Armoured Cruiser HMS Incontinent to retrieve any and all items of interest from the wreckage of the Airship Sytx. They are men of valour and integrity and in true British fashion will kill anyone who gets between them and their objective…the British Expeditionary Force arrived in the vicinity of the crash from the east at around 9:45am Old Moldavian Time.

Hero Type:       Captain LongJohns
Trusty Chaps:  Lieutenant Broadshorts and Lieutenant Carruthers RN
Average Joes:  Sergeant John Smith and Private John Smith


Faction Evil
These “nasty types” were sent by Doktor Von Hades trusted sidekick Steel Balls to recover any usable items from the Airship Sytx wreck. They are the dregs of society so basically have a similar out look as the men from Queen Victoria’s Faction and will kill anyone who gets between them and their objective. They are supported by African Natives of the Imgoingtoolootoo Tribe…they arrived in the vicinity of the crash from the west at around 9:45am Old Moldavian Time.

Hero Type:       Fred Oddsocks
Trusty Chaps:  Mad Eye O'Leary and Slasher Thompson
Average Joes:  Mahatsontoo and Mewarinmehattoo


Faction Nasty Tsar’s Minions
The Imperial Russian Army learned from the Third Section there was suspicious activity in Upper Moldavia east of Edinita near the Dniester River so they deployed a force to investigate what exactly was occurring. Also linked to this suspicious activity was the mention of Doktor Von Hades name and talk of a mysterious crashed Airship. This was an opportunity in their eyes to gather intelligence so a party was ordered to collect any artifacts of interest and return them to the Tsar’s Scientists…the army detachment arrived in the vicinity of the crash from the north at around 9:45am Old Moldavian Time.

Hero Type       Colonel Potemkin
Trusty Chaps  Lieutenant Gudenoff and Sergeant Denisov
Average Joes  Cossack Ivan and Cossack Boris


Faction Fortune Hunters
News of the demise of Doktor Von Hades Airship, the Styx soon became the topic of conversation in every Din of Iniquity throughout the Balkans, the Middle East and North Africa. It was in Cairo while planning a Safari the famous Fred of India became aware of what had occurred. Being a man of action and fortune and willing to destroy any antiquity in search of loot and lion skins Fred was spurred into action! He gathered his loyal Safari companions and his native attendants and departed for Moldavia post haste. He would search the wreck site for any items of interest (i.e. value) and flog ‘em off to the highest bidder, plus there may be some native wildlife he could shoot and get stuffed for his collection…the Safari arrived in the vicinity of the crash from the south at around 9:45am Old Moldavian Time.

Hero Type       Fred of India
Trusty Chaps  George Bingham and Jon Smithers
Average Joes  Umbootoo and Umshootoo


I won't be playing this for a couple of weeks as I need to build/finish up some terrain and props. Also I need to organise four players to be in the same place at the same time. I'll get the AAR up once done...

Next time hmmm I'm not sure...