Well after what seemed an eon finally got the The Great Antipodean Adventure under way. Our group got together Monday night and had our first run through of the A World Aflame rules! The rules got the thumbs up but will require a few minor modifications for us. They are not the best set of rules but perfect for what we are trying to achieve! Anyway I hope you enjoy...
Background...
Wednesday 18 May 1932 Sydneysiders awoke to a new world. The broadsheets were filled with stories of the slaying of Mrs Slocombe in the Rocks District and continued unrest on the streets. Everyone’s discussion over breakfast revolved around the Police firing on a ‘defenceless housewife’ the Forth Estate totally ignored the facts and lingered on the Constabulary oppressing the citizenry of Sydney.
Public
Houses over the city were fill with crowds talking of avenging the first martyr
of the people’s revolt against an oppressive government that had been imposed
on New South Wales. One particular establishment was filled to the gunnels with
members of the Amalgamated Engineering Union and as the day wore on they became
more and more rowdy. Their leadership group wanted to make a statement but a
bloodless one to prove they were more egalitarian than the cruel government! It
was decided that on this very day to honour the late Mrs Slocombe they would
replace the flag that billowed over The Governors House with one of their Union
banners. Two groups would approach the Governors House which they nicknamed the
Bastille. They would traverse the gardens in the twilight hoist their banner
and then retire into the night!
Later
that afternoon the alcohol driven members of the Amalgamated Engineering Union
approached their goal! The northern group led by Banner-man Bruce Smith advanced
southward through the gardens and were momentarily taken aback when a stern
voice was heard, “this is your only warning, disperse and leave the Governors
ground immediately...”
At this
point a shot was fired by the mob at of all things a rabbit, the Constabulary
led by Sergeants Howard and Abbott thinking they were the target opened fire...
A nasty melee forms as members of the Amalgamated Engineering Union's come to grips with the Constables of Sergeant Abbot's Section.
The unforgettable moment, a photograph taken by an Advocate Journalist just moments before the fatal shot is fired that ended the life of Mrs Slocombe...
The Scenario
Game Length: 10 Turns
Victory Conditons: The Mob must exit their banner from the south board edge and the
Government forces must prevent this from occurring
Battle: The Governors House
Victory Conditons: The Mob must exit their banner from the south board edge and the
Government forces must prevent this from occurring
Battle: The Governors House
Location: Sydney NSW
Date: 18th
May 1932
Commander: Bruce Smith
Weather: Fine Still Very Late Afternoon Visibility 36”
Notes: Orders can’t be changed:
‘Exit Figure
bearing the banner from south board edge’
Amalgamated
Engineering Union Mob
Unit ID.
Name
|
Figures
|
Officer
Grade
|
Unit
Initiative
|
Morale
|
Volleys
|
Notes
|
|
Gang 1
|
8
|
2
|
2
|
5
|
5
|
-1 Fire/Melee
|
|
Gang 2
|
8
|
2
|
2
|
5
|
9
|
-1 Fire/Melee
|
|
Gang 3
|
8
|
2
|
2
|
5
|
10
|
-1 Fire/Melee
|
|
Gang 4
|
8
|
2
|
2
|
5
|
4
|
-1 Fire/Melee
|
|
Battle: The Governors House
Location: Sydney NSW
Date: 18th
May 1932
Commanders: Sergeants Abbott and Howard, Brigade Captain Bush
Weather: Fine Still Very Late Afternoon Visibility 36”
Notes: Order can’t be changed:
‘Ensure no
civilians exit the south board edge’
Government
House Northern Security Detachment
Unit ID.
Name
|
Figures
|
Officer
Grade
|
Unit Initiative
|
Morale
|
Volleys
|
Notes
|
|
Police
Section 1
|
6
|
3
|
4
|
4
|
9
|
||
Police
Section 2
|
6
|
3
|
4
|
4
|
9
|
||
Firemen
|
4
|
3
|
3
|
4
|
5
|
-1 Fire/Melee
|
|
'A Visit To
The Governor's House' Chance Cards
‘Randomly
selected’ is done by side with 1D6 the highest roll side gets the card they
then use an appropriate die to select the unit from their own side.
HEARTS ACE No Effect.
HEARTS TWO Resolve - Player who
rolls highest on 1D6 retains this card and can play it to automatically pass a
morale test.
HEARTS THREE No Effect.
HEARTS FOUR Rascally Rabbits! - One
randomly selected Mob unit expends a volley of ammunition obtaining dinner!
They can still fire this turn but that expends yet another volley of
ammunition.
HEARTS FIVE No Effect.
HEARTS SIX Brew up! One randomly
selected Mob unit can’t perform an action this turn as its members enjoy a
cuppa...
HEARTS SEVEN No Effect.
HEARTS EIGHT Get a wriggle on! The
Player who rolls highest on 1D6 can select any one of his units this turn and
it can add 3AD to their 6” move when they run. If no unit wants to run treat as
no effect.
HEARTS NINE No Effect.
HEARTS TEN Ooo Bruce brought
beers! One randomly selected Mob unit pauses to imbibe ‘supplies’ it can’t
perform an action this turn.
HEARTS JACK No Effect.
HEARTS QUEEN Who forgot the compass?
Affects Union Mob units ONLY. A unit gets lost, one randomly selected unit RUNS
due north.
HEARTS KING No Effect.
CLUBS ACE Resupply! Affects
Government units ONLY. A civilian contractor on a bike enters the south edge
this turn with five volleys of ammunition. When/if he delivers his supplies he
is removed from the board he is a non-combatant.
CLUBS TWO No Effect.
CLUBS THREE Government
reinforcements, a unit of armed Fireman have been dispatched from the Governors
House and enter the south map edge this turn.
CLUBS FOUR No Effect.
CLUBS FIVE Smoko! One randomly
selected Mob unit can’t perform an action this turn as its members enjoy a
Woodbine or two...
CLUBS SIX No Effect.
CLUBS SEVEN We’re flanked! Movement
in the shadows unnerves a unit. The Player who rolls highest on 1D6 randomly
selects unit which can’t perform an action this turn.
CLUBS EIGHT No Effect.
CLUBS NINE Resolve - Player who
rolls highest on 1D6 retains this card and can play it to automatically pass a
morale test.
CLUBS TEN No Effect.
CLUBS JACK Get a wriggle on!
Player who rolls highest on 1D6 can selected unit this turn can add 3AD to
their move if they run.
CLUBS QUEEN No Effect.
CLUBS KING A message from the
Governor! Affects Government units ONLY. A note believed to be from the
Governor creates confusion a randomly selected unit can’t perform an action
this turn
The AAR
Dave and Alan Commanded the four gangs comprising the Union Mob brought and brought them on from the north map edge on a broad front running at top speed! They were met by a warning shout and some desultory rifle fire. The AWA rules variable movement was interesting as the groups moved forward unevenly. Alan's high rolling got his lads ahead of Dave's. A Chance card saw a volley of Mob fire wasted nabbing rabbits for tea. Uncannily this random event seemed perfect for that moment of the game!
Turn 2, a Gang of eight Unionists see the Coppers cowering in the distance at the Gate House.
The Unionists kept on the move in the first turns which meant firing was out of the question for them, hitting at long range is hard for trained soldiers let alone the untrained rabble on the move.
Sergeant Howard's Section deploying, these guys proved the unit of the night taking no losses and virtually wiping out two gangs of Unionists! Men can operate normally up to 15 inches from their leader, we'll probably reduce that in built up areas.
The Mob closes on the Gate House and the first casualties are suffered. AWA calls for pretty regular morale checks and subsequent checks can be detrimental in a large game that may require a bit of house keeping. Also regarding activation in AWA its done by pairing a unit from each side for future games we'll nominate units 'in secret' so there can be no 'gamey' selections!
The situation at the start of turn 4. Two Sections of NSW's finest are to the right and the four groups comprising the mob are too the left (naturally haha) preparing to launch a drunken charge. The chance cards played a cruel blow to the Unionists in the foreground as they paused for refreshment well within range of Sergeant Abbott's Constables!!!!
Turn 4 plays out two gangs of Unionists reach the Gate House...a drawn melee ensued which means it carries over to the next turn
Turn 5 and the eastern most Gang charged only to drop short of the Police line and are cut down by accurate fire!
Turn 6 Sergeant Howard's Section faces thin air as the Mob facing them routs! In the centre around the gate House the Coppers now leaderless too rout and are about to flee southward!
in the very far distance at the top right the Unionists with the crucial banner are moving unopposed along the board edge and in the centre top a small section of four Firemen can be seen deploying under Brigade Captain Bush!
The turn 6 Gate House melee before the dice are rolled...
the Coppers roll badly and lose fleeing! The Unionist victors are in turn cut down to a man by Sergeant Howards Constables! the Gate house if left in a strangle eerie silence...
Turn 6 Bush's men deploy trying to intercept the Unionists!
Bush's Fiemen take out the third Gang of Unionists but their sacrifice allows the Unionists bearing the banner to exit the south board edge!
Turn eight saw Bruce Smith exit the south edge surrounded by jubilant Engineering Union members!
So a Pyrrhic victory to the Mob it was bought at great cost! The casualties:
Constabulary 4
Fire Brigade 2
The Mob 20!!!
Congratulations Dave and Al!
A very entertaining start to this new adventure! In retrospect the Mob's 'drunken enthusiasm/vengeance morale was I think 1 too high when we replay scenario that'll change! Next game will be again a mainly 'infantry' affair to get the rules down pat it's called 'The Gun'...
The mob should face some light horse. That will sort them out!
ReplyDeleteThanks!
DeleteAh Light Horse unfortunately I don’t have any mounted figures for them, my WW I infantry could just pass as dismounted Light Horse if you squint and with my budget stretched I can but hope another TSOGger will leap into the breach there! We will have a few mounted Police thanks to Al soon not quite the same though...