Saturday May 28 1932 the angry Marxist, Leftie, Pinko members of the Amalgamated Engineering Union with their recently arrived Bolshevik Advisers advance on of the Police guarding Beaconsfield Park...
Last Monday night we revisited The Great Antipodean Adventure! We are still using slightly updated The World Aflame rules, these require some book keeping but we find this acceptable as they suit the inter war period well (and so they should having been written specifically for it!). I played this scenario three times before game night and the Cricketers won twice and the Mob won the last game, the events had only a slight influence on the game but added a bit of flavour. Well enough of my waffling lets get into it!
The Forces...
Battle: The Third Battle of
Beconsfield Park
Location: Sydney NSW
Date: Saturday
28th May 1932
Weather: Fine Still Late Morning Visibility
36”
Game length: 10 Turns
Marxists
Commie Red Unionists
Orders, can’t be changed:
‘By Turn 10 (up to 12 at the umpire discretion) have unchallenged control of the cricket pitch
by having an unengaged Commissar or Banner man/woman on it’ If this is not achieved the
Cricketers win the day!
Note Banner/Commissar figures are only in
play for Morale they can be a casualty instead of a Unit Leader when attached
(select with a roll). These figures may redeploy up to 12” when the unit they
are attached to is activated, this supersedes the rule where all figures in a
unit must carry out the same order. They may detach from routing units
automatically when the unit retreats.
Unit ID. Name
|
Figures
|
Officer Grade
|
Unit Initiative
|
Morale
|
Volleys
|
Notes
Record Failed Morale
|
|
Leaders
|
3
|
3
|
3
When unattached
|
4
|
N/A
|
Enter Turn 2
For Morale use only
May replace Unit
Leaders
Can’t Fire/Melee
|
|
Mob 1
No Tab
|
9
|
2
|
2
|
2
|
8
|
Enter Turn 1
|
|
Mob 2
Blue Tab
|
9
|
2
|
2
|
2
|
5
|
Enter Turn 1
|
|
Mob 3
Pink Tab
|
9
|
2
|
2
|
2
|
5
|
Enter Turn 1
|
|
Mob 4
Purple Tab
|
9
|
2
|
2
|
2
|
8
|
Enter Turn 1
|
|
Mob 5
Green Tab
|
9
|
2
|
2
|
2
|
7
|
Enter Turn 1
|
|
Mob 6
Orange Tab
|
9
|
2
|
2
|
2
|
7
|
Enter Turn 1
|
|
Mob 7
Yellow Tab
|
9
|
2
|
2
|
2
|
5
|
Enter Turn 1
|
|
Mob 8
Yellow dot Tab
|
5
|
2
|
2
|
3
|
4
|
Enter Turn 4
LMG Armed
|
|
A/C I
Red Body
|
8
|
2
|
3
|
4
|
4
|
Enter Turn 3
Armour is 12
Bogs on a D6 roll of 1
in park
In park moves 7” + 1D6
|
|
A/C II
Yellow Body
|
8
|
2
|
3
|
4
|
4
|
Enter Turn 4
Armour is 12
Bogs on a D6 roll of 1
in park
In park moves 7” + 1D6
|
|
The Beaconsfield 1st Eleven & Attached State Government Units
Orders, can’t
be changed:
‘Defend the
cricket pitch to the last over’
Notes -All figures have rifles & revolvers.
-Two ATR’s are
available. Any Unit may deploy them. Two figures are required to
operate an ATR. An ATR may be ‘dropped’ at any
time. Figures may use their
rifles instead of the ATR any turn. Double 1s
indicate the ATR is out of ammo, the ATR will automatically run out of ammo
when the unit deploying it does.
-Optional Police
Section 3 and may split to two
Unit ID. Name
|
Figures
|
Officer Grade
|
Unit Initiative
|
Morale
|
Volleys
|
Notes
record morale
|
|
Cricketers
Section 1
No Tab
|
6
|
3
|
4
|
6
|
9
|
||
Cricketers
Section 2
Yellow Tab
|
6
|
3
|
4
|
6
|
7
|
||
Police
Section 1
Yellow Tab
|
8
|
3
|
4
|
4
|
6
|
||
Police
Section 2
Orange Tab
|
8
|
3
|
4
|
4
|
6
|
||
Police
Section 3
No Tab
|
8
|
3
|
4
|
4
|
8
|
Optional
|
Events
‘Randomly
selection’ is done by both players rolling 1D6 and the side with the highest
roll gets the card then applies its details (if an individual unit is affected randomly
pick one by rolling unless it’s obvious from the card details what unit should
be affected).
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 Union unit expends a volley of ammunition
obtaining dinner! They can still activate and fire this turn but that expends yet another
volley of ammunition.
HEARTS FIVE No Effect.
HEARTS SIX Brew up!
One randomly selected Union 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 this turn it can be retained for later turns.
HEARTS NINE No Effect.
HEARTS TEN Ooo Bruce
brought beers! One randomly selected Union 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 units ONLY. A unit gets lost, one randomly selected
unit RUNS directly to its right (figure facing) it will stop if it reaches
terrain, enemy units (melee results) or the edge of the table top.
HEARTS KING No Effect.
CLUBS ACE Resupply!
Affects Cricketers 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 The Pub's open!, a random Union unit is select every figure rolls a 1D6 and on a 5 or 6 it is removed and placed in the nearest pub!
CLUBS FOUR No Effect.
CLUBS FIVE Smoko! One
randomly selected unit from either side can’t perform an action this turn as
its members enjoy a Woodbine or ten...
CLUBS SIX No Effect.
CLUBS SEVEN We’re
flanked! Some young rascals throw several cricket balls at the Unionists who take them for grenades and flee. A randomly selected Union unit runs at full speed to
their rear 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! 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 this turn it can be retained for later turns.
CLUBS QUEEN No Effect.
CLUBS KING A
telegram from the Australian Cricket Board arrives! Affects Cricketer units ONLY.
This missive creates confusion a randomly selected unit can’t perform an action
this turn
The scenario background was posted previously...
Scenario Background The Third Battle of Beaconsfield Park
The scenario background was posted previously...
Scenario Background The Third Battle of Beaconsfield Park
The AAR
The Cricketers (behind a barricade at the far end of the table) and Police (behind the parks wall in the foreground) prepared and ready to receive the mob.
The Cricketers (behind a barricade at the far end of the table) and Police (behind the parks wall in the foreground) prepared and ready to receive the mob.
During the first two turns of the game the Police held at the wall and fired as they withdrew, they managed to get only two hits!
The end of Turn 2 and the Police had successfully disengaged from the howling Mob who started to pour into Beaconsfield Park after opening the official boom gate without permission!
Turn 3 the Unionists on the right contacted the Police and a brief melee ensued which the Coppers got the better of and they were able to withdraw successfully again due to their better initiative...
Overview of the 'battlefield' just after Turn 5 started...
Turn 5 and the Unionist left flank caught up with the police there and they slaughtered them!
(we made a slight blue here as we stacked the Mob figures so they got 2 to 1 attacks along the line where it should have only been 1 to 1 in most cases DOH!) The Cricketers position was starting to unravel as the Unionists numbers were starting to tell!
Turn 7 and Senior Sergeant Bill Perks found himself facing the Mob alone!
He roared, "Righty'O you lot, if you disperse right now and egress of the Park in an orderly manner there'll be no need for me to take you down to the Station!"...
...the crowd ignored him and was swept aside on Turn 8!
Turns 6 and 7 the Cricketers right continued to slow the Union Mob but due to the ATR's inability to knock out the second of the Unionists Improvised Armoured Car things were beginning to look precarious! We didn't get a picture of the other armoured car running 'into trouble'!
Turns 8 and 9 and the Union Mob's numbers allowed them to flank the Cricketers and defeat them with overwhelming firepower. They captured the pitch, the ammo supply stashed there and more importantly stopped the game of cricket from starting, their manifesto was upheld...for now...
A big win to the Marxist Mob against Conservative Government forces! But the Cricketers will return!
We made a couple of small blues during play as we hadn't used these rules for a while but we already have a couple of scenario ideas so hopefully will return to TGAA soon; the Fight for Fair Education, the university faculty goes militant and the Rise of the Tong, Chinatown becomes the centre of the action!